Mario's Enemies: Complete Guide to Bosses and Creatures

The Super Mario bestiary

Everything that wants the plumber's hide

Eleven families, one hundred and eleven profiles, forty years of opponents — from the brown mushroom of World 1-1 to the thousand-year-old demon hidden behind a door.

1985Bowser and the Goomba take the stage
111Detailed profiles in the bestiary
11Families to sort the whole bestiary
7Koopalings, one per castle

Updated 3 September 2026

Without them, Mario would never have needed to jump. A platform game is a corridor and things that stop you crossing it: the saga has spent forty years inventing those things, and has turned them into a vocabulary that millions of players read without thinking. A brown mushroom gets squashed. A green turtle turns back on itself. A spiked ball forbids the jump. Nobody has ever needed a tutorial to learn it.

This page sorts that vocabulary. Eleven families, from the shelled army to the demons of the RPG episodes, and 111 profiles — one for each creature, boss, rival or defector that has its own detailed article on the shop. Each profile says who the creature is, where it comes from, what it does to the player and how to get rid of it; the clickable name opens the long portrait.

Eight silhouettes come up more often than the others — Bowser, the Goomba, the Koopa Troopa, the Boo, the Piranha Plant, the Bullet Bill, the Koopalings and Wario. They have a large profile here, with the date they entered the stage, their weak point and the episodes where they really count. The others have a short card.

Three tables mark out the tour. The first, just below, sets the silhouette against the counter : what the shape of an enemy announces, and the tool that finishes it off. The second gives the French names against the original names, because “Cruxinistre” and “Grodus” designate the same character and the French-language localisation reinvented half the gallery. The third lists the final bosses of twenty-two major episodes — for anyone who believes Bowser waits at the end of every adventure, that is wrong one time in two. The complete directory closes the page: searchable by name, filterable by family.

📋 Contents

How the saga makes its opponents

What makes a Mario enemy

three design principles, held to since 1985

The series laid down very early a rule few games have managed to copy: the enemy is first of all a piece of visual information. Its silhouette announces its weakness before it moves. The brown mushroom walks straight ahead and flattens with one jump. The green turtle turns back when it hits a wall, the red one turns round at the edge of a drop. The one wearing spikes forbids the jump and imposes another idea. No text explains anything, no dialogue window opens: the shape is enough, and it fits into an image sixteen pixels across.

The first level of Super Mario Bros. is an entire lesson built on that principle. The Goomba was not planned at the start; it was added late in development, because the Koopa Troopa called for two moves — jumping on it, then pushing the shell — and made a poor very first opponent. What was needed was a creature that a single reflex jump would wipe out. The Goomba was born of that constraint, and became the face of the series.

Second principle: the enemy becomes a tool. The Koopa Troopa's shell can be picked up and thrown; the Goomba's Shoe is steered like a vehicle; the POW Block sweeps the whole screen; the Bob-ombs of Super Mario 64 are grabbed by the tail and thrown. The opponent is not merely an obstacle: it is part of the toolbox, and the best players are the ones who use it most.

Third principle, which appeared later: the boss tells you something. The RPG episodes, from Super Mario RPG in 1996 onwards, turned mute silhouettes into written characters, with motives, humour and sometimes tragedy. That is where the saga produced its most memorable antagonists — and the least known to the general public, since they almost never leave the games they were born in.

The silhouette gives the solution: reading a Mario enemy in one second
The shape What it announces The counter
Brown mushroom, two feet Contact hurts, nothing else One jump on the head is enough — that is the Goomba
Smooth shell, two legs Two stages: the occupant, then the shell Jump, then push or pick up the shell of the Koopa Troopa
Back bristling with spikes The jump is forbidden A thrown shell, a fireball, a POW Block or a detour — the case of the Spiny
A hard, shiny helmet Fire does not get through Jump on it and use the shell, as on the Buzzy Beetle
Block of stone with a closed face Neither jump nor projectile makes a dent Pass underneath at the right moment: the Thwomp always falls back
Skeleton It gets back up after being flattened A star, a hammer suit or a shell to finish off the Dry Bones
Green mouth at the edge of a pipe It comes out in cycles, never at random Wait for the cycle, or shoot from a distance at the Piranha Plant
Shell with a smiling face One trajectory, with no correction at all Jump on it or step aside: the Bullet Bill does not deviate
A lit fuse A countdown, not a charge Pick up and throw back the Bob-omb before it explodes
A cloud with glasses It does not fight, it resupplies Neutralise the Lakitu himself, otherwise the Spinies never stop coming

Those three principles explain why the bestiary ages so well. A Goomba from 1985 and a Goomba from Super Mario Bros. Wonder play exactly the same, forty years apart, without any manual having had to remind anyone.

The Koopa dynasty

Bowser and his family

the king, his son, his guard of seven, his sorcerers and his machines

There is a very simple reason for Bowser's longevity: he holds both roles at once. In the platform games, he burns, he kidnaps and he builds fortresses; in the spin-offs, he plays tennis with his victims, drives a kart and takes part in Mario Party evenings. Few villains take that split without becoming ridiculous. He manages it because the series has never claimed he was frightening — it played the threat straight and the character with a wink.

Around him a genuine general staff has been built, added layer by layer: the seven Koopalings in 1988, the sorcerer Kamek in 1995, the son Bowser Jr. in 2002, not counting the alternative versions of the king himself — skeletal, metallic, pumped up on stars. The question of parentage ended up becoming a subject in itself, which our Koopa family tree untangles.

BowserThe reference boss

Bowser

king of the Koopas, kidnapper in chief, professional bad loser

First appearanceSuper Mario Bros. (1985)
SpeciesKoopa
Original nameKoopa, in Japan
Recurring weak pointThe ground under his feet

Bowser opens and closes the saga, from World 8-4 of Super Mario Bros. onwards. The original fight is a masterpiece of economy: the player thinks they have to face a fire-breathing dragon, when all they need to do is reach the axe placed behind him to bring the bridge down. Two solutions coexist — force or cunning — and the series has never stopped replaying that idea. In Super Mario 64, you grab him by the tail and throw him onto mines; in Super Mario Galaxy, you roll him across burning planets; in Odyssey, you steal his hat.

His design comes from a back-and-forth between two animals. Shigeru Miyamoto first wanted him as an ox, echoing the Bull Demon King of the Chinese tale Journey to the West; the drawing slid towards the turtle, and the Japanese name stayed Koopa. The name Bowser, for its part, was invented for the West. That double christening explains a few translation wobbles that still linger in French-language guides.

Since Super Mario Sunshine, the series has also given him a private life. He raises his son alone, runs a spa, keeps photos of Peach in his castle and gets frankly angry when anyone touches his family. Bowser's Fury, in 2021, goes as far as making him uncontrollable and forcing Mario to team up with Bowser Jr. to calm him down.

His family

One acknowledged son, Bowser Jr., and a child version, Baby Bowser, whom Yoshi fights as early as 1995.

His doubles

Dry Bowser, the skeleton that comes back from the lava castles, and Midbus, his pink lookalike from the Mario & Luigi games.

His sorcerer

Kamek, a bespectacled magician, enlarges the bosses and has served as a nanny since Yoshi's Island.

His castles

Bridges over lava, rotating axles, an architecture recognisable from one episode to the next.

The KoopalingsSeven bosses, seven ideas

The Koopalings

the close guard who hold the end-of-world castles

First appearanceSuper Mario Bros. 3 (1988)
StrengthSeven
RoleEnd-of-world boss
Family statusClose guard, not children

Larry, Morton, Wendy, Iggy, Roy, Lemmy and Ludwig arrived all at once in Super Mario Bros. 3, and they solved a problem of rhythm: until then, the end of each world brought back the same opponent. Seven castles, seven fights, seven different patterns — one who jumps, one who bounces on a ball, one who throws rings, one who makes the ground shake. The formula was so effective that it was used again almost unchanged in Super Mario World, then throughout the New Super Mario Bros. series.

Their status changed along the way. The Western manuals of the 1990s made them Bowser's children; around 2012, Nintendo clarified matters by reserving that role for Bowser Jr. The seven remain his close guard, with their own vehicles and their own combat quirks, but no longer his offspring. Their Western names, for their part, come from musicians — a nod the Japanese version never had.

The smallest

Lemmy, balancing on his ball, bets on dodging rather than on strength.

The most brutal

Roy, pink glasses and a shock wave, plays pure power.

Their successors

The recurring mini-bosses Boom Boom and Pom Pom took over in the 3D episodes.

Bowser Jr.Bowser Jr.The son, the bandana, the paintbrush

Arriving in Super Mario Sunshine in 2002, he starts out with a lie: his father made him believe that Peach was his mother, and he daubs Isle Delfino with a magic paintbrush in order to kidnap her. The fanged bandana he wears over his mouth has become his signature, as has the Koopa Clown Car, the flying pod inherited from Bowser. He is today the only child the series officially grants the Koopa King.

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Baby BowserBaby BowserThe tyrant in nappies

Careful not to confuse him with Bowser Jr.: Baby Bowser is the king of the Koopas in infant form, final boss of Yoshi's Island in 1995 and thief of the Super Happy Tree. The fight plays out in two stages, Kamek enlarging his protégé to the proportions of a building once the first round is lost. The Yoshi saga has made him a regular — capricious, screaming, and already very unpleasant with the sorcerer who raises him.

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Dry BowserDry BowserThe king down to the bone

Introduced in New Super Mario Bros. in 2006, he is what is left of Bowser after a fall into the lava: a skeleton that charges, bites and breathes blue flames. The fight is built as a callback — the player recognises the silhouette, but the rules have changed. Since then he has been part of the regular spin-off cast, on the same footing as the living version.

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MidbusMidbusThe copy who takes himself seriously

Midbus in the original version, Métaboss is Fawful's chief minion in Bowser's Inside Story, in 2009: a cross between a pig and an armadillo, conceived as the grotesque mirror of the Koopa King. Bowser faces him three times over the course of the game, including a frozen version named Blizzard Midbus. The gag lies in the seriousness with which he takes himself for a worthy opponent — and it is Bowser, not Mario, who has to deal with him.

