Super Mario 63/Enemies

There are many different enemies in Super Mario 63. This page discusses their behaviors and how to defeat them. Some enemies will yield a coin upon death. Enemies respawn (reappear after death) when Mario reenters the vicinity after having previously left, but will not yield further coins upon subsequent deaths.

Health meter
In Super Mario 63, there is a health meter at the top of the screen that appears when Mario is damaged, sometimes called the power meter. It is a silhouette of Mario's head and cap with a light wooden texture and a colored circle in the center. The meter resembles the one in Super Mario 64, though instead of requiring 1 coin to restore one health point (HP), it requires 5 coins. The letters above the meter, "POWER", will light up one-by-one as one coin out of five is collected. When the final letter "R" is lit, a health point is restored. As with Super Mario 64, Mario has a total of 8 health points; losing all 8 results in the loss of one life.

The meter's fullness is depicted by the circle's fullness. For each lost HP, a wedge will be removed counterclockwise from the meter. The circle is also tinted based on its fullness; with seven or all eight wedges, the color will be blue; five or six shows green, three or four shows yellow, and one or two shows red.

Unlike in Super Mario 64, there is a separate meter called the air meter that appears when Mario is underwater, representing Mario's breath. It looks exactly like the health meter but with all the colors inverted (orange, magenta, pale blue, deep aqua) and no letters above it. Only one coin is required to replenish one wedge of the meter.

Goomba
Goombas are the most basic and common enemy and are found in three sizes: Mini Goomba, normal Goomba, and Huge Goomba. They run over to Mario if he is near, and hurt Mario by 1 HP on contact. Goombas themselves have only 1 HP.
 * Jump: Jumping on a Goomba is effective and will kill it.
 * Spin Attack: Spin-attacking a Goomba is effective and will kill it.
 * Yields coin?: Yes
 * Remnants?: Nothing
 * Survives in water?: No, instantly killed upon contact with water

Color variation
Goombas are normally brown, but there are blue variants found in certain areas.

Bob-omb
Bob-ombs are a common enemy like Goombas. When Mario approaches one, they will turn red and their fuses will light, exploding shortly after (killing itself). The explosion deals 2 HP of damage. Bob-ombs themselves have 1 HP.
 * Jump: Jumping on a Bob-omb is ineffective.
 * Spin Attack: Spin-attacking a Bob-omb is effective and will kill it.
 * Yields coin?: Yes
 * Remnants?: Nothing
 * Survives in water?: No, instantly killed upon contact with water

Koopa
Koopas do not pursue Mario and will only march back and forth in a particular patrol area. They deal 1 HP of damage upon contact, and have 1 HP themselves. Upon death, they leave behind their shell, which is invincible, but can be "kicked" by nudging it. A moving shell is capable of destroying most enemies. Shells also float in water.
 * Jump: Jumping on a Koopa is effective and will kill it, leaving its shell behind.
 * Spin Attack: Spin-attacking a Koopa is effective and will kill it, leaving its shell behind (though presumably it hasn't died but rather retreated into its shell, though the result is the same, as if such is the case, it never emerges from within).
 * Yields coin?: No
 * Remnants?: Koopa Shell
 * Survives in water?: Conditionally. Instantly killed upon contact with water and leaves behind its shell, unless it used to be a Flying Koopa (see below) and was jumped on, in which case it can march on the seafloor unimpeded.

Flying Koopa
Often referred to as Parakoopas, Flying Koopas hover in place. Like their terrestrial variants, they deal 1 HP of damage upon contact, though they have 2 HP themselves. Upon death, they leave behind their shell as well (see above for details).
 * Jump: Jumping on a Koopa is effective and will destroy its wings, converting it to a normal Koopa.
 * Spin Attack: Spin-attacking a Koopa is effective and will kill it, leavings its shell behind as with a normal Koopa.
 * Yields coin?: No
 * Remnants?: Koopa (from jumping), Koopa Shell (from spin-attacking)
 * Survives in water?: Yes, it "flies" underwater.

Shy Guy
Shy Guys are uncommon enemies with 1 HP that do not pursue Mario. Upon contact, Mario will lose 1 HP.
 * Jump: Jumping on a Shy Guy is effective and will kill it.
 * Spin Attack: Spin-attacking a Shy Guy is effective if it is launched into a wall or off a ledge, but ineffective otherwise.
 * Yields coin?: Yes
 * Remnants?: Nothing
 * Survives in water?: No, instantly killed upon contact with water.

Flying Shy Guy
Sometimes referred to as Fly Guys, they do not pursue Mario either and fly horizontally within a small area. Upon contact, Mario will lose 1 HP. These enemies have 2 HP.
 * Jump: Jumping on a Flying Shy Guy is effective and will destroy its propeller, converting it to a normal Shy Guy. Jumping on a Flying Shy Guy underwater instantly kills it.
 * Spin Attack: Spin-attacking a Flying Shy Guy is effective and will kill it.
 * Yields coin?: Yes
 * Remnants?: Shy Guy (from jumping outside water), nothing (from jumping inside water or spin-attacking)
 * Survives in water?: Yes, it "flies" underwater, but while underwater, it only has 1 HP. If converted to a normal Shy Guy, it instantly dies upon contact with water.

