Super Mario Galaxy 1 ships with over 90 unique enemy types. All enemies inheritDocumentation Index
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LiveActor and follow the same lifecycle: init, control, attackSensor, receiveMsgPlayerAttack, and receiveOtherMsg. Ground-crawling enemies additionally share a set of reusable AI state classes prefixed WalkerState, which handle wandering, chasing, finding the player, stagger reactions, and star-pointer binding.
The
Enemy.hpp aggregate header includes the most commonly used enemy headers. Additional enemies — such as Balloonfish, Jellyfish, NokonokoLand, and Teresa — live in include/Game/Enemy/ but are not re-exported by the aggregate.WalkerState pattern
Most ground enemies compose their AI from four or fiveWalkerState* objects rather than implementing state logic directly in the actor. Each state subclasses ActorStateBase<LiveActor> and holds a reference to the host actor and shared WalkerStateParam constants.
WalkerStateWander — idle patrol
WalkerStateWander — idle patrol
The enemy walks to a random nearby point, waits, then picks a new destination. Controlled by speed, walk time, wait time, and a territorial radius.
WalkerStateFindPlayer — spot and react
WalkerStateFindPlayer — spot and react
Triggers when the enemy first senses the player. Optionally plays a jump-start animation to signal awareness before transitioning to chase.
WalkerStateChase — pursue the player
WalkerStateChase — pursue the player
Steers the enemy toward Mario at
mChaseSpeed for up to mChaseTime frames, then enters a wait period before transitioning back to wander.WalkerStateStagger / WalkerStateBlowDamage / WalkerStateBindStarPointer
WalkerStateStagger / WalkerStateBlowDamage / WalkerStateBindStarPointer
These three states handle reactive behaviors.
WalkerStateStagger plays a stagger animation when the enemy is spin-attacked but not killed. WalkerStateBlowDamage handles being launched by an explosion. WalkerStateBindStarPointer freezes the enemy while a star pointer is locked on.All three follow the same ActorStateBase<LiveActor> pattern and are created alongside the AI states during initState().Kuribo (Goomba) — canonical WalkerState user
Kuribo is the simplest enemy that uses the full WalkerState composition pattern and serves as the reference implementation.
Enemy categories
Walkers
Walkers
Ground enemies that use the WalkerState pattern.
| Class | Common name | Notes |
|---|---|---|
Kuribo | Goomba | Reference WalkerState user |
KuriboChief | Goomba captain | Spawns mini Goombas |
KuriboMini | Mini Goomba | Summoned by KuriboChief |
NokonokoLand | Koopa Troopa | Shell kick mechanic |
Karon | Dry Bones | Reassembles after stomp |
BegomanBase / BegomanSpike / BegomanSpring | Topman variants | Spin-attack sensitive |
JumpSpider | Spider enemy | Jumps toward player |
StinkBugBase | Stinkbug | Gas cloud attack |
Metbo | Mecha-bug | Patrol on rails |
Dossun | Thwomp | Smashes downward |
Jiraira | Bob-omb ground enemy | Proximity fuse |
Kanina | Crab enemy | Sideways walker |
Flying enemies
Flying enemies
Airborne enemies that move off the ground surface.
| Class | Common name | Notes |
|---|---|---|
BombBird | Bomb bird | Drops BombBirdBomb projectiles |
Balloonfish | Puffer fish (air) | Inflates on approach |
BasaBasa | Bat enemy | Swoops at player |
KoopaJrShip | Koopa Jr. airship | Moving platform / enemy ship |
Takobo | Octopus bomb | Floats and launches |
BombTeresa | Bomb Boo | Pursues Mario with bomb |
Poihana | Swoopin Stu | Glides along path |
Water enemies
Water enemies
Enemies that live in or around water volumes.
| Class | Common name | Notes |
|---|---|---|
Jellyfish | Jellyfish | Electric body hazard |
JellyfishElectric | Electric jellyfish | Variant with full electric aura |
Pukupuku | Cheep Cheep | Swimming fish projectile |
Gesso | Blooper | Ink-squirting squid |
TeresaWater | Water Boo | Aquatic ghost |
WaterBazooka / WaterBazookaCapsule | Water launcher | Fixed turret + capsule projectile |
Projectiles and homing enemies
Projectiles and homing enemies
Self-propelled hazards launched from other actors or fixed generators.
| Class | Common name | Notes |
|---|---|---|
HomingKiller | Bullet Bill / Torpedo | Three types: HomingKiller, Torpedo, MagnumKiller |
HomingKillerLauncher | Bill blaster | Spawns HomingKiller instances |
FireBall | Fireball | Projectile from fire Koopa or Mario |
FireBubble | Firebar bubble | Component of FireBar |
ElectricPressureBullet | Electric bullet | Fired by electric press enemies |
CocoNutBall | Coconut projectile | Thrown by coconut trees |
KameckFireBall | Kameck fireball | Homing magic from Kameck |
Beamers
Beamers
Stationary enemies that fire energy beams or rings.
| Class | Common name | Notes |
|---|---|---|
BallBeamer | Ball beamer | Fires energy balls on timer |
EyeBeamer | Eye beamer | Scans and fires when player enters line of sight |
RingBeamer | Ring beamer | Emits RingBeam ring projectiles |
SearchBeamer | Search beamer | Rotating spotlight beam |
JumpBeamer | Jump beamer | Beamer that also leaps |
Miscellaneous
Miscellaneous
Enemies that do not fit neatly into the above categories.
| Class | Common name | Notes |
|---|---|---|
Teresa | Boo | Turns away when looked at |
Kameck | Kameck / Magikoopa | Casts spells; used in boss arenas |
KameckTurtle | Magikoopa turtle mount | Carrier for Kameck |
PackunPetit | Piranha Plant | Snaps at nearby player |
HammerHeadPackun | Hammer-head Piranha Plant | Charges horizontally |
Snakehead | Snakehead | Chain of body segments |
Unizo | Urchin | Slow roller, spike hazard |
Mogu / Mogucchi | Monty Mole variants | Pop up from ground |
IceMerameraKing | Ice Lava King | Transforms between fire and ice |
Hanachan | Caterpillar | Segments that detach on hit |
OtaRock | Rock thrower | Hurls boulders |
Karikari | Piranha pest | Bites and holds on |
HomingKiller — projectile with Type enum
HomingKiller demonstrates how a single class covers multiple enemy subtypes via an in-class Type enum.