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Lemmy KoopaLemmy KoopaThe tightrope walker of the seven

No taller than a Toad, he refuses to set foot on the ground: Lemmy fights while balancing on a large ball and throws others to take up space. Rainbow mohawk, cross-eyed gaze, a permanent circus act — and a name borrowed from Lemmy Kilmister, of Motörhead. The spin-offs have kept that acrobatic register: he plays the lightest driver on the roster there.

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Roy KoopaRoy KoopaThe shock wave in pink glasses

Roy plays brute force: he climbs the walls, drops back down with all his weight and pins Mario to the ground for the duration of a shock wave. Purple shell, mauve skull and magenta glasses screwed onto his nose: the contrast between the accessory and the build makes the whole character. New Super Mario Bros. U added a Bullet Bill cannon, and the kart tracks have made him a heavyweight.

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KamekKamekThe magician on a broom

Kamek is arguably the most useful piece in the clan: he is the one who, with a flick of his wand, turns an ordinary mini-boss into a giant. Introduced in Yoshi's Island as baby Bowser's guardian, he has provided the series' magical continuity ever since. Without him, half the fortress fights would have no build-up at all.

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Kammy KoopaKammy KoopaThe adviser in the shadows

An elderly witch from the Paper Mario series, Kammy plays the part, at Bowser's side, of the adviser who always has a plan and is never listened to. She prepares the ground, alters the scenery mid-battle and takes her king's mockery on the chin. Her double act with Bowser is one of the most constant comic devices in the first two Paper Mario games.

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MechakoopaMechakoopaBowser as a toy

These little wind-up robots, released by the king during the final battle of Super Mario World in 1990, walk straight ahead until you stomp on them — they then start up again after a few seconds. They illustrate perfectly the second principle of the bestiary: a Mechakoopa can be picked up and thrown back in the face of its own creator, which remains the most elegant way to win the fight.

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The Koopa family treeThe Koopa family treeThe question Nintendo avoids

Who is Bowser Jr.'s mother? The series has never answered, and Shigeru Miyamoto cut the discussion short with a now-famous piece of deflection. This dossier reconstructs what the games actually say about Koopa parentage, what the Western manuals added on their own account, and why the seven Koopalings changed status along the way.

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One detail to keep in mind for what follows: in the RPG episodes, Bowser often changes sides. He is playable in Super Mario RPG, an ally of circumstance in Super Paper Mario, and serves outright as the playing field in Bowser's Inside Story, where Mario and Luigi explore his body.

The infantry of the Koopa kingdom

The Koopa army

the shells, the helmets, the throwers and the fortress guards

This is the bulk of the troop, and it is also the series' laboratory. From one and the same base — a bipedal turtle in a shell — Nintendo has spent forty years deriving a whole family of behaviours: the one that flies, the one that stings, the one that throws, the one that gets back up, the one that rides a cloud. Each variant adds a rule, and the colour of the shell is almost always enough to announce it.

The group also supplies the mini-bosses. Boom Boom has guarded the fortresses since Super Mario Bros. 3, Pom Pom joined him in the 3D episodes, and the Reznor play an equivalent role in Super Mario World. These intermediate opponents exist for a reason of rhythm: they teach the player to read an attack pattern before confronting them with a real boss.

Koopa TroopaThe rank-and-file soldier

Koopa Troopa

the turtle whose shell is worth more than the turtle

First appearanceSuper Mario Bros. (1985)
Green shellWalks straight ahead, falls into holes
Red ShellTurns round at the edge of a drop
After the jumpThe shell becomes a weapon

The Koopa Troopa invented something video games would never forget: the two-stage enemy. You jump on it, it does not die — it withdraws. What is left on the ground is no longer an opponent but an object, which you can push, pick up, throw, bounce between two walls to chain eliminations, or take full in the face if you have miscalculated. One creature, two states, and an infinity of play situations.

The colour serves as the instruction manual. Green walks straight ahead and throws itself into the void. Red, more cautious, turns round at the edge of a platform, which makes it a far more durable obstacle. The winged versions — the Paratroopas — add a bounce or a horizontal flight, and turn back into ordinary Koopas once a first jump has taken their wings.

The species eventually outgrew the role of enemy. In the Paper Mario games, Kooper and Koops are playable partners; in Mario Kart and the sports games, the Koopa Troopas are drivers and goalkeepers. It is the textbook case of the Mario bestiary, where the border between the minion and the friendly extra is very thin.

Its flying version

The Paratroopas bounce or patrol in the air; a jump costs them their wings, not their lives.

Its skeleton version

Dry Bones applies the same carcass to an enemy that refuses to stay down.

Its armoured cousin

Buzzy Beetle wears a helmet that absorbs fireballs.

Its artilleryman

Lakitu stays out of range and drops Spiny one after another.

LakituLakituThe Koopa who stays in the air

Perched on his bespectacled cloud, he follows Mario while staying out of range and drops Spinies without pause. He is the enemy that teaches the player you sometimes have to attack the source rather than the projectiles. In Super Mario 64, the series gave him a second job: it is a Lakitu who holds the camera, which makes him one of the rare opponents promoted to the rank of staging tool.

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SpinySpinyThe anti-jump par excellence

The Spiny arrives as an egg thrown from a cloud, hatches on the ground and starts walking. Its bristling shell announces the only rule that counts: do not jump on it. It takes a thrown shell, a fireball or a POW Block. It is the purest example of the silhouette principle, since its entire appearance serves only to forbid the player's reflex move.

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Buzzy BeetleBuzzy BeetleThe fireproof helmet

This black beetle with a blue shell exists for a precise reason: neutralising the Fire Flower. Fireballs bounce off its helmet, which forces an over-powered Mario back to the fundamentals of the jump. Once flipped over, it behaves like an ordinary Koopa shell. You find it mainly in the underground levels, where it sometimes drops from the ceiling.

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SpikeSpikeHe makes his own ammunition

Spike does not charge: he stops, opens his mouth wide and pulls out a spiked ball that he rolls towards Mario. The idea is a nasty one, since it turns a static enemy into a projectile dispenser. Depending on the episode, he spits snowballs or logs, but the principle stays the same — waiting him out means giving him time to reload.

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Dry BonesDry BonesHe never stays dead

A Koopa Troopa reduced to its bones, which collapses under a jump then reassembles itself a few seconds later. That mechanic completely changes the way you cross a castle: it is no longer about eliminating, but about gaining ground during the window when it is down. To finish it off for good, you need the star, the hammer suit or a thrown shell.

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Hammer BroHammer BroThe elite of the infantry

Helmet, shell and a rain of arcing hammers: the Hammer Bro has made generations of players sweat on the NES. His attack trajectory covers both the ground and the jump, which rules out the usual solution. He has become an elite figure across the whole saga, and serves as the model for a warrior class in the RPG episodes.

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Boomerang BroBoomerang BroThe projectile that makes the round trip

A late variant of the brotherhood, he throws a boomerang that comes back on itself — so two passes to dodge instead of one. The difference looks slight on paper; in play, it changes the rhythm of the back-and-forth and punishes the player who simply goes round. His weapon eventually became a power-up in its own right, the Boomerang Flower.

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Fire BroFire BroThe incendiary version

Same shell, same helmet, but fireballs instead of hammers. The Fire Bro fires in bursts at ground level, which pushes you to jump at the exact moment you would rather stay down. He occupies the same tactical slot as his hammer-wielding brother, with a different screen coverage — that is the whole derivation logic of the Koopa army.

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Sumo BroSumo BroHe strikes the ground, not Mario

The Sumo Bro does not attack directly: planted on a platform above, he stamps on the ground and makes a wall of flame spring up that runs beneath his feet. The danger therefore comes from the scenery, not from him. Introduced in Super Mario World, he then disappeared for twenty-two years before returning on Wii U, where his blows produce electric waves.

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Boom BoomBoom BoomThe fortress bouncer

Since Super Mario Bros. 3, he waits at the end of the fortresses and spins on the spot with his arms out. Three jumps are enough, but he speeds up between each one, and his later versions add wings or jumps. He is the house mini-boss: simple enough not to block you, present enough for his entrance music to be recognised instantly.

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Pom PomPom PomThe boomerang ninja

Added in Super Mario 3D Land, she is Boom Boom's counterpart: where he charges, she disappears, splits in two and throws spiked boomerangs. The pair form the mini-boss tandem of the modern episodes, each with their own register — strength on one side, dodging and distance on the other. She kept that role right through to New Super Mario Bros. U.

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ReznorReznorFour dinosaurs on a carousel

The Reznors guard the fortresses of Super Mario World: four fire-breathing triceratopses, set on a turning wheel above the lava that brings them past Mario in turn. The fight is played as much against the scenery as against them, since the bridge collapses as the eliminations mount. Their name is a tribute to Trent Reznor, of Nine Inch Nails; they only resurfaced in New Super Mario Bros. 2.

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Fred LafonceFred LafonceThe Koopa who charges in a straight line

Charlie le Chargeur, Bill Dozer or Fred Lafonce: this Koopa in American football kit has changed name three times in French. The behaviour, for its part, has never budged — he charges head down from one end of the screen to the other, and has done since Super Mario World, helmeted and therefore ill-disposed to receive a jump. He embodies the branch of the Koopa army that bets on speed rather than on projectiles.

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Bowser's fortressesBowser's fortressesThe scenery as an opponent

Bridges over lava, turning fire bars, moving platforms and a liberating axe: Bowser's castles are an architectural language in their own right. This dossier follows their evolution, from the brick corridor of 1985 to the three-dimensional fortresses of Odyssey, and shows how each generation of hardware redefined what a Koopa castle could inflict on the player.

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The flying fortressThe flying fortressThe king's warships

Introduced in Super Mario Bros. 3, the flying fortresses are armoured galleons that sweep from one side of the screen to the other, bristling with cannons, Bullet Bills and Roto-Discs. They gave the saga its idea of the vehicle-level, where the ground itself is in motion, and have come back in every major 2D episode as an end-of-world signature.