Bully
Bullies are rare enemies that ram into Mario in order to push him off a ledge. Bullies have 1 HP but do not take ordinary damage, and can only be killed by sending it into lava or an abyss (see below for combat information). They do not damage Mario (unless he is pushed off a high enough ledge or into an enemy that does deal damage), but they will cause the letters above the power meter to be extinguished upon contact. This can cause Mario to require more than 5 coins to restore a health point, e.g., if Mario had required only 2 more coins to restore a health point, but was pushed by a Bully, it would now take 5 more.
 * Jump: Jumping on a Bully deals no damage. Jumping has weak knockback power, but can be effective in killing it if it is knocked into lava or an abyss.
 * Spin Attack: Spin-attacking a Bully deals no damage, but has strong knockback, and is effective in killing it if it is knocked into lava or an abyss.
 * Yields coin?: No
 * Remnants?: Nothing, though upon death by lava, they can be seen slowly melting.
 * Survives in water?: Yes, but they cannot move while underwater. They can still be knocked around by Mario.

Big Bully
Big Bullies are a rarer variant of Bullies. Big Bullies have 3 HP, the most of any enemy. Big Bullies have the same behavior as normal Bullies (see above).
 * Jump: Jumping on a Big Bully deals no damage. Jumping has little to no knockback power, but can be effective in dealing 1 HP if it is knocked into lava or killing it if sent into an abyss.
 * Spin Attack: Spin-attacking a Big Bully deals no damage, but has fair knockback, but can be effective in dealing 1 HP if it is knocked into lava or killing it if sent into an abyss.
 * Yields coin?: No
 * Remnants?: Nothing, though upon death by lava, they can be seen slowly melting.
 * Survives in water?: Yes, but they cannot move while underwater. They can still be knocked around by Mario.

Color variation
Bullies normally have yellow horns, but some Bullies in the Bully Tower in Lethal Lava Land have green horns, presumably to signify heightened military rank. There is one Big Bully with turquoise horns, Chief Chilly, the boss of Snowman's Land.

Boo
Boos are enemies that can pass through walls and are analogous to ghosts. Boos are invincible and cannot be killed. They pursue Mario according to the "Boo rule": if Mario is looking in their direction, they cover their eyes, become more translucent, and halt their pursuit; if Mario is looking away from them, they uncover their face, become more opaque, and continue their pursuit. They deal 1 HP of damage upon contact.
 * Jump: Jumping on a Boo is ineffective as it is invincible, but it does have knockback power and will force the Boo downwards.
 * Spin Attack: Spin-attacking a Boo is ineffective as it is invincible, but it does have knockback power and will force the Boo upwards and to the side.
 * Yields coin?: N/A
 * Remnants?: N/A
 * Survives in water?: Yes, as they are invincible.

Big Boo
Big Boos are larger variants of Boos that behave the same exact way, dealing 1 HP upon contact.
 * Jump: Jumping on a Big Boo is ineffective as it is invincible, but it does have knockback power and will force the Boo downwards.
 * Spin Attack: Spin-attacking a Big Boo is ineffective as it is invincible, but it does have knockback power and will force the Boo upwards and to the side.
 * Yields coin?: N/A
 * Remnants?: N/A
 * Survives in water?: Yes, as they are invincible.

Color variation
Green Boos and Golden Boos will appear after the Ghostly Green and Ghostly Golden switches are triggered in Boo's Mansion. Additionally, Boos of many different sizes will appear.

Cheep Cheep
Cheep Cheeps are fish that inhabit bodies of water but can be found on land. They are the only aquatic enemies in the game, though some enemies can survive in water. They have 1 HP and likewise deal Mario 1 HP upon contact. While in water, they will pursue Mario if he is near, but while on land, they will flop about aimlessly (still capable of damaging Mario, but unable to pursue).
 * Jump: Jumping on a Cheep Cheep is ineffective.
 * Spin Attack: Spin-attacking a Cheep Cheep is effective and will kill it.
 * Yields coin?: Yes
 * Remnants?: Nothing
 * Survives on land?: Yes, but while they can still attack Mario, they cannot pursue Mario.

Mega Cheep Cheep
Mega Cheep Cheeps are larger versions of Cheep Cheeps with the same exact characteristics (see above), dealing 1 HP upon contact.
 * Jump: Jumping on a Mega Cheep Cheep is ineffective.
 * Spin Attack: Spin-attacking a Mega Cheep Cheep is effective and will kill it.
 * Yields coin?: Yes
 * Remnants?: Nothing
 * Survives on land?: Yes, but while they can still attack Mario, they cannot pursue Mario.

Color variation
Green, blue, and purple Cheep Cheeps can sometimes be found. Mega Cheep Cheeps can also appear in blue.

Third variant of Cheep Cheep
A third, extremely rare variant of Cheep Cheep is even larger than Mega Cheep Cheeps and only appears in black. Its behavior is the exact same, dealing 1 HP upon contact.
 * Jump: Jumping on this third variant of Cheep Cheep is ineffective.
 * Spin Attack: Spin-attacking this third variant of Cheep Cheep is effective and will kill it.
 * Yields coin?: Yes
 * Remnants?: Nothing
 * Survives on land?: Yes, but while they can still attack Mario, they cannot pursue Mario.

