How Tilesets Work

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

Tileset Suites
In New Super Mario Bros Wii, there are four different tileset slots a level can have. Below is a brief explanation of each tileset suite. When editing a tileset in Puzzle, it is important to set the tileset suite before saving. This can be done in Puzzle by going to, or by pressing.
 * Pa0 - (Meta blocks)
 * Holds basic tiles like pipes, ? blocks, brick blocks, pipes, invisible collision tiles, and others.
 * Found in the Standard Suite category in Reggie. The tileset  is selected by default on a newly created level.
 * Pa1 - (Terrain)
 * Holds ground tiles, semisolid tiles, and sometimes even decorations.
 * Found in the Stage Suite category in Reggie.
 * Pa2 - (Background & Extras)
 * Holds background tiles (rocks) and other miscellaneous tilesets, such as the ice tiles seen in retail World 3.
 * Found in the Background Suite category in Reggie.
 * Pa3 - (Interactive & Extras)
 * Holds interactive tilesets that have special uses, such as chain-link fences, lines that certain sprites can move along, and extra miscellaneous tiles.
 * Found in the Interactive Suite category in Reggie.

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 (semisolid platforms).


 * Pass-Down - Pass-Through, but the other way around.

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 quicksand to have any effect on the player.
 * 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.