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Worth noting for what follows: two members of this army have made a career on the right side. Kooper and Koops are Paper Mario partners, and Lakilester is a playable Lakitu. The series has never taken the view that the species decided the side.

The mushroom people

The Goombas

the enemy everyone knows how to beat, and its improbable dynasty

The Goomba is the first opponent a Mario player meets, and it is one of the rare video game enemy silhouettes recognised even by people who have never held a controller. A brown mushroom, frowning eyebrows, two feet: the most economical shape you can give to the idea “this costs you a life”.

Its history fits into one development sentence. It is the last enemy added to Super Mario Bros., when the team realised that the Koopa Troopa called for too many moves for a first encounter. Something was needed that a reflex jump would wipe out. The Goomba was born of that teaching constraint, and that late birth explains why it is so stripped down — it had only one job to do.

GoombaThe first of them all

Goomba

the brown mushroom that teaches you to jump

First appearanceSuper Mario Bros. (1985)
Design roleThe silent tutorial
BehaviorWalks straight ahead, without exception
Weak pointOne jump, any jump

The whole of Super Mario Bros. starts with it. A few seconds into World 1-1, a brown mushroom walks towards a player who has not yet understood any of the rules. Nine times out of ten, that player tries to avoid it, jumps at the wrong moment, lands on it — and discovers the game's central mechanic by accident. Not one line of text was needed. It is one of the most cited examples of mute level design.

Its technical sheet fits in two lines: it walks straight ahead, it changes direction when it meets an obstacle, it falls if there is no more ground. No cunning, no counter-attack. That bareness is exactly what made it reusable everywhere — the winged, helmeted, giant or stacked variants all came later, grafted onto a base that had nothing to undo.

In the fiction, the series has given it an amusing origin: the Goombas are said to be a people of the Mushroom Kingdom who went over to Bowser's side. The RPG episodes make abundant use of it, with Goomba professors, archaeologists, shopkeepers and battle partners — to the point where the first ally in Paper Mario is himself a Goomba.

Its king

Goomboss, a giant crowned version, serves as a boss in several episodes.

Its vehicle

The Goomba's Shoe can be steered, and appears in only one level on the NES.

Its defectors

Goombario and Goombella fight alongside Mario in the Paper Mario games.

GoombossGoombossThe Goomba scaled up to boss size

Taking the weakest enemy in the game and making it a boss is an old recipe, and Goomboss applies it literally: he is a giant, crowned Goomba who crushes and hurls ordinary Goombas. He appears under the name Goomba King in the Nintendo 64 Paper Mario, in 2000, where he plays the very first real boss, before returning as a guard in Super Mario 64 DS and then in the spin-offs.

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Goomba's ShoeGoomba's ShoeThe vehicle of a single level

A Goomba perched in a green spring-loaded boot, which you take from him in order to use it: the shoe lets you bounce on spikes and on enemies that are normally untouchable. It appears only in World 5-3 of Super Mario Bros. 3, and nowhere else, which made it an object of legend among NES players. Its French name only dates from Super Mario Advance 4; Nintendo then let it sleep before bringing it back in Mario Maker.

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GoombarioGoombarioThe first ally in Paper Mario

In the Nintendo 64 Paper Mario, the very first companion is a young Goomba who is a Mario fan. His signature ability consists in giving information about any enemy or piece of scenery — a walking manual, doubled with a mocking commentary. The choice is not innocent: giving the guide's role to the most despised species in the bestiary is a joke the whole series has taken up since.

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GoombellaGoombellaThe archaeologist of The Thousand-Year Door

An archaeology student, Goombella accompanies Mario in Paper Mario: The Thousand-Year Door and takes over the analyst role held by Goombario, more talkative and far more biting. She comments on the enemies, the scenery and the characters with a tone that did a great deal for the game's reputation as a piece of writing. It is one of the reasons this Paper Mario has remained a benchmark.

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The kingdom of the Boos

The ghosts

the ones who only advance when your back is turned

The Boo was born of an idea about behaviour, not an idea about a creature. The question asked at the time of Super Mario Bros. 3 was simple: how do you make an enemy that unsettles the player without ever touching them? The answer comes down to one rule — it charges when your back is turned, it covers its eyes and freezes the moment you look at it. An enemy you neutralise by never taking your eyes off it, and which punishes exactly the natural reflex to flee.

That family ended up giving itself an entire kingdom. Haunted mansions became a recurring level type, with their doors that lead nowhere and their looping corridors; then a whole series was handed over to them, Luigi's Mansion, where it is the fearful brother who vacuums up the ghosts instead of jumping on them. Fear is almost always handled in comic mode there: the Boos laugh, stick out their tongues and blush.

BooThe enemy of the gaze

Boo

it advances when you are not looking at it, it freezes when you are

First appearanceSuper Mario Bros. 3 (1988)
Single ruleIt freezes under your gaze
TerrainMansions, corridors, ghost houses
Modern statusPlayable character in the spin-offs

A white sheet, two little arms, a row of teeth and a crippling shyness: the Boo is one of the rare enemies in the saga whose mechanic lies entirely in an emotion. It chases Mario the moment your back is turned, and covers its face the moment you stare at it. The gameplay consequence is brilliant: crossing a haunted corridor means walking backwards, and therefore giving up seeing where you are going.

Its Japanese name, Teresa, comes from the verb “tereru” — to be embarrassed: shyness is written into its birth certificate. The character very quickly outgrew its role. It gave its name to a level type — the ghost houses of Super Mario World, with their multiple exits and their dead ends — it supplied a power-up in Galaxy, and it became a kart driver, a tennis player and a permanent guest at Mario Party evenings. Its silhouette, easy to reproduce in a single stroke, has made it one of the most widely adapted enemies in merchandising.

Its hierarchy has filled out over time. The King Boo, crowned and far more aggressive, serves as Luigi's personal nemesis throughout the mansion series. The RPG episodes added Boo shopkeepers, librarians and even battle partners, always with the same humour of a ghost who frightens nobody.

Its king

King Boo stands up to Luigi in all three Luigi's Mansion games.

Its puppy

Polterpup digs, jumps and acts as a companion in the third episode.

Its impostor

Doopliss goes further: he steals Mario's identity outright.

King BooKing BooLuigi's nemesis

Crown, red eyes, a stubborn grudge: King Boo is one of the rare antagonists whose main target is Luigi and not Mario. He shuts the brothers inside paintings, turns the mansions upside down and comes back in every episode of the haunted house series. Unlike ordinary Boos, he does not freeze under your gaze — which is precisely what makes him a boss and not an obstacle.

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PolterpupPolterpupThe puppy from beyond the grave

A puppy ghost able to pass through walls, the Polterpup appeared in Luigi's Mansion 2, on 3DS in 2013, as a little pest: it steals keys and valuables, then bolts. The third episode makes it a genuine companion, which sniffs out hidden objects, pulls Luigi out of King Boo's trap and brings him back to life. It is the best example of the series' typical shift, where the cute enemy ends up on the player's side.

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DooplissDooplissHe steals the name, not the objects

In The Thousand-Year Door, this ghost is not content to attack: he takes on Mario's appearance, steals his name and turns his own allies against him. The sequence forces the player to find the letters of the ghost's name in order to break the spell — a fight won by deduction rather than by hit points. It is one of the most discussed passages in the game.

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CortezCortezThe dead captain who guards his loot

A pirate skeleton woken at the bottom of the Pirate's Grotto, Cortez guards the Sapphire Star with his ghost crew, in chapter 5 of The Thousand-Year Door. The fight runs through three successive forms, sword, scimitar, rapier and hook included, with a comeback in force after an apparent defeat. Defeated, he changes sides and starts ferrying Mario about — solemn one second, helpful the next.

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BonetailBonetailThe bone dragon of the last floor

Bonetail waits on the hundredth floor of the Pit of 100 Trials, the longest optional trial in The Thousand-Year Door. Last of the family of three dragons, reduced to his skeleton, he racks up 200 hit points — more than the final boss of the main adventure — heals himself mid-fight and ignores half the status effects. House irony: his reward is a badge you can buy in a shop. He is the classic super-boss, optional and harder than the ending.

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When the scenery starts to bite

The hostile flora

carnivorous plants, cacti and a caterpillar you should not annoy

The Mushroom Kingdom has a botanical peculiarity: what grows there is as dangerous as what walks. The Piranha Plant is the founding example, because it attacks an element the player believed was safe — the pipe, which is elsewhere a passage and a shelter. Turning familiar scenery into a trap is one of the bestiary's most effective tricks.

The family then filled out in two directions. Upwards, with full-blown plant bosses like Petey Piranha and Dino Piranha, which gave the series its most baroque fights. And sideways, with creatures that are not carnivorous plants but share the same logic of animated scenery: the Pokeycactus, the Wiggler.

Piranha PlantThe scenery that bites

Piranha Plant

the green maw that makes pipes suspect

First appearanceSuper Mario Bros. (1985)
TerrainPipes, then more or less everywhere
Little-known ruleIt does not come out if Mario is too close
Modern statusFighter in Smash Bros. Ultimate

It appears in the very first game, and its workings contain a courtesy many players have never noticed: a Piranha Plant does not come out of its pipe if Mario is standing right next to it. The series built in that safety clause very early to avoid unfair deaths, and it has survived forty years of episodes. The result is an enemy that seems random when in fact it obeys a strict rule.

Its career has followed Bowser's. It grew — giant Piranha Plants guard entire levels — it changed element with fire, ice and snow variants, it moved into 3D while keeping exactly the same emergence cycle, and it ended up joining the cast of Super Smash Bros. Ultimate in January 2019, which remains an unexpected promotion for a piece of scenery.

The series has also made it a power-up: the Piranha Plant can be picked up in Super Mario Odyssey and in several recent episodes, where Mario uses its maw to grab whatever goes past. Again the enemy-as-tool principle, applied to the creature that originally symbolised the most unpredictable danger.