Bullet Bill
Bullet Bills are shot out of cannons called Bullet Bill Bases. They have two modes of behavior: normal and chase. In normal mode, they fly in straight lines at the same angle as the base is oriented. In chase mode, marked by a mouth that repeatedly opens and closes, they chase Mario until they are killed or Mario is killed. When in chase mode, they can only make wide-radius turns. Bullet Bills cannot change modes; their mode is dependent on the base they are shot from, which is also unchangeable. In either mode, they deal 1 HP upon contact.
 * Jump: Jumping on a Bullet Bill is effective and will kill it.
 * Spin Attack: Spin-attacking a Bullet Bill is effective and will kill it.
 * Yields coin?: No
 * Remnants?: Nothing
 * Survives in water?: Yes, it "flies" underwater.

Goonie
Goonies are birds that can fly through walls (presumably, past walls). They are passive enemies, meaning they cannot damage Mario. Their paths are slightly upward and to one horizontal direction only (left or right, never switching), but occasionally begin gliding at a downward angle for a short period of time. They do not damage Mario and Mario can stand on their heads and be carried along, though the angle will only be downward while Mario is atop. Jumping repeatedly can allow the overall angle to be upward, allowing for upward travel, though the player should be wary that the timing will change whenever the bird begins gliding. Goonies are invincible.
 * Jump: Jumping on a Goonie is ineffective, as it is invincible, but it does allow Mario to ride it.
 * Spin Attack: Spin-attacking a Goonie is ineffectual.
 * Yields coin?: N/A
 * Remnants?: N/A
 * Survives in water?: Yes, it "flies" underwater.

Skelegoonie
Called Skelegoons in the level designer, Skelegoonies are rare and cannot be ridden as they will damage Mario 1 HP upon contact. They have 2 HP themselves. Their paths are slightly upward and to one horizontal direction only (left or right, never switching). Unlike Goonies, Skelegoonies are incapable of gliding.
 * Jump: Jumping on a Skelegoonie is effective, and will convert it to a Wingless Skelegoonie.
 * Spin Attack: Spin-attacking a Skelegoonie is effective and will convert it to a Wingless Skelegoonie.
 * Yields coin?: N/A
 * Remnants?: Wingless Skelegoonie
 * Survives in water?: Yes, it "flies" underwater.

Wingless Skelegoonie
This is the form that Skelegoonies take when they lose 1 HP, but Wingless Skelegoonies can be found on their own without having been winged. They will also damage Mario 1 HP upon contact, but have 1 HP themselves. They walk along the ground but don't pursue Mario. They will not change direction unless they come into contact with a wall, and they also do not avoid falling off ledges, meaning they can kill themselves if they have access to an abyss.
 * Jump: Jumping on a Wingless Skelegoonie is effective and will kill it.
 * Spin Attack: Spin-attacking a Skelegoonie is ineffective.
 * Yields coin?: No
 * Remnants?: Nothing, but there is a particle effect upon its death resembling small bones that scatter and fade away.
 * Survives in water?: Yes, it can walk along the seafloor.

Penguin
Penguins are passive enemies like Goonies. They do not damage Mario and are invincible. Upon contact, Mario will bounce off of them, including from an aerial trajectory. They will walk around aimlessly but are smart enough to avoid falling off ledges. If Mario comes into contact with one while equipped with an Invincibility Cap, the Penguin will be launched into the air and hover variably above Mario until Mario moves away from it.
 * Jump: Jumping on a Penguin is ineffective, as it is invincible.
 * Spin Attack: Spin-attacking a Penguin is ineffective, as it is invincible, but it does have knockback power.
 * Yields coin?: N/A
 * Remnants?: N/A
 * Survives in water?: Yes, it can walk along the seafloor, but it walks very slowly, making its paths take a lot of time.

Flying Penguin
Flying Penguins are behave exactly like Penguins (see above) but they hover in the air without moving horizontally. They have a small amount of vertical movement, but their overall position remains constant. If Mario comes into contact with one while equipped with an Invincibility Cap, the Flying Penguin will be launched into the air and hover variably above Mario until Mario moves away from it; it will be converted into a normal Penguin afterward. Strangely, it glides along the floor and loses its ability to walk and avoid ledges.
 * Jump: Jumping on a Flying Penguin is ineffective, as it is invincible.
 * Spin Attack: Spin-attacking a Flying Penguin is ineffective, as it is invincible.
 * Yields coin?: N/A
 * Remnants?: N/A
 * Survives in water?: Yes, it "flies" underwater.

Butterfly
Butterflies are passive enemies and Mario cannot interact with them in any way, making them effectively invincible. They are functionally decorations. They are very small and fly in a very small area.
 * Jump: Jumping on a Butterfly is ineffectual.
 * Spin Attack: Spin-attacking a Butterfly is ineffectual.
 * Yields coin?: N/A
 * Remnants?: N/A
 * Survives in water?: Yes, it "flies" underwater.