Wings

Wings are power-ups that can be given to other course elements in Super Mario Maker, its Nintendo 3DS port and its sequel to modify their behavior(s). In the former, they are a separate object that can be attached to most objects by dragging them to the object in the same way Super Mushrooms can be given to enemies to enlarge them. In the latter, they are accessed through a mini-menu that appears above course elements when placed, alongside the other modifiers.

If the object is also attached to a set of tracks, it will move much faster along them. If the object is inside a Koopa Clown Car or its relatives, it will move faster than usual. In the case of enemies, it can be combined with the Super Mushroom and/or parachute, though if the enemy carries a parachute, the wings will not take effect until the enemy lands and its parachute is deactivated. It also gives the enemy an extra 'hit point', as the first hit causes the enemy to lose its wings, allowing them to be jumped on one extra time without defeating the enemy.

Super Mario Maker

 * ? Block - The block floats in a gentle sine wave pattern leftwards, passing through solid structures. Can crush Mario and some enemies if it pushes them against a solid surface. When struck, they empty their contents and lose their wings, becoming motionless.
 * 1-Up Mushroom, Big Mushroom, Cape Feather, Fire Flower, Mystery Mushroom, Super Leaf, Super Mushroom, Super Star, Weird Mushroom - Flies in gentle sine wave motion through solid structures to the left of the screen.
 * Blooper, Blooper Nanny, Blooper Baby - Will move in two consecutive jumps instead of one. Overall speed is slightly greater.
 * Bob-omb, Lit Bob-omb - Flies in gentle sine wave motion through solid structures to the left of the screen. Being hit lights the fuse and drops its wings. Lit Bob-ombs will fly as normal until they explode.
 * Boo - Delays its chase of Mario, but increases its speed. Behaves like it did in Super Mario Bros. 3.
 * Boo Buddies - The Boos of the ring spread outwards then recede inwards in a pulsing manner.
 * Bowser - Jumps have a Flutter Jump motion.
 * Bowser Jr. - Jumps are slightly larger, gains access to the Ground Pound without being supersized, and throws hammers instead of spitting fireballs. While in his shell, he can clear much larger gaps, and if he falls into a bottomless pit, he will reappear above Mario in attempt to drop a Ground Pound on him.
 * Brick Block, Rotating Block - Identical to ? Blocks, but if they contain nothing, they do not lose their wings. They are not affected by P Switches.
 * Buzzy Beetle - Becomes a Para-Beetle; flies slowly leftward. Can be used as a platform, briefly sinking when jumped on, then rising upwards until Mario jumps off.
 * Chain Chomp - While idling, its head floats around its post, increasing the range in which Mario can be bitten.
 * Unchained Chomp - Jumps much higher than usual.
 * Cloud Block - Flies back and forth in a sine wave pattern, passing through solid structures.
 * Coin - Flies in gentle sine wave motion through solid structures to the left of the screen. Is not affected by P Switches.
 * Donut Block - Flies back and forth in a sine wave pattern, passing through solid structures. After disappearing, it respawns where it was placed in the editor, wings intact.
 * Dry Bones - Becomes a Parabones; it floats up and down in a vertical range.
 * Fish Bone - It swims faster than usual - both idle and attacking - and has a greater field of vision.
 * Flimsy Lift - Falls much more slowly than usual, but still moves quickly on tracks.
 * Goomba, Galoomba - Becomes a Paragoomba or Flying Goomba; it jumps around in groups of two short jumps followed by a large jump. Unlike regular Goombas, it slowly chases Mario. Underwater, they turn and swim at greater speeds and distances.
 * Green Cheep Cheep, Blurp, Deep Cheep - In non-underwater levels, their third jumps move like Flutter Jumps. In underwater levels, they swim to the left in a tall and wide sine wave motion.
 * Green Koopa Troopa - Becomes a Koopa Paratroopa; it moves with a constant bouncing.
 * Hammer Bro, Sledge Bro - Jumps much higher than usual.
 * Hard Block, Ice Block - Flies back and forth in a sine wave pattern, passing through solid structures. Can crush Mario and some enemies if it pushes them against a solid surface.
 * Hidden Block - Acts like other Blocks, but does not crush Mario. It can be only be seen by the wings it carries.
 * Lakitu, Lakitu's Cloud - An empty cloud cannot be given wings, but when the object riding it (including Lakitu) is given wings, it follows Mario with a constant up-and-down motion alongside its usual horizontal movement.
 * Lava Bubble - Flies in a diagonal line, ricocheting off solid surfaces and lava. Behaves similarly to some Lava Bubbles from Super Mario World.
 * Lift - Moves in a sine-like pattern perpendicular to its set direction; horizontally when set up or down, and vertically when set left or right.
 * Magikoopa - No change in behavior, but requires an extra hit to be defeated. Its magic attacks also possess wings, to no extra affect.
 * Monty Mole - Chases Mario with fast jumps.
 * Muncher - Occasionally Flutter Jumps. If placed inside a pipe, it will launch from it and hover in the air before returning to it.
 * Note Block, Music Block - Flies in gentle sine wave motion through solid structures to the left of the screen. Will not lose its wings when struck or jumped upon.
 * P Switch - Flies in gentle sine wave motion through solid structures to the left of the screen. Can crush Mario and some enemies if it pushes them against a solid surface from above or to the side; from below, Mario can activate it as normal.
 * Piranha Plant, Fire Piranha Plant, Jumping Piranha Plant - Occasionally Flutter Jumps. If placed inside a pipe, it will launch from it and hover in the air before returning to it. The Jumping Piranha Plant still falls slower than the other kinds.
 * POW Block - Flies in gentle sine wave motion through solid structures to the left of the screen. Can crush Mario and some enemies if it pushes them against a solid surface.
 * Red Cheep Cheep - In non-underwater levels, their third jumps move like Flutter Jumps. In underwater levels, they swim back and forth in a tall and wide sine wave motion.
 * Red Koopa Troopa - Another type of Koopa Paratroopa, it floats up and down in a vertical range.
 * Rocky Wrench - Launches out of its burrow and floats in mid-air while throwing its wrench.
 * Shoe Goomba, Stiletto Goomba - Jumps have a Flutter Jump motion. Once the Goomba inside is defeated, the winged shoe allows the riding player to perform a Flutter Jump, similar to while riding a Yoshi.
 * Spike Top - Identical to the Para-Beetle, but standing on it damages Mario; essentially a Spiky Parabuzzy. The blue ones move faster than the red.
 * Spiny - Flies like the Para-Beetle, but does not work as a platform. It occasionally curls up to fire spines in either a '+' or 'x' pattern.
 * Stretch - When it reaches a wall or ledge, it disappears, reappearing on top of the wall or at the bottom of the pit, and continues further. Also moves slightly faster.
 * Thwomp - While dormant, it slowly glides horizontally, ricocheting off solid structures and other Thwomps.
 * Trampoline - Flies in gentle sine wave motion through solid structures to the left of the screen. Loses its wings when grabbed, but not when used.
 * Wiggler, Angry Wiggler - Jumps in thin, high, arcs. Angry Wigglers follow Mario with much greater jumps and a slight speed increase. Does not lose its wings when jumped on.
 * Yoshi's Egg - Flies in gentle sine wave motion through solid structures to the left of the screen. When touched by the player, it falls to the ground, where it hatches into a wingless Yoshi.