Its boss version

Petey Piranha, enormous and equipped with arms, has stood up to Mario since Sunshine.

Its space version

Dino Piranha opens Super Mario Galaxy, eggshell included.

Its favourite setting

The hills of Sunshine devote a whole level to it, Bianco Hills.

Petey PiranhaPetey PiranhaThe plant that grew into a boss

Introduced in Super Mario Sunshine, Petey Piranha is a giant Piranha Plant with arms, leaves for wings and a frankly foul temper. The fight consists in making him swallow water to swell his belly, then jumping on him. The character went down so well that he became a spin-off regular, from kart to tennis, and one of the rare plant bosses to have his own casting sheet.

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Dino PiranhaDino PiranhaThe first boss in Galaxy

Super Mario Galaxy opens with a hybrid of dinosaur and Piranha Plant, still attached to its eggshell, on a spherical planet you can circle indefinitely. The weak point is the bulb at the end of its tail: you have to strike it with the spin, which makes for a lesson in gravity disguised as a boss fight. It is one of the best examples of the way Galaxy rewrote the bestiary for its round planets.

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PokeyPokeyThe cactus that comes apart

A stack of three to five spiny balls topped with a smiling head, the Pokey is the signature creature of the sand levels. Its peculiarity lies in its structure: you take its segments off one by one, which shortens it without ever quite stopping it. Like the Shy Guys, it comes from Doki Doki Panic in 1987; its Japanese name, Sanbo, derives from “saboten”, the cactus. The series has since produced mummy, skeleton and snowman versions.

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WigglerWigglerCalm until you stamp on it

A big yellow caterpillar that ambles peacefully through the Forest of Illusion in Super Mario World, a flower on its head, and that does nothing as long as you leave it alone. One jump on its back and it turns scarlet, then charges without stopping. It is one of the rare enemies whose aggression is triggered by the player themselves; the series has since used it as a boss, an ally, a mount, and has even given it an adult butterfly form.

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Queen BeanQueen BeanA sovereign under influence

In Superstar Saga, Queen Bean is not a villain: she is the legitimate sovereign of the Beanbean Kingdom, turned into a monster by a parasitic worm planted there by Cackletta. The fight therefore consists in beating a victim, before curing her with generous quantities of cola. That reversal is typical of the Mario & Luigi writing, where bosses often have a very silly reason for being monstrous.

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What does not fight, but crushes

Stone, fire and metal

the opponents you do not beat — you learn their clock

There is a category of Mario enemies against which the question “how do I kill it?” makes no sense at all. A Thwomp does not fight: it falls, it rises again, and it starts over. A lava bubble leaps up at a fixed interval. An Amp describes a circle. These creatures are not opponents but mechanisms, and the only verb that applies to them is “cross”.

That is what makes them the basic material of castles. A corridor needs only two or three of these clocks, offset against one another, to become a test of rhythm. The series has used them since 1985, and the move to 3D changed practically nothing about how they work: a Thwomp in Super Mario 64 honours exactly the same contract as a Thwomp on the NES.

Two exceptions do figure in this family, because they share its material without sharing its logic: the Knucklotec and the Major Burrows are bosses in due form, with an attack pattern and a window to strike back.

ThwompThwompThe block that waits for its moment

A block of stone with a scowling face, suspended from the ceiling, which crashes to the ground as soon as Mario passes underneath then rises slowly. Its strength lies in the rise: that is what creates the window to pass through, and counting it is how you cross. Present since Super Mario Bros. 3, it has become the symbol of Koopa castles, to the point of having its own category of traps in Mario Maker.

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WhompWhompThe slab that lets itself drop

The 3D cousin of the Thwomp, introduced in Super Mario 64, the Whomp is a rectangular slab mounted on two feet, inspired by the nurikabe, that Japanese yōkai in the shape of a living wall. It throws itself flat on Mario, and its weakness is purely geometric: once down, it exposes its back, the only surface on which a jump has any effect. Super Mario 64 devotes a whole boss to it, the Whomp King, perched at the top of a fortress built out of his own kind.

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Chain ChompChain ChompThe cast-iron guard dog

A black iron ball, a mouth full of teeth and a chain riveted to a stake: the Chain Chomp barks, bites and pulls without ever being able to break free. Miyamoto says he was inspired by a dog from his childhood, held back by a chain that was too short — the Japanese name, Wanwan, is in fact the equivalent of “woof-woof”. Introduced in Super Mario Bros. 3, it became a mythical guardian in Super Mario 64, where freeing it is a quest in its own right.

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AmpAmpThe current that goes round in circles

An electric sphere introduced in Super Mario 64, the Amp turns endlessly around its perch without ever leaving its trajectory. Its name comes from the ampere, and it inherits from the Spark of Super Mario Bros. 2. No ordinary attack makes a dent in it: only the invincibility of the Super Star lets you pass through it, which makes it a pure obstacle of positioning rather than an opponent.

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Lava BubbleLava BubbleThe eruption on a fixed schedule

A ball of lava that leaps out of the magma, traces an arc and falls back. It dates from Super Mario Bros. and has never changed, because it never needed to: it is the metronome of castle levels. Some variants rise vertically, others cross the screen diagonally, but the contract stays the same — a regular cycle, a window to seize.

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KnucklotecKnucklotecThe colossus with flying hands

Boss of the Sand Kingdom in Super Mario Odyssey, this stone giant attacks with hands detached from his body. The solution goes through capture: Cappy takes control of a fist, and Mario turns the colossus's weapon back against his own face. It is one of the fights that best shows what Odyssey's hat brought to the bestiary — the enemy literally becomes the controller.

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Major BurrowsMajor BurrowsThe mole that digs in order to attack

In Super Mario Galaxy, Major Burrows chases a little star bunny beneath the surface of Gusty Garden and bursts out of the ground to strike. The fight is played by ear and by shadow: you have to guess where he is going to come out, wait for him, and flip him onto his back. He came back in Galaxy 2, proof that the underground boss pattern worked better than its reputation suggests.

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Monty MoleMonty MoleHe comes out of where you walk

The Monty Mole applies the same idea on the scale of a minion: the ground trembles for a fraction of a second, then the mole bursts out — often right under Mario's feet — to chase him or bombard him with stones from its hole. Introduced in Super Mario World in 1990, it colonised the molehills of Moo Moo Farm in Mario Kart 64 before being promoted to a playable character in Super Mario Party.

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What gets sent at Mario

Projectiles and explosives

the creatures that are first of all ammunition

The Bullet Bill is probably the most economical invention in the whole bestiary: a black shell with two eyes and two arms, which crosses the screen in a straight line and never corrects its trajectory. It has no intelligence, and it needs none. Its strength lies in turning an empty space into a firing corridor, and in forcing you to think in terms of a window to pass through rather than a fight.

The other family in this section takes the problem from the other end: the Bob-omb does not charge, it counts. Its lit fuse announces a delay, not a charge, which makes it an object to be handled rather than an enemy to be avoided — you pick it up, you carry it, you throw it. Super Mario 64 built a whole level around that idea, right up to its king.

Two objects invite themselves in here because they are designed against the bestiary rather than by it: the POW Block, which empties a screen at a stroke, and the blue spiked shell from Mario Kart, which has done more damage to friendships than to races.

Bullet BillThe pure trajectory

Bullet Bill

a shell, two eyes, no correction of aim at all

First appearanceSuper Mario Bros. (1985)
BehaviorA straight line, right to the edge
Weak pointThe top — it is a platform
Its giant versionThe Banzai Bill

Fired from a black cannon, the Bullet Bill shoots from one side of the screen to the other without ever deviating. Its simplicity is deceptive: because it corrects nothing, it can be anticipated perfectly, and because you can jump on it, it becomes a moving platform. The saga's trickiest levels rest on that double nature — the danger is also the means of crossing.

The series has taken the concept to absurd lengths. Bull's-Eye Bills follow Mario instead of flying straight, which breaks the original promise and hurts on purpose. The Banzai Bill take up half the screen. Volleys from stacked cannons turn a corridor into an iron curtain. Each variant adds a constraint to the same starting object.

The Bullet Bill has also become an item on the player's side: in Mario Kart, it propels the driver in last place through the whole pack, on autopilot. It is the logical culmination of the enemy-as-tool principle, applied this time to the dumbest creature in the catalogue.

The cannon

The Bill Blaster, a black cube set on the ground, fires at regular intervals and is not destroyed by a jump.

The XXL format

Banzai Bill takes the same trajectory at a scale that makes jumping over it impossible.

The universal counter

When the screen fills up, the POW Block resets everything.

Banzai BillBanzai BillThe same, only much bigger

A Bullet Bill that takes up almost the entire height of the screen: impossible to jump over, impossible to pass underneath. The Banzai Bill forces you to find shelter or to climb on top, and its arrival is announced by a rumble that marked Super Mario World players. It embodies the bestiary's escalation principle — same rule, same silhouette, size multiplied.

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Bob-ombBob-ombThe bomb that walks

A spherical black body, two mechanical feet and a sizzling fuse. The Bob-omb does not charge: it approaches, stops, flashes and explodes, which leaves a few seconds to decide. Arriving in the West with Super Mario Bros. 2 in 1988, inherited from Doki Doki Panic, it could already be picked up and thrown there; Super Mario 64 carried the move into three dimensions and gave it a king.

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King Bob-ombKing Bob-ombThe very first boss in 3D

At the top of Bob-omb Battlefield, the first boss of Super Mario 64 waits with a moustache, a crown and a speech about honour. The fight teaches the game's key mechanic: circle round, grab from behind, lift and throw. For many players, it is the exact moment when three-dimensional platforming started to make sense.

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MouserMouserThe mouse in dark glasses

A loyal general of Wart, Mouser is a large mouse in dark glasses who bombards Mario from a raised platform while waiting for his own bombs to be thrown back. The fight inverts the usual rule: it is not about dodging the projectiles but about catching them in time. Also coming from Doki Doki Panic in 1987, he has remained one of the most memorable silhouettes of that unusual episode.

