Friday, June 28, 2019

Super Mario Bros. 2

SUPER MARIO BROS. 2

Next up, we have the North American version of Super Mario Bros. 2, a reskin of the game Doki Doki Panic, a promotional game developed for Fuji TV for their Yume Kojo '87 event. After Nintendo of America decided the real Super Mario Bros. 2 was too difficult for American audiences, Nintendo chose to change the main characters to Mario and his friends and release it in the West, so as not to create confusion when Super Mario Bros. 3 came out a year later.

The game plays quite differently from almost all other Mario games, but it's inclusion led to a number of features that became staples of the Mario series, including Luigi's higher jumping ability, Shy Guys, Pokeys, Bob-Ombs, and so on.

The game features Mario, Luigi, Princess Toadstool, and Toad taking the place of Imajin, Sister, Mama, and Papa respectively. Each use the exact same abilities, the only differences being their stats such as speed, strength, and jumping ability. The abilities made available to the characters include jumping on top of and picking up enemies and items, an extra-high jump after crouching long enough, digging into the ground, plucking vegetables and items from the ground, climbing vines, and riding around on items or enemies in order to reach out-of-reach areas. They can also access the Starman invincibility for a short time. Most of these abilities could easily be worked into a Super Smash Bros. skillset.

Next, we have six major boss characters to consider: Birdo, Mouser, Tryclyde, Fryguy, Clawgrip, and Wart. As Birdo, we know, will go on to have a larger role in further Mario games, I will say yes now to her inclusion, although her moveset for the time being is limited to moving back and forth, jumping, and firing eggs and fireballs from her mouth. She also stands guard outside of an Eagle Mask shaped Gate, which later comes alive and attacks, meaning it could be incorporated into her moveset.

As for Mouser, Tryclyde, Fryguy, and Clawgrip, we may have our first characters who work better as bosses then characters. I will still hold out as tentative for them, but as this is one of their only games, I doubt they will give us enough to make a full moveset. Mouser is a large shades-wearing mouse who throws bombs. That's about it. Tryclyde is a giant, three-headed serpent who breathes fire at you. Fryguy is a giant ball of fire who spits fire at you and splits into smaller balls of fire. Clawgrip is a giant crab who chucks rocks at you, and who replaced a third Mouser fight from the original game. All work well as solid boss fights, so I think I can be okay with that.

Then we have Wart, the main villain who kidnapped a bunch of fairies called Subcons in order to rule the dream world. For his boss battle, all he really does is spit bubbles at you, which doesn't seem like he then would function as a character, however, Wart has the unique advantage of being the main villain, meaning his moveset can be made up of references to the game as well, and he can incorporate many of his minions into his moveset. For instance, his throne room is decorated with Phantos. All he has to do is make use of them. He also has Bob-Ombs he can throw, Autobombs he can ride and so on. He's not without potential.

Now for our enemy characters. Super Mario Bros. 2 features eighteen enemy characters: Shy Guys, Tweeters, Ninjis, Hoopsters, Pidgits, Beezos, Snifits, Phantos, Trouters, Sparks, Cobrats, Pansers, Pokeys, Ostros, Porcupos, Albatosses, Bob-Ombs, and Flurries. Shy Guys, Snifits, Pokeys, Bob-Ombs, and Sparks are the main enemies that have carried on into later Mario games so its fair to start with them. Shy Guys fall in alongside Koopas, Goombas, and so on as some of Mario's most iconic enemies and have also proven versatile enough to say that they will in fact be included, as even in this game they have moveset potential if you factor in Snifits and Beezos as their offshoots and their ability to ride Ostros and Autobombs. Pokeys mostly just wiggle in place and for now probably work best as obstacles on a desert-themed stage, and Sparks mostly just circle platforms. Bob-Ombs I won't write off entirely as characters, as they do have a few variants in later games, but they probably work best as items. (Dropping from an Albatoss would be a solid entrance animation though).

