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When a Yellow Shelled Koopa loses it's shell and hops into any shell, it becomes a Shiny Shell Koopa, as well as any koopa that jumps into a yellow shell. They cannot be knocked out of their shells, but the shell can be swallowed by Yoshi or stomped by Mario. however, the difference is that they will track Mario with reckless abandon. Shiny: Shiny Shell Koopas act similar to kicked shells.Winged Yellow Shelled Koopas will track Mario's movements, and will only jump when a shell is kicked at them, avoiding it. When knocked out of their shell, they will not become a Yellow Shelled Koopa again when returning to ANY SHELL, instead, becoming a Shiny Shell Koopa. Yellow: Yellow Shelled Koopas move similarly to green shelled Koopas, only with faster movement speed.Instead, it stops and kicks any shells that come in contact with it. However, when knocked out of their shell, they will be a kicker variety of Shell-less Koopa that will never get back in a shell. Blue: Blue shelled Koopas move exactly like Red Shelled Koopas, the main difference is a faster movement speed.Winged Red Shelled Koopas are fully capable of flight and will fly within a predesignated zone. however, compared to Green, when they reach a ledge, they will turn around rather than fall off. Red: Red shelled Koopas will also walk in a straight line.Winged Green Shelled Koopas will also only move forward while bouncing a high distance repeatedly. They will change direction when they hit a wall, but will simply walk off ledges. Green: Green shelled Koopas will only walk in a straight line.Koopas can either be ground forces or have wings. Each color shell has a different effect on Yoshi when he eats one. Their shell colors can be green, red, blue, or yellow. Koopas are Bowser's evil minions, located almost everywhere in Dinosaur Land. Yoshi's Fireballs: Will knock Chuck out if at least two touch him.Cape Spin: One swing will knock Chuck out.Fireballs: Five fireballs and Chuck is defeated.Jump with Yoshi: Will count as one of the three necessary hits.Spin Jump: Will count as one of the three necessary hits.Normal Jump: Will count as one of the three necessary hits.Alerting Chuck: Instead of directly attacking Mario, Chuck whistles to a flock of flying koopas to swoop in at Mario.Spin-jumping should reduce him to his normal level. Snapping Chuck: Apparently in field goal block mode, this Chuck stays in one spot before spotting Mario and jumping up and down, clapping his hands.Stomping on this Chuck may also make him lose his shoveling ability. The soccer balls also bounce and are harder to defeat than the footballs. Shoveling Chuck: Chuck found a shovel and he's digging up some solid granite soccer balls.Jumping on him before he replicates, will cut him short before he clones. Replicating Chuck: A Chuck who looks like he's set to pounce really has three copies of himself to spring on Mario.Footballs can be defeated with a cape swipe, and Chuck when stomped on usually loses the ability to punt any longer. Punting Chuck: This Chuck kicks footballs at Mario that bounce off all obstacles and do harm to Mario.Chuck is very dangerous mid-air and should only be approached while preparing for his next launch. Pouncing Chuck: Chuck squats for a few moments beforing springing across the screen towards Mario.Again stomping on Chuck makes him lose his pitching ability. He can also jump in this form, sending pitches higher. The baseballs disappear with a simple cape swipe, but be aware that the strikes come in bunches. Pitching Chuck: This Chuck can play football and baseball apparently, with his array of fastballs that he hurls toward Mario.
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Some require more complicated moves, while others cannot be defeated at all. Some can be defeated simply by jumping on them. There are many enemies in Super Mario World. This is a list of enemies in Super Mario World, for a list of bosses, see Bosses.