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The blue spiked shellThe blue spiked shellThe weapon that targets the leader

It does not come from the platform games but it belongs to the bestiary: a winged shell that crosses the whole pack to strike whoever is in the lead. Introduced in Mario Kart 64, it solves a design problem — stopping an early lead from locking up the race — at the price of a frustration that has become legendary. The Super Horn is today the only reliable counter.

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The POW BlockThe POW BlockThe button that empties the screen

Inherited from Mario Bros. in 1983, the POW Block triggers a tremor that flips or eliminates everything touching the ground. It provides the emergency answer to situations the jump does not solve: Spinies, spiked shells, saturated screens. Its presence in a level is almost always a clue — if one is placed there, the screen is about to fill up.

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Below the surface

The hostile waters

where the jump is no use any more

Water levels change the saga's basic rule: you no longer jump there, you swim, and the swimming mechanic takes away the precision the player has on dry land. The bestiary adapts accordingly. Underwater creatures are almost never vulnerable to contact: you go round them, you wait them out, or you let them pass once you have found the right rhythm.

It is also the family where colour carries the most information. A red Cheep Cheep patrols quietly, a green one charges in a straight line; a blue Cataquack throws Mario into the air without hurting him, a red one damages him. The player learns those codes in a second and keeps them from one episode to the next.

Cheep CheepCheep CheepThe fish of every water level

Present since Super Mario Bros., the Cheep Cheep is the saga's generic fish, produced in red, green, giant and a flying version that leaps out of the water to cross the bridges. Its mechanic asks nothing more than reading a trajectory, which makes it the ideal companion for levels where the player is already losing movement precision.

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BlooperBlooperThe squid that dives headlong

The Blooper does not swim straight: it rises, stops, then swoops on Mario in fits and starts. That saw-toothed movement is particularly annoying in narrow corridors, where it takes up the whole usable height. Present since Super Mario Bros. in 1985, produced in pink, black, giant and baby versions, it eventually changed jobs: in Mario Kart, it is the one that sprays ink over the competitors' windscreens.

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Méga BloupsMéga BloupsThe octopus of Ricco Harbour

Despite appearances, it is not an octopus but a giant Blooper, hooked beneath a jetty on Isle Delfino, a cork in its mouth. The fight consists in tearing off its tentacles one by one, then the cork itself. Everything is settled by water jet rather than by jumping, which sums up this tropical episode's proposition rather well — and it pollutes several areas of the game, not just the harbour.

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CataquackCataquackThe bouncer who catapults Mario

A creature with a large beak from Isle Delfino, the Cataquack does not bite: it slides its beak under Mario and sends him flying. The blue version is harmless and even serves as a springboard, the red one does damage. It is a fine example of the way Sunshine filled its island with ambivalent creatures, neither quite enemies nor quite decorative.

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The eel of Noki BayThe eel of Noki BayThe eel at the bottom of the bay

The sixth major level of Super Mario Sunshine, Noki Bay is a setting of cliffs, waterfall and sunken ruins — and the water there is poisoned. The culprit sleeps at the bottom: Eely-Mouth, a giant eel whose tooth decay is eating away at the whole bay. The fight consists in brushing its teeth with a water jet, which remains one of the strangest ideas ever handed to a Mario boss.

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Masks, dinosaurs, thieves and traps

The rest of the bestiary

the creatures that fit into none of the major families

Every classification leaves leftovers, and these are among the most interesting in the saga. Here you find the masked people of Subcon, imported from a game that was not originally a Mario; the dinosaurs of Dinosaur Land; a kidnapper from space; a purple thief you cannot defeat, only catch; and a fake bonus whose only purpose is to punish the reflex of grabbing everything that shines.

The presence of the Shy Guy and the Snifit calls for an explanation. The Western Super Mario Bros. 2 is the adaptation of a Japanese game, Doki Doki Panic, whose characters were replaced by Mario's. The enemies, though, stayed — which explains why a whole section of the bestiary comes from a dream universe called Subcon, with no connection at all to the Mushroom Kingdom. Nintendo adopted them so thoroughly that people think they were there from the start.

Shy GuyShy GuyThe mask that made a career

A small hooded silhouette and a white mask pierced with three holes: the Shy Guy comes from Doki Doki Panic, in 1987, and joins the Mario universe with Super Mario Bros. 2 never to leave it again. Its behaviour is deliberately ordinary — it walks and it touches — but its design has made a career: it is today a driver, a tennis player, a playable character and one of the best-selling faces in Mario merchandising.

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SnifitSnifitThe Shy Guy that shoots

The same hooded silhouette, but the mask has become a gas mask topped with a barrel. The Snifit spits projectiles at regular intervals, which places it among the covering fire rather than the infantry — and, in the hierarchy of Subcon, it is an officer who commands the Shy Guys. The RPG episodes have made them guards, shopkeepers and game show hosts.

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NinjiNinjiThe jumper from Subcon

A small black star disguised as a ninja, the Ninji bounces on the spot or climbs along walls. It was born in Doki Doki Panic in 1987 and joined the West with Super Mario Bros. 2 — an enemy literally out of a dream. Super Mario Bros. Wonder gave it its finest reappearance by having it dance in single file to the beat of the music, in one of the most discussed passages of the game.

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RexRexThe dinosaur that flattens

A small purple dragon from the hills of Dinosaur Land, the Rex does not die from the first jump: it flattens, becomes half as tall and sets off faster. A second jump is needed to finish it. It is a clever variation on the Koopa principle — a two-stage enemy whose second stage is faster than the first. In France, it was long called “Drabon” before taking back its original name.

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WartWartThe final boss people forget

Wart rules over Subcon and closes Super Mario Bros. 2: it is therefore not Bowser who waits at the end of that episode. His weakness has stayed famous for its absurdity — he hates vegetables, which you have to throw into his mouth while he spits bubbles. Rarely reused since, he is one of those bosses only NES players cite from memory.

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BirdoBirdoFrom mini-boss to spin-off regular

Birdo appears in 1988 in Super Mario Bros. 2 as a recurring boss who spits eggs in a stream — eggs that have to be thrown back, once again. Catherine in Japan, Birdo in the West: it is also a textbook case of localisation, the question of her gender identity having been handled differently depending on the version. She has since moved into the regular spin-off cast, often in a double act with Yoshi.

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NabbitNabbitThe thief you cannot beat

A purple rabbit with a sack on his back, Nabbit burgles the Toad Houses and takes flight the moment you spot him: he is not fought, he is chased. New Super Mario Bros. U Deluxe made him an invulnerable playable character, intended for beginners — an elegant piece of design, since it turns his thief's invincibility into an accessibility mode.

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TatangaTatangaThe invader of Sarasaland

Final boss of Super Mario Land, Tatanga is a purple alien who invades Sarasaland and kidnaps Princess Daisy. The fight takes place at the controls of a plane, in a shoot-'em-up sequence that has never had an equivalent in the saga. Back once in Super Mario Land 2, he then disappeared — which makes him one of the great forgotten figures of the bestiary.

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The Poison MushroomThe Poison MushroomThe bonus that isn't one

A mushroom placed exactly where the player expects a Super Mushroom, and which hurts, shrinks or costs a life. Introduced in Super Mario Bros.: The Lost Levels in 1986, it was then brown and discreet; it turned purple with a skull over time, which finally makes it identifiable. Mario Maker made it an official trolling tool — the best possible end of career for an object designed to deceive.

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The antagonists the platform games have never shown

The great villains of the RPGs

twenty-seven villains who are written, funny or frankly tragic

This is the part of the bestiary many players have never come across, and it is also the one that contains the best characters. From Super Mario RPG in 1996 onwards, the series needed antagonists able to talk, to lie, to change their minds and to carry a plot over thirty hours. The mute silhouettes of the platform games were not enough; new ones had to be written.

The result is a catalogue of villains who have almost nothing in common with Bowser — to the point where he himself often becomes a cumbersome ally there. You find a blacksmith come from another world to replace wishes with weapons, a thousand-year-old demon sealed behind a door, a count who wants to erase the universe out of heartbreak, a masked jester who betrays everyone, and a green-spectacled minion who ended up becoming the great villain of his own episode.

The profiles below follow the order of the sagas. For the detail of the games themselves — which episode to play, on which console, in what order — the Mario RPG guide takes over.

Super Mario RPG (1996)

The saga's first RPG, developed with Square, laid down the rules of the genre: Bowser joins the party in the first third, and the real threat comes from elsewhere. A giant sword plants itself in the Koopa King's castle and opens a passage to a world of living weapons.

SmithySmithyThe factory against wishes

Smithy does not belong to the Mushroom Kingdom: he comes from another world with a precise plan, replacing the inhabitants' wishes with mass-produced weapons. He is the first antagonist in the saga to carry an idea rather than a whim, and he completely eclipses Bowser, reduced from the start of the game to the rank of a companion dispossessed of his castle.

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CrocoCrocoThe thief who always comes back

A small purple crocodile in a top hat, Croco steals Mallow's coin in the opening hours of the game and triggers the adventure's first chase. You fight him twice, and he ends up selling items to the people he used to fleece. He inaugurates a category the series has never abandoned: the recurring thief, neither quite an enemy nor quite an ally.

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BoosterBoosterThe suitor in the tower

The eccentric heir to a tower full of traps, Booster kidnaps Peach because he wants to get married, without the faintest idea of what that involves. His wedding sequence, interrupted by a living cake, is one of the game's peaks of absurdity. He illustrates the tone of Super Mario RPG well, where the villains are first and foremost ridiculous characters.

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ValentinaValentinaThe usurper of the cloud kingdom

Valentina seizes power over the cloud kingdom by passing herself off as the queen, with the help of a bird named Dodo. Her plan holds up until she decides to marry a prince who wants nothing to do with it. She is a mid-game boss, but her status as a crowned imposture has made her one of the most cited characters in the 2023 remake.

