An object is an entity in the game that is not part of the level geometry of the course. Most objects either interact with Mario and/or move in some way, act as stationary platforms or simply exist for aesthetic purposes. The maximum number of objects in a course is 240.
Objects exist in two tiers: unimportant objects and important objects.
Unimportant objects generally do not affect gameplay at all and exist purely for visuals. Some examples of unimportant objects are:
- Smoke from being burned in lava
- Yellow Stars from ground pounds and headbonking
- Sparkles around a Koopa shell and a 1-UP
- Dust from collecting stars or ground pounding
- Wind particles
Important objects are involved in gameplay to some degree. Some examples of important objects are:
- Coins of every type
- 1-UP checkpoints
- Power Stars
- Cap/coin blocks
- Moving platforms and some stationary platforms
- Boxes of every type
- Trees of every type
- Cannons (Count as 2 objects: the blue base and the cannon barrel)
- Coins' twinkles
- Dust from Mario walking or sliding
- Water crystals
The Object limit is the maximum number of important objects a course can have loaded simultaneously before the game cannot handle loading any more. This limit is 240 at all times, but the debug code that displays object count fails to count certain spawnerswhich?, making this limit seem lower in some coursescitation needed. This doesn't apply to the total objects in the course, only to ones that are loaded at the time. Unloaded objects use no slots. As the object limit is approached, unimportant objects will sacrifice their slots in order to empty them for important objects. If no vacant slots are available when any object (important or unimportant) is loaded, a crash will occur.
- Clones never unload and thus occupy object slots even when the original object is unloaded.
- PUs don't naturally contain any objects, but they can be brought there.