How Tilesets Work

This article will explain how the 4 tileset suites function in-game. If you want to make a tileset, see Creating a Tileset from Scratch

Tileset Suites
When editing a tileset in Puzzle, it is important to set the tileset suite before saving. This can be done in Puzzle.
 * Pa0 - These tilesets are used for basic tiles like pipes, '?' blocks, brick blocks, and invisible collision tiles. They can be found in the 'Standard Suite' category. The tileset 'Pa0_jyotyu.arc' is selected by default on a newly created level.
 * Pa1 - The Pa1 tilesets are terrain tilesets and are found in the 'Stage Suite' category. These tilesets almost always have ground tiles, semisolid tiles, and sometimes even decorations. Take a look at retail 1-3 for a good example of the three at use.
 * Pa2 - The Pa2 tilesets are used for backgrounds and other miscellaneous decorations. They can be found in the 'Background Suite' category. There is also a subcategory known as 'Other'. This category houses miscellaneous tilesets, usually used alongside Pa1 tilesets. For a good example, look at retail 3-1.
 * Pa3 - The Pa3 tileset type is used for interactive tilesets that have special collision. Some examples of these tiles are chain-link fences, lines that certain sprites can move along, and extra miscellaneous tiles. A good example of one of these tilesets in used is retail 1-5.

Properties
Solid - A solid block. Solid.

Blocks - Blocks like brick blocks and ? blocks. A coin comes out when hit.

Falling Block - A donut block. Ledge - Can be shimmied on or hanged from. In order for this to work properly, it must also have the "ledge" terrain type as well.

Meltable - Can be melted?

No Passing - You can't pass through this.

Pass-Through - You can pass through this from below, but not from above.

Pass-Down - Pass-Through, but the other way around. This doesn't do anything, though.

Core Type
Default - Standard type for tiles. You can set different types of terrain in Puzzle:


 * Default: Nothing special about this.
 * Ice: Will be slippery. Ice particles as you walk across it. It's pretty cool.
 * Snow: Snow puffs and snow noises.
 * Quicksand: Mario sinks in this. This is required for the quicksand effect.
 * Conveyor Belt Left/Right: Moves things in the specified direction.
 * Horizontal Rope: Must have the solid property to work. Mario will move hand-over-hand along the rope. Press down to get off it.
 * Anti-Wall-Jump: Mario cannot wall jump off this tile.
 * Ledge: Must have the ledge property set as well.
 * Staircase: Like a slope, but Mario can't slide on it. Penguin Mario can, though. Sorta.
 * Ladder: Acts as a pole. Mario will face left or right as he climbs.
 * Carpet: Will muffle footstep noises.
 * Dusty: Will emit dust puffs.
 * Muffled: Mostly muffles footstep noises. You're too noisy sometimes.
 * Grass: Will emit grass-like footstep noises.
 * (Beach) Sand: Will create sand tufts around Mario's feet.
 * Beanstalk Stop: Stops the beanstalk from growing. Jack, I think you've climbed the beanstalk enough.
 * Dash Coin: When you go through it, it'll turn into a coin, and a brick block when a P-Switch is active. However, when a brick block is to be spawned, it won't spawn until the space it occupies is free.
 * Battle Coin: Appears only in Coin Battle.
 * Red Block outline: Two types -- A and B. One is probably already a block, and the other is probably just the outline. In NSMBW, these red blocks outlines are turned into red blocks when hitting the one of the red switches in W3, and the other way around for the other switch.
 * Cave Entrance: Two types -- left and right. Makes your fake wall nicer.

Slope - It's a slope, you can slide on it. Weeee.

Upside-down slope - It's also a slope, but you can't slide on it. Bummer.

Partial Collision - Used for tiles intended for partial collision. Useful for Mini-Mario pathways.