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CulexCulexA Final Fantasy boss in Mario

Behind a sealed door in a corner of Monstro Town waits a knight surrounded by four crystals, accompanied by battle music borrowed from Final Fantasy. Culex is a tribute from Square to its own series, slipped into a Nintendo game, and he hits far harder than the final boss. The 2023 Switch remake gave him a second version in three dimensions, renamed Cristax in French.

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Paper Mario: The Thousand-Year Door (2004)

The second Paper Mario is the one the community cites most often, and its cast of antagonists largely explains why: a whole organisation — the X-Nauts — serves as the common thread, with its chiefs, its minions and its comic number two, while a far older threat waits behind the door of the title.

GrodusGrodusThe brain of the organisation

Chief of the X-Nauts, Grodus pursues the Crystal Stars with one goal: waking the Shadow Queen and ruling at her side. His mechanical coldness and his head under a dome cut against the humour of the rest of the game, and his fall is one of the cruellest in the series — he gets exactly what he wanted, and the demon has no use for him at all.

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Lord CrumpLord CrumpThe number two who fails at everything

Lord Crump is the lieutenant Mario runs into most often, and who loses every time. Failed disguises, grandiloquent plans, screamed tantrums: he provides the comic relief for an otherwise sinister organisation. He crosses the game under the alias Four-Eyes, gets unmasked, comes back piloting a robot, then a bigger robot, and faces Mario four times in all — without forgetting to address the player over the characters' shoulders. His stubborn loyalty to Grodus, maintained right to the very end, paradoxically ends up making him endearing: he believes in that organisation more sincerely than its own chief does.

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Magnus von GrappleMagnus von GrappleThe lieutenant's mecha

When Lord Crump has had enough of losing bare-handed, he climbs into a mecha with detachable rocket fists. Magnus von Grapple is the only boss in the game to come back in a numbered version: model 1.0 guards the Great Tree in chapter 2, the 2.0 waits in the lunar fortress with more than twice the hit points. The gag lies in the disproportion — a war machine piloted by the least competent character in the organisation.

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The Shadow QueenThe Shadow QueenWhat sleeps behind the door

The Thousand-Year Door hides not a treasure but a prison. The Shadow Queen, a demon sealed for a thousand years, takes possession of Peach's body for the final battle, which forces Mario to fight the princess he came to save. The sequence, very dark for the saga, remains one of the reasons this game has the reputation it does.

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BeldamBeldamThe witch who pulls the strings

Beldam leads the Shadow Sirens, three shadow witches apparently in the service of the X-Nauts. In reality, she is the one manoeuvring from the start to bring back the Shadow Queen, and she treats her own sisters with a cruelty the game makes no attempt to soften. Her relationship with the youngest of the trio is one of the most discussed subtexts of the episode.

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HooktailHooktailThe game's first dragon

A glowing red dragon and a smooth talker, Hooktail guards the Diamond Star in her ruined castle, in chapter 1 of The Thousand-Year Door. The fight is won by learning her fear — of frogs — which opens the adventure on a clear lesson: in this series, you research bosses before you hit them. She belongs to a family of three dragons, the last of which waits at the bottom of the optional dungeon.

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GrubbaGrubbaThe promoter who was draining his champions

The jovial manager of the Glitzville Arena, Grubba organises the fights and secretly siphons off the life force of his own wrestlers, thanks to the Gold Star wired into his machine. The chapter is built like an investigation: Mario climbs the rankings under the pseudonym The Great Gonzales before understanding that the real opponent is holding the microphone. His Franglais speech has remained one of the game's localisation finds.

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Gold HawkGold HawkThe reigning champion, and a fake one

Rawk Hawk rules the Glitzville arena with a belt, a big mouth and a great deal of arrogance. To reach him, Mario has to climb the whole ranking under the name The Great Gonzales, match after match. What the champion is really carrying, hidden in that belt, is a fake Crystal Star: his title rests on a fix. He is the perfect mid-chapter boss — loud, pleased with himself, and far less dangerous than the man who made him champion.

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Super Paper Mario (2007) and The Origami King (2020)

Super Paper Mario takes an unexpected turn: its antagonist does not want to conquer the Mushroom Kingdom, he wants to erase every world, out of grief. Thirteen years later, The Origami King takes up the idea of a villain who has his reasons, with a folded paper king who bears a grudge against the whole of humanity — or what stands in for it.

Count BleckCount BleckThe villain mourning a dead woman

Behind the name Count Bleck hides Blumiere, a young nobleman whose love was broken by his own family. His answer is out of all proportion: erasing every existing world. The series had never handed the role of great villain to a bereavement, and the game's epilogue, which grants him a form of redemption, remains one of the most discussed passages in the whole saga.

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NastasiaNastasiaThe secretary who hypnotises

Nastasia manages Count Bleck's diary, recruits his minions and hypnotises anyone who hesitates to follow him — she supplied half his army, and she is the one who puts Luigi under control. Horn-rimmed glasses, magenta bun, a secretary's tone: she is the only lieutenant in the game Mario never fights, and probably the most dangerous. Behind the loyalty, feelings she will not admit to.

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Mc AstagneMc AstagneThe colossus with a big heart

A Scottish colossus in a kilt, red beard and a code of honour: O'Chunks is the muscle of the gang, a fallen general Count Bleck recruited in disgrace. He faces Mario four times — more than any other minion in the game — loses every time, apologises for it and comes back. His loyalty goes as far as sacrifice, which makes him an antagonist whose main flaw is having chosen the wrong person.

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DimentioDimentioThe jester who betrays everyone

A masked jester able to fold space, Dimentio plays every side at once, helps Mario when it suits him and has been preparing his own seizure of power from the start. He is the only one in the group serving no cause at all, and that is precisely what makes him the game's real threat. Many players rank him among the best-written antagonists Nintendo has produced.

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Mr. LMr. LThe Green Thunder

Hypnotised by Nastasia, Luigi becomes Mr. L, the Green Thunder: black mask, arrogance to spare and a combat mecha named Brobot. He faces his brother several times without recognising him, and nobody around him seems troubled by the resemblance. The character plays on Luigi's inferiority complex and gives him, for the space of a few fights, exactly the star billing he never gets in the series.

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King OllyKing OllyThe king of folded paper

In The Origami King, released in July 2020, King Olly folds the Mushroom Kingdom — Peach and Bowser included — and moors the princess's castle to five paper streamers. His grudge against his creator comes from a misunderstanding, not from cruelty: it is one of the saddest stories in the series. His sister Olivia, born from the same hand, accompanies Mario all the way, which turns the adventure into a family affair.

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The Mario & Luigi series

The other great RPG series has villains of its own, and a very particular way of handling them: they are almost always more talkative than dangerous, and the game gives them time to explain themselves. Two of them share top billing across several episodes, a witch and her green-spectacled minion.

CacklettaCacklettaThe voice thief

Cackletta opens Superstar Saga by stealing Princess Peach's voice: from then on, every word from the princess becomes an explosion of unreadable characters. The Beanish witch then goes after the Beanstar, dies along the way and comes back by taking possession of Bowser's body, under the name Bowletta. That fusion produces the final boss, and one of the trickiest fights in the game.

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FawfulFawfulThe minion who made it

Small, green, a single tuft of hair and enormous glasses: Fawful starts out in 2003 as Cackletta's assistant, with broken syntax and an unsettling enthusiasm. Two episodes later, he is the great villain of Bowser's Inside Story, and he manipulated everyone to get there. His lines in wonky speech have become memes, and his trajectory remains the most improbable rise in the saga.

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PopplePoppleThe thief in search of a partner

A masked Beanish thief and self-proclaimed genius, Popple is mainly looking for a “Rookie” to give orders to — he first recruits an amnesiac Bowser, then Birdo. The pair haunt Superstar Saga, come back in the following episodes and lose absolutely every duel. Like Croco before him, he occupies the slot of the recurring thief, beaten without ever being eliminated and reappearing two chapters later as if nothing had happened.

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Princess ShroobPrincess ShroobThe invasion from the past

Partners in Time sends Mario and Luigi into the past, where the Mushroom Kingdom has been invaded by an alien people. Princess Shroob leads the invasion, disguises herself as Peach and conceals the existence of her elder sister, who constitutes the real final battle. It is one of the darkest scenarios in the series, and one of the rare ones where the kingdom is genuinely conquered.

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YoobYoobThe living dungeon

Yoob is a mutant Yoshi manufactured by the invaders, who swallows the island's Yoshis and stores them in his own belly. The game takes the idea all the way: part of the level takes place inside the creature, between the eggs and the walls. It is the first draft of an idea the series would take up on a grand scale in Bowser's Inside Story.

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AntasmaAntasmaThe king of nightmares

Antasma rules over the dream world of Dream Team and allies himself with Bowser to capture Peach — an alliance that turns out exactly as you would imagine. His great merit is to give Luigi the central role: it is by sleeping that the younger brother opens the dream levels. The character made a strong impression for a simple reason: he is one of the rare Mario villains who is genuinely frightening.

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Super Mario Odyssey (2017)

Odyssey is not an RPG, but it shares an idea with them: giving Bowser a team of professionals rather than minions. The Broodals are not soldiers, they are wedding planners — and that deliberate absurdity is exactly the tone of the episode.

The BroodalsThe BroodalsBowser's wedding agency

Topper, Hariet, Spewart and Rango: four rabbits in suits, hired by Bowser to organise his wedding to Peach, who steal the dress, the cake, the flowers and the rings kingdom by kingdom. Each has his or her gadget — spiked top hats, bombs hidden under the hat, poisoned spittle, a hat thrown like a boomerang — and they all come back together at the controls of the RoboBrood. A gang of bosses handled in the register of professional seriousness.

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Madame BroodeMadame BroodeThe boss with a Chomp on a leash

A giant rabbit and boss of the Broodals, Madame Broode fights while holding Chain Chomplet, a golden Chomp the size of a wrecking ball, on the end of a chain — and treats it like a pet. The fight, which you have twice in the game, consists in turning the beast against its mistress, which sends her into a rage out of all proportion. She appears early in Odyssey and sets the tone of a game in which the bosses are first of all music hall turns.