As for the rest, the main thing acting against them is their lack of appearance in later games. For this game, Tweeters simply bounce forward, Ninjis jump in place or toward the player, Hoopsters crawl up and down on vines, Pidgits ride flying carpets, Beezos fly forward, Phantos come to life and chase you when you pick up a key (they'd be a great stage hazard), Trouters jump, Cobrats jump and spit pellets, Pansers launch fireballs, Ostros give rides, Porcupos crawl, Albatosses drop Bob-Ombs, and Flurries slide around. None of them particularly give you much to work with as playable characters, so for now, no.

Next up are the stages. As they are divided into seven distinct worlds with individual themes, we can easily make a stage out of all seven with not much difficulty. World 1, 3, and 5 are all mostly grassland types, but 5 is set at night, and 3 is set in a waterfall/cave area. World 2 and 6 are also both deserts, so it might be reasonable to combine similar worlds, but seven stages is perfectly manageable, so I don't think there's much need.

As for items, we see the return of Mushrooms, 1-Ups, Starmen, POW Blocks, and Koopa Shells, most of which can perform the same function. We also see vegetables, bombs, timers that freeze time, potions that make doors (because that makes sense), and rockets that carry you higher into the stage. All of these can be easily incorporated.

Now, lets see what we've got!

Characters:

Mario: Jump, Fire Flower, Starman, Axe, Springs, Pick up, pull vegetables, climb vines, super jump, dig, bombs, ride autobomb, ride carpet

Luigi: Echo of Mario, Pick up, pull vegetables, climb vines, super jump, dig, bombs, ride autobomb, ride carpet

Bowser: Jumping, fireballs, hammers, minions

Princess Toadstool: Pick up, pull vegetables, climb vines, super jump, dig, bombs, ride autobomb, ride carpet

Toad: Pick up, pull vegetables, climb vines, super jump, dig, bombs, ride autobomb, ride carpet

Wart: spit bubbles, Phantos, reference character?

Birdo: jump, spit eggs, fireballs, drop crystal ball, Mask Gate

Koopa: Shell Tuck, Shell Spin, Paratroopa Wings, Hammers?

Shy Guy: Beezo wing, Beezo trident, Snifit pellet, ride Ostro, ride Autobomb

Lakitu: Float on cloud, throw Spinies

Goomba: Nothing

Piranha Plant: Bite

Hammer Bros.: Jump, throw hammers

Buzzy Beetles, Bloopers, Cheep Cheeps, Pokeys, Bob-Ombs, Tweeters, Ninjis, Cobrats, and Flurries all tentative


Bosses:

Mouser: Throws bombs

Tryclyde: Breathes fire

Fryguy: Breathes fire, splits into smaller fryguys

Clawgrip: Throws rocks


Stages:

Mushroomy Kingdom

Mushroom Kingdom

Kingdom I

Mushroomy Kingdom (Underground)

Sky Plateau Stage

Mushroomy Kingdom (Underwater)

Fishing Bridge Stage

Giant Mushrooms Stage

Fortress Wall Stage

Bowser's Castle

Sky Stage

World 9 (Weird Stage)

World 1 (SMB2)

World 2 (SMB2)

World 3 (SMB2)

World 4 (SMB2)

World 5 (SMB2)

World 6 (SMB2)

World 7 (SMB2)


Items:

Super Mushroom

Life Mushroom

Fire Flower

Starman

Fire Bar

Bullet Bill

Bullet Bill Blaster

Spring

Poison Mushroom

Vegetable

POW Block

Bomb

Bob-Omb

Shell

Timer

Door Potion

Egg

Rocket


Thanks for reading! Join me next time for Super Mario Bros. 3

Tuesday, June 25, 2019

Super Mario Bros.: The Lost Levels

SUPER MARIO BROS.: THE LOST LEVELS

Today, we will be covering the sequel to the original Super Mario Bros. game, known as Super Mario Bros. 2 in Japan, but due to, apparently, Nintendo believing American gamers couldn't handle the game's ramped up difficulty level, it was not released there, and came to be known as Super Mario Bros.: The Lost Levels.