Super Mario Maker 2
Objects that appear in both games without changing their behavior are unlisted here.
 * 10-Coin, 30-Coin, 50-Coin, Master Sword, Rotten Mushroom, Super Bell, Super Hammer, Superball Flower, SMB2 Mushroom, Frog Suit, Power Balloon, Super Acorn, Boomerang Flower, Cannon Box, Propeller Box, Goomba Mask, Bullet Bill Mask, Red POW Box - Flies in gentle sine wave motion through solid structures to the left of the screen.
 * Ant Trooper, Horned Ant Trooper - Flies slowly leftward. When it reaches a solid surface, it turns around. Does not lose its wings when jumped on.
 * Boom Boom - Behaves like his Super Mario Bros. 3 and New Super Mario Bros. U appearances; he waits in the air above Mario, then swoops down to tackle him. In the Super Mario 3D World style, his spin attack gives him lift, allowing him to fly to his targets. Does not lose his wings when jumped on.
 * Bully - Behaves as normal, but if Mario is higher than the Bully, it will fly to chase him. When pushed off of its platform, it slowly flies back and requires another hit to drop it into the pit.
 * Fire Bro, Heavy Fire Bro - Jumps much higher than usual.
 * Goombrat, Goombud - Moves like a Paragoomba, but walks back-and-forth between a specific horizontal range.
 * Hop-Chops - Hovers in midair after jumping. Does not lose its wings when jumped on.
 * Iggy, Lemmy - Hops across the ground when moving. Do not lose their wings when jumped on.
 * Larry, Wendy - Their jump height after attacking is increased. Do not lose their wings when jumped on.
 * Ludwig - Remains in midair for a longer period of time after attacking, during which he fires additional volleys of magic. Does not lose his wings when jumped on.
 * Mechakoopa - Flies back and forth on a horizontal line.
 * Meowser - Will periodically fly into the background where he can attack without being damaged.
 * Morton - Will sometimes "fake out" the player by pausing his descent before landing. Does not lose his wings when jumped on.
 * Peepa - Moves slightly faster than usual.
 * Pokey - Jumps around in groups of two short jumps followed by a large jump. In ground levels at nighttime, they will swim through the air like Angry Wigglers to home in on the player(s).
 * Pom Pom - Jumps into the air when throwing shurikens. Does not lose her wings when jumped on.
 * Porcupuffer - Its jumps have a Flutter Jump motion.
 * Roy - Will sometimes "fake out" the player by ducking back into the ground or ceiling after emerging from it only to reemerge in a different spot. He will also remain in midair if he jumps out of the ground. Does not lose his wings when jumped on.
 * Skipsqueak, Spiny Skipsqueak - Jump much more slowly, taking longer to reach their max height. They may also jump on their own; in which case they will float in place just above their resting position.
 * Spike - Hops into the air to throw its Spike Ball or snowball.