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One thing links almost all these characters: they are more interesting than Bowser, and they know it. Several episodes play on that openly, relegating the Koopa King to the rank of an offended sidekick demanding to be taken seriously.

Motives, not mechanics

What makes a good Mario villain

from raw covetousness to heartbreak

The preceding sections have sorted the bestiary by what it does to the player. That leaves the other question, the one that separates an obstacle from a character: why. And on that ground, the saga is far less monotonous than its reputation suggests.

The first register is raw covetousness. Bowser wants the kingdom, the princess and the throne, with no other explanation and not the slightest remorse; Wario wants gold and does not trouble himself with justification; King K. Rool wants the bananas. Those motives fit into three words and never need developing: that is what makes it possible to replay them unchanged for forty years without wearing them out.

The second register is the fixed idea, colder. Smithy covets nothing: he wants to replace wishes with weapons, which is a project for a society. Grodus wants to wake an ancient power and rule at its side. King Olly wants to fold the world because he was badly folded himself. You leave the whim behind and enter conviction, and the fights are changed by it: those villains explain before they strike.

The third register is grief, and it is the one that has marked players most. Count Bleck does not want to conquer the worlds, he wants to erase them, because the woman he loved was taken from him. There is no ambition in it, only a bereavement turned into a project. The epilogue of Super Paper Mario, which grants him a form of redemption, remains one of the most cited passages in the whole saga.

That leaves the fourth, the rarest: chaos for its own sake. Dimentio serves no cause, neither his own nor anyone else's; he plays every side because betrayal amuses him. In a universe where almost everyone wants something specific, a character who wants nothing becomes the real threat.

That palette explains why fan debates never die down. The “most successful” Mario villain depends entirely on the criterion: longevity points to Bowser, writing points to Count Bleck or Dimentio, the rise points to Fawful, who went from servant to final boss in two episodes.

The French name and the original name: the equivalences that trip people up
French name Original name Where you meet them
Bowser Koopa (Japanese name) Everywhere since 1985
The Shadow Queen Shadow Queen Paper Mario: The Thousand-Year Door
Count Bleck Comte Niark in French Super Paper Mario
Grodus Grodus Paper Mario: The Thousand-Year Door
Lord Crump Cruxéroce Paper Mario: The Thousand-Year Door
Magnus von Grapple Magnus von Grapple Paper Mario: The Thousand-Year Door
Beldam Beldam Paper Mario: The Thousand-Year Door
Hooktail Hooktail Paper Mario: The Thousand-Year Door
Grubba Grubba Paper Mario: The Thousand-Year Door
Gold Hawk Rawk Hawk Paper Mario: The Thousand-Year Door
Bonetail Occicroc Paper Mario: The Thousand-Year Door
Doopliss Doopliss Paper Mario: The Thousand-Year Door
Cortez Cortez Paper Mario: The Thousand-Year Door
Mc Astagne O'Chunks Super Paper Mario
Dimentio Dimentio Super Paper Mario
Smithy Smithy Super Mario RPG
Culex Cristax in the French remake Super Mario RPG
Cackletta Graguémona Mario & Luigi: Superstar Saga
Fawful Fawful The Mario & Luigi series
Popple Popple Mario & Luigi: Superstar Saga
Queen Bean Queen Bean Mario & Luigi: Superstar Saga
Princess Shroob Princess Shroob Mario & Luigi: Partners in Time
Midbus Midbus Bowser's Inside Story
Knucklotec Knucklotec Super Mario Odyssey
Major Burrows Roi Mogu Super Mario Galaxy
Shy Guy Shy Guy Since Super Mario Bros. 2
Spiny Spiny Since Super Mario Bros.
Buzzy Beetle Buzzy Beetle Since Super Mario Bros.
Dry Bones Skelerex Since Super Mario Bros. 3
Dry Bowser Bowser Skelet Since New Super Mario Bros.
Banzai Bill Banzai Bill, then Bomber Bill Since Super Mario World
Fred Lafonce Chargin' Chuck Since Super Mario World
Monty Mole Topi Taupe Since Super Mario World
Nabbit Nabbit The New Super Mario Bros. series
Blooper Blooper Since Super Mario Bros.
Méga Bloups Gooper Blooper Super Mario Sunshine
Petey Piranha Petey Piranha Since Super Mario Sunshine
Polterpup Ectochien The Luigi's Mansion series
Goombella Goombella Paper Mario: The Thousand-Year Door
Rex Rex, long known as “Drabon” in France Super Mario World

One last thing this table makes visible: in Mario, the French name is almost never a translation. It is a reinvention, often with a pun the original did not have. “Gracowitz” for Fawful, “Mc Astagne” for O'Chunks, “Cruxéroce” for Lord Crump: the French-language localisation wrote its own gallery of villains over the top of Nintendo's.

Opponents, but not monsters

Rivals rather than enemies

the ones who want to beat Mario, not destroy the kingdom

There is a difference in kind between a Goomba and Wario. The first is an obstacle, the second is a competitor: he does not want the end of the world, he wants the castle, the treasure, Mario's place on the poster. That category gained importance as the saga diversified, because the racing, sports and party games needed opponents rather than creatures.

The founding case is Donkey Kong, the plumber's first opponent in 1981, who then became the hero of his own series with his own villain, King K. Rool. Since then, the series has multiplied inverted doubles: Waluigi for Luigi, Metal Mario for Mario, Boshi for Yoshi, Captain Syrup for Wario himself.

WarioThe rival in yellow

Wario

he does not want the princess, he wants the castle and the gold inside it

First appearanceSuper Mario Land 2 (1992)
Original statusFinal boss, not minion
MotivationMoney, exclusively
TodayTop billing in two series

Wario arrives in 1992 through the grandest of doors: he is the final boss of Super Mario Land 2, and he has spent the whole game occupying Mario's castle. His design answers a very precise brief — manufacture an anti-Mario. Same dungarees, inverted colours, zigzag moustache, twice the build, and a motive that replaces heroism with pure greed.

The character very quickly outgrew his role as an opponent. As early as the following year, Wario Land gave him his own platform series, where his strength and his inability to die replace Mario's agility. Then WarioWare made him the boss of a video game studio surrounded by eccentric employees, in a series that has little left to do with the Mushroom Kingdom.

The fact remains that in the Mario spin-offs he still plays the loud competitor: the one who cheats at golf, who shoves in the kart and who wins as a last resort. He is the best example of an opponent the series preferred to promote rather than beat.

His inverted double

Waluigi, who appeared in 2000 to complete a doubles team at tennis.

His rival

Captain Syrup has been outwitting him in his own series since Wario Land.

His company

WarioWare gives him a studio, employees and five seconds per game.

WaluigiWaluigiBorn to complete a team

Waluigi appeared in 2000 in Mario Tennis on Nintendo 64 for a purely practical reason: Wario needed a doubles partner. From that utilitarian origin, he has made a whole personality — jealousy, bad faith, theatrical gestures and a total absence of a main game of his own. His repeated absence from the major episodes has become one of the community's most persistent jokes.

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Donkey KongDonkey KongThe very first opponent

In 1981, in the arcade cabinet that launched Mario's career, the enemy to beat is a gorilla who has kidnapped Pauline and throws barrels from the top of a building site. Donkey Kong is therefore the original opponent, before Bowser even existed. He has since crossed over to the heroes' side, with his own saga, his own family and his own crocodile king to fight.

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King K. RoolKing K. RoolThe crocodile of the Kong family

Pirate captain, mad scientist, self-proclaimed king: King K. Rool changes costume in every Donkey Kong Country, but keeps the same objective, stealing the banana hoard. He belongs to the Donkey Kong universe rather than to the Mushroom Kingdom, which explains why you rarely meet him facing Mario — but he is part of the same ecosystem of Nintendo opponents.

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Metal MarioMetal MarioFrom power-up to driver

Metal Mario is born in 1996 as a temporary transformation in Super Mario 64: a cap that makes you invulnerable and lets you walk on the bottom of the water. Fifteen years later, Mario Kart makes him a distinct driver, with his own profile and his own weight class. It is a rare case — an opponent born from a power belonging to the player, promoted to the rank of character.

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Il PiantissimoIl PiantissimoThe masked sprinter

In Super Mario Sunshine, this runner disguised as a Pianta challenges Mario to three races and stubbornly refuses to say who he is. The game never lifts the veil, which launched one of the most discussed theories in the saga. He never attacks: he is a pure sporting rival, and one of the rare purely competitive presences on Isle Delfino.

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BoshiBoshiThe Yoshi who went wrong

A blue Yoshi in dark glasses, Boshi rules by speed over the Yoshi island of Super Mario RPG, until a race puts him back in his place. He is the only Yoshi in the series to display a frankly hostile personality — the playground bully slot rather than the villain slot. Introduced in 1996, he has never come back, which does not stop the community regularly demanding his return.

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Captain SyrupCaptain SyrupThe pirate who outwits Wario

At the head of the Black Sugar Gang, Captain Syrup launches the Wario Land saga in 1994 by holding the treasure of Kitchen Island. Her rivalry with the glutton is played out between equals: she burgles his castle in the second episode, then relieves him of his bottomless Coin Sack in 2008. She belongs to that rare category of characters who have never crossed paths with Mario but are fully part of the bestiary of rivals.

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LucienLucienThe racket that possesses Luigi

Mario Tennis Aces adds an adventure mode to tennis and an unexpected antagonist: an evil racket named Lucien, which takes possession of Luigi and of Wario. Five Power Stones have to be recovered in order to neutralise it. Seeing a piece of sports equipment play the great villain says a great deal about the freedom the spin-offs allow themselves.

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The permanent switch

When enemies change sides

the series prefers to recruit its monsters rather than bury them

Few major sagas take back their opponents with such consistency. Donkey Kong, the plumber's first enemy, has had his own series for forty years. Bowser drives a kart, plays golf, takes part in the parties, and becomes a playable character in several RPGs. Birdo has gone from egg-spitting mini-boss to cast regular. Wario has been given two series in his own name.

The phenomenon is even clearer in the Paper Mario games, where whole species change sides: the first partner in the 2000 game is a Goomba, Goombario ; the Koopa Kooper and the Lakitu Lakilester follow, then a whole team of creatures drawn from the platforming bestiary. The RPG series treats belonging to a species as a social origin, not as a side.

There is a design reason behind all this. A bestiary as legible as Mario's constitutes a capital of recognisable silhouettes; wasting it by confining them to the role of obstacle would be a shame. The dossier on enemies turned allies details five of those switches and the reasons Nintendo gave for each.

The movement works the other way too, more rarely: Mr. L is a hypnotised Luigi who fights his own brother, and Queen Bean is a legitimate sovereign turned into a boss by a parasite. In Mario, a character's side rarely comes down to their nature.

The reference table

Who waits at the end of each game

no, it is not always Bowser

The idea that Bowser systematically closes a Mario adventure is one of the most widespread beliefs about the saga, and it is wrong one time in two. From the second Western episode onwards, it is a toad from a dream world who guards the exit. The handheld episodes, the RPGs and several spin-offs hand the place to others — sometimes to characters Bowser himself recruited, sometimes to threats that completely overwhelm him.

The table below lists the final confrontations of the main episodes, in order of first release. The years given are those of the original Japanese release.

The final boss of the main Mario games, by year of first release
The game Year Who waits at the end
Donkey Kong 1981 Donkey Kong himself, on his building site
Super Mario Bros. 1985 Bowser, behind the bridge of World 8-4
Super Mario Bros. 2 (Western version) 1988 Wart, the toad king of Subcon
Super Mario Bros. 3 1988 Bowser, after the seven Koopalings
Super Mario Land 1989 Tatanga, in aerial combat
Super Mario World 1990 Bowser, in his Koopa Clown Car
Super Mario Land 2 1992 Wario, installed in Mario's castle
Super Mario 64 1996 Bowser, grabbed by the tail
Super Mario RPG 1996 Smithy, in his weapons factory
Paper Mario 2000 Bowser, boosted by the Star Rod
Super Mario Sunshine 2002 Bowser and Bowser Jr., in a scalding bath
Mario & Luigi: Superstar Saga 2003 Cackletta, after taking Bowser's body
Paper Mario: The Thousand-Year Door 2004 The Shadow Queen, in Peach's body
Mario & Luigi: Partners in Time 2005 The elder sister of Princess Shroob
Super Paper Mario 2007 Dimentio, who betrays Count Bleck at the last moment
Super Mario Galaxy 2007 Bowser, at the centre of the universe
Mario & Luigi: Bowser's Inside Story 2009 Fawful, then the heart of the Dark Star
Super Mario 3D World 2013 Bowser, on a race track
Mario & Luigi: Dream Team 2013 Bowser, after his break-up with Antasma
Super Mario Odyssey 2017 Bowser, on the Moon, in a groom's outfit
Paper Mario: The Origami King 2020 King Olly, at the end of five streamers
Super Mario Bros. Wonder 2023 Bowser, fused with his own castle

Across those twenty-two episodes, Bowser closes eleven adventures. The other eleven fall to a rival, an invader, a demon, a traitor or a former minion — which gives a fairly accurate idea of the real breadth of the bestiary.

The bestiary from A to Z

📇 The bestiary directory, 111 profiles

One thumbnail per profile, sorted alphabetically. Type the first letters of a name — accents do not matter — or filter by family. Each thumbnail opens the detailed portrait on the blog.

111 profiles shown

No enemy matches this search.

The opponents on the shelf

The enemies in the shop

when the villain becomes a plush toy, a figure or a bedside lamp

There is an amusing paradox in Mario merchandising: it is often the opponents that make the best objects. Bowser has a silhouette you recognise from behind, the Boo fits in one hand, the Goomba is perfect as a keyring and the Piranha Plant has ended up as a lamp, a plant pot and a wall light. The villain sits better on a shelf than the hero.

Four aisles carry an enemy's name and gather everything that features it. Alongside them, the figures and the plush toys cover most of the bestiary, while the posters and the metal plaques take up the visuals of the original castles and box art.

Frequently asked questions

We answer your questions

what players look for most often about Mario's bestiary

How many different enemies are there in the Mario games?

There is no official count, and the total depends on what you agree to call an enemy: fan surveys go past a thousand entries if you count every colour variant, every unique boss and every creature from a single episode. The recurring core, the one that runs across console generations, is far smaller — a few hundred creatures. This page details 111 of them, sorted into eleven families: the ones that come back often enough for a player to recognise them without hesitation.

Who is Mario's main enemy?

Bowser, king of the Koopas, introduced in Super Mario Bros. in 1985. He kidnaps Princess Peach, rules an army of turtles and comes back in every main episode. His family alone forms a sub-universe: his son Bowser Jr., the seven Koopalings, the sorcerer Kamek and a skeleton version named Dry Bowser.

What are the major families of Mario enemies?

The bestiary can be sorted into about ten groups: the Bowser clan, the shelled Koopa army, the Goomba people, the Boo ghosts, the Piranha flora, the creatures of stone and fire such as the Thwomps and the Chomps, the Bill and Bob-omb projectiles, the aquatic fauna led by the Cheep Cheeps, the little people of Subcon with the Shy Guys, the written bosses of the RPG episodes, and the rivals such as Wario or Donkey Kong. That is the classification used on this page.

Which is the first enemy you meet in Super Mario Bros.?

The Goomba, that brown mushroom that walks in a straight line through World 1-1. Its position is no accident: Shigeru Miyamoto and his team placed it there so that the player would discover by accident, while trying to avoid it, that jumping on it neutralises it. The Goomba was in fact not planned at the start — it was added late, because the Koopa Troopa already called for two moves to be beaten and made a poor first opponent.

Which enemies does the jump not work on?

Anything carrying spikes, metal or fire. The Spinies thrown by the Lakitus, the Spikes, the Pokeys and the Chomps prick or wound on contact; the Thwomps and the Whomps are made of stone; the Buzzy Beetles have a helmet that absorbs the blast of a fireball. The visual rule is constant across the whole saga: a bristling, metallic or mineral silhouette announces that another solution has to be found — a thrown shell, a POW Block, a star or a plain detour.

Why do Dry Bones get back up after being flattened?

That is their design mechanic: they are skeletal Koopa Troopas that collapse into a heap of bones under a jump, then reassemble a few seconds later. They turn a disposable enemy into a permanent obstacle, which explains their presence in castles and underground levels. To get rid of them for good, you need firepower: the star, the hammer suit or a thrown shell.

Who are the Koopalings and how many are there?

There are seven: Larry, Morton, Wendy, Iggy, Roy, Lemmy and Ludwig. Introduced in Super Mario Bros. 3 in 1988, they each guard an end-of-world castle. Long presented as Bowser's children, they were redefined by Nintendo around 2012: they remain his close guard, but his only acknowledged child is Bowser Jr.

Is Bowser the final boss of every Mario game?

No, and it happens more often than people think. Wart ends Super Mario Bros. 2, Tatanga closes Super Mario Land, Smithy concludes Super Mario RPG, the Shadow Queen waits at the end of The Thousand-Year Door, Count Bleck in Super Paper Mario, Cackletta in Superstar Saga, Princess Shroob in Partners in Time and King Olly in The Origami King. The final boss table on this page sorts it out game by game.

What is the difference between a Shy Guy and a Snifit?

Both come from Subcon, the dream world of Super Mario Bros. 2, and wear the same mask. The Shy Guy walks, jumps and makes do with contact. The Snifit has a cannon-shaped mouth in place of the slot in the mask: it spits projectiles from a distance. Same family, same silhouette, but the behaviour of a shooter instead of that of an infantryman.

Who are the villains of the Mario RPG games?

They are the most fully written antagonists in the saga, and they remain unknown to many platforming players. Smithy in Super Mario RPG, Grodus and the Shadow Queen in The Thousand-Year Door, Count Bleck and Dimentio in Super Paper Mario, King Olly in The Origami King, Cackletta and her minion Fawful in the Mario & Luigi series, Princess Shroob in Partners in Time, Antasma in Dream Team. The RPG section of this page takes them saga by saga.

Who is the Shadow Queen?

Its official English name is the Shadow Queen. She is the final threat of Paper Mario: The Thousand-Year Door — a demonic soul sealed a thousand years earlier beneath the port town, whom the X-Nauts seek to awaken and who takes possession of Peach's body for the final battle. The table of equivalences on this page gives the other names that change completely between the original version and the French one.

Which is the most tragic villain in the Mario saga?

Count Bleck, in Super Paper Mario. Behind that name hides Blumiere, a young nobleman whose family broke his love; his answer is not to conquer the worlds but to erase them. He therefore acts neither out of ambition nor out of greed, but out of grief — which makes him a case apart in a gallery dominated by tyrants. The game's epilogue grants him a form of redemption.

Is King K. Rool a Mario villain?

He belongs first of all to the Donkey Kong universe, where he leads the Kremlings and steals the banana hoard, and has done since Donkey Kong Country in 1994. Since that universe was born from a Mario game and remains attached to it — Donkey Kong was the plumber's opponent in 1981 — he features in the extended gallery of rivals, alongside Wario and Waluigi. He almost never faces Mario directly, though.

Why is Wart vulnerable to vegetables?

Because Super Mario Bros. 2 is built on that mechanic: you do not jump on enemies there, you pull vegetables out of the ground and throw them. The final fight applies the game's rule to its king. Wart, a toad ruling over the dream world of Subcon, spits bubbles in waves; you have to throw a turnip into his mouth while it is open.

Can a Mario enemy become an ally?

It is practically a habit of the series. Donkey Kong, the plumber's first opponent in 1981, became the hero of his own saga. Bowser turns up as a kart driver, a golf partner and a playable character in several RPGs. Birdo went from egg-spitting mini-boss to spin-off regular. In the Paper Mario games, whole species — Goombas, Koopas, Boos — supply battle partners.

The rest of the universe

Explore the whole Mario universe

this page is part of a series of guides that cover the saga piece by piece