For the most part, there's really not a whole lot to add from this game, as it ran on the same engine as its predecessor and used nearly all of the same assets, except with some slightly upgraded graphics. The game still featured the same five core characters of Mario, Luigi, Peach, Bowser, and Toad, all serving the same function as before, as well as the same eleven enemy types, all also serving the same function. (Except that Bloopers can fly now, apparently).

Likewise, most of the levels were similar to before, with Grassland, Underground, Underwater, Sky Plateau, Fishing Bridge, and Bowser's Castle motifs returning. Most could simply be represented by the same stages as before with maybe one or two notable exceptions. World 8-3 gave us our very first fully Sky-themed stage, with clouds as platforms, something that would become a staple of later games. World 9, on the other hand, stands out as four worlds specifically designed to be nonsensical and random, following very little of the rules established in the previous levels. Stages based on both of these would be perfectly welcome in Super Smash Bros.

There is only one new item of note, that being the Poison Mushroom, an item that kills anyone it touches. It already has been an item in Smash, so there you go.

Now, let's see where we're at.


Characters:

Mario: Jump, Fire Flower, Starman, Axe, Springs

Luigi: Echo of Mario

Bowser: Jumping, fireballs, hammers, minions

Princess Toadstool: Nothing

Toad: Nothing

Koopa: Shell Tuck, Shell Spin, Paratroopa Wings, Hammers?

Lakitu: Float on cloud, throw Spinies

Goomba: Nothing

Piranha Plant: Bite

Hammer Bros.: Jump, throw hammers

Buzzy Beetles, Bloopers, and Cheep Cheeps all tentative (Bloopers can FLY?!)


Stages:

Mushroomy Kingdom

Mushroom Kingdom

Kingdom I

Mushroomy Kingdom (Underground)

Sky Plateau Stage

Mushroomy Kingdom (Underwater)

Fishing Bridge Stage

Giant Mushrooms Stage

Fortress Wall Stage

Bowser's Castle

Sky Stage

World 9 (Weird Stage)


Items:

Super Mushroom

Life Mushroom

Fire Flower

Starman

Fire Bar

Bullet Bill

Bullet Bill Blaster

Spring

Poison Mushroom


Thanks for reading. Next up, we will cover America's version of Super Mario Bros. 2!

Monday, June 24, 2019

Super Mario Bros.

SUPER MARIO BROS.

Today, it's time to dive deep into the very first Super Mario Bros. game, a launch title for the original NES system and a major part of Nintendo's ultimate success. There's a lot to say about this game, but I think we should start by introducing our principal players.

To start with, we have five "plot" characters to work with, meaning characters who are directly involved in the plot of the game, those being: Mario, Luigi, Bowser, Princess Toadstool, and Toad. Mario and Luigi are our protagonists, journeying across the land to rescue the princess from Bowser. Luigi acts as a color-swapped second player version of Mario, so for now, he is still an echo fighter. Their primary moves for the game are simply jumping and moving forward, while all additional abilities are supplied by the game's items: the Fire Flower gives them the ability to throw fireballs, while the Starman makes them invincible for a time. Also of note is the axe used at the end of each zone to cut the bridge Bowser stands on in order to drop him into the fire. All of these could make for a strong, though incomplete moveset.

Bowser is our main boss, a giant turtle-dragon-thing who kidnapped Princess Toadstool. Mario and Luigi face him eight times over the course of the game, and during those fights he is shown with three abilities: jumping really high, breathing blasts of fire, and throwing hammers at the brothers. He also of course has minions to serve him.

Princess Toadstool and her bodyguard Toad are another matter. While they will go on to do more in later games, in this game, they mostly exist to greet Mario after he beats Bowser each time and do nothing else. I will put them both in the tentative category for now, but nothing can be built off them yet.

With the inclusion of Piranha Plant, it's fair to say we cannot overlook the possibility of minion characters being included. This game gives us about eleven minion-type characters to work from: Goombas, Koopas, Piranha Plants, Paratroopas, Bloopers, Cheep Cheeps, Hammer Bros, Lakitus, Spinies, Buzzy Beetles, and Bullet Bills.

Koopas, for now, probably have the best bet at getting in. While their primary move in the game is simply walking forward, they can tuck into their shells and be sent rocketing forward as a projectile, an easy B move. Paratroopa can also be merged in with them, as they are simply Koopas with wings. This gives us a possible Up B move. Hammer Bros also seem related, so hammers can be included, but considering later games, Hammer Bros will probably function best as their own thing.

Some few that, currently have nothing going on for their favor, are Goombas, Piranha Plants, Buzzy Beetles, and Bullet Bills. While I think Goombas and Piranha Plants at least will go on to have strong options, right now, most of these only do one thing, simply presenting a basic challenge to Mario and Luigi. If anything, Bullet Bills or Bullet Bill Blasters work better as items. Bloopers and Cheep Cheeps also don't offer up much for the time being.

Lakitus (and Spinies by extension) on the other hand are another story. Lakitu is a notorious enemy in the game, floating around on a cloud at the top of the screen while dropping spinies below. This already gives us something to work off of, though later games will certainly give us more. If any enemy presents a strong moveset potential, it is the Lakitu.

Now for the stages!

There are multiple options for the stages here, most of which have been done by the Super Smash Bros. games already. A stage could be made to mimic the style and imagery of the levels, much like Mushroom Kingdom and Kingdom I from the 64 and Melee games, or a stage could entirely recreate a level, like Mushroomy Kingdom in Brawl. Either way, the possibilities are endless.

So that we don't simply have 32 stages based on each level of the game, I thought it best to instead sort each world by type. First we have our basic grassland stages: Worlds 1-1, 2-1, 3-1, 3-2, 4-1, 5-1, 5-2, 6-1, 6-2, 7-1, 8-1, and 8-2. These are more or less the kinds of stages you think about when you think about this original game. They are long stretched with grassy floor, standard blocks and pipes, and so on. They are the type that Mushroom Kingdom and Kingdom I recreated, so a stage like them would suit it just fine, maybe with Mushroomy Kingdom as well, since World 1-1 is so iconic.


Next, we have Underground Levels: World 1-2 and 4-2. The alternate version of Mushroomy Kingdom represents this well, so we'll keep that one around. Next we have what I like to call the Sky Plateau stages: World 1-3, 3-3, 5-3, and 6-3. These stages are sort of like the grassland stages, except they are broken up and require a lot of aerial platforming. A stage based on these would not go amiss. (In fact Mushroom Kingdom U's base form looks very similar to this). Then we have the water levels: 2-2 and 7-2. A Mushroomy Kingdom style recreation of 2-2 would probably be our best bet. Both of these are followed by a Fishing Bridge style level: 2-3 and 7-3 respectively. These stages are made up of long stretches of what looks like a wooden bridge while Cheep Cheeps jump incessantly from the water. A stage based on this might be frustrating but fun. Then we have the Sky Mushrooms: World 4-3, which is similar to the Sky Plateaus, but I felt the mushrooms were iconic enough on their own to warrant their own. The same goes for World 8-3, which seems like the outside walls of a massive fortress. Could have potential.

Finally, we have the Bowser's Castle stages, basically the fourth level of every world. Now, I have always felt that a Bowser's Castle stage has been a long time coming for the Super Smash Bros. games, so this is a natural yes! Each level contains many similar features, such as fire pits, fire bars, podobos, and a bridge section at the end where Mario would fight Bowser. A stage that incorporated these elements could be seriously legit.

Obviously, every item that comes from an item box could be incorporated as items, including Super Mushrooms, Life Mushrooms, Fire Flowers, and Starmen, while Fire Bars, Bullet Bills, Bullet Bill Blasters, and Springs also work just fine.

Now, lets look over everything we've got:


Characters:

Mario: Jump, Fire Flower, Starman, Axe, Springs

Luigi: Echo of Mario

Bowser: Jumping, fireballs, hammers, minions

Princess Toadstool: Nothing

Toad: Nothing

Koopa: Shell Tuck, Shell Spin, Paratroopa Wings, Hammers?

Lakitu: Float on cloud, throw Spinies

Goomba: Nothing

Piranha Plant: Bite

Hammer Bros.: Jump, throw hammers

Buzzy Beetles, Bloopers, and Cheep Cheeps all tentative


Stages:

Mushroomy Kingdom

Mushroom Kingdom

Kingdom I

Mushroomy Kingdom (Underground)

Sky Plateau Stage

Mushroomy Kingdom (Underwater)

Fishing Bridge Stage

Giant Mushrooms Stage

Fortress Wall Stage

Bowser's Castle


Items:

Super Mushroom

Life Mushroom

Fire Flower

Starman

Fire Bar

Bullet Bill

Bullet Bill Blaster

Spring


Thanks for reading. Next up, we cover the game's Japanese sequel Super Mario Bros.: The Lost Levels.

Thursday, June 6, 2019

Character Sheet: Pauline (Arcade)

PAULINE

Now that we have all of the Arcade Donkey Kong/Mario titles under our belt, I think it's time we go through and evaluate every character we have picked so far as being playable.

This time we have six:

1. Mario
1e. Luigi
2. Donkey Kong
3. Donkey Kong Jr.
4. Stanley
5. Pauline

Today we will cover probably the hardest character to work so far: Pauline, Mario's first girlfriend from the original Donkey Kong game. Thanks primarily to Super Mario Odyssey, Pauline has made a recent comeback in the Mario series, but aside from that, the original Donkey Kong is almost all we have to work with. That causes a problem because, well, she doesn't do anything in this game. She mostly stands beside Donkey Kong, acting mostly as a living goalpost. This doesn't give us much to work with.

So, for Pauline to work, we will likely have to follow the "Duck Hunt" method of creating a character built entirely on references to the game they come from. This method works well for Pauline, as Mario and Donkey Kong will go on to star in multiple later games, giving them much greater pools to draw from for their movesets, leaving Pauline as the only remaining character who can represent the game as a whole.

Here is the moveset I came up with:

Standard B: Hammer
As Mario will go on to utilize fireballs and other moves that can take up his standard B slot, this leaves Pauline open to inherit his hammer, his primary weapon in the game. It acts primarily as a strong, bludgeoning weapon.

Side B: Barrel
This move will come from her captor Donkey Kong. Pauline will throw a massive barrel, just like DK would, which will roll across the stage, crushing anything in its path.

Up B: Jack
Pauline will drop a jack, similar to those also thrown by Donkey Kong, which she will use to spring into the air. The move will function much like Sonic's spring move but will damage opponent touched by it.

Down B: Floor Drop
Pauline will drop a long stretch of floor on top of any characters nearby, hearkening to the method in which Donkey Kong is defeated via Mario removing the hinges from the floor and dropping them out beneath the big ape. This will bury most opponents.

Final Smash: The Great Ape
A sprite version of Donkey Kong exactly lifted from the game will drop onto the stage, accompanied by his theme music and will proceed to wreak havoc, pounding his chest and throwing barrels and jacks everywhere.

Entrance: Carried in by her sprite DK, on his shoulder.

Taunts: One could feature the heart that appears when Mario saves her.

Thanks for reading. Next up, we will head on forward to the major Mario games for the NES, including Super Mario Bros., Super Mario Bros.: The Lost Levels, Super Mario Bros. 2, and Super Mario Bros. 3. Take care!

Wednesday, June 5, 2019

Character Sheet: Stanley the Bugman (Arcade)

STANLEY

Now that we have all of the Arcade Donkey Kong/Mario titles under our belt, I think it's time we go through and evaluate every character we have picked so far as being playable.

This time we have six:

1. Mario
1e. Luigi
2. Donkey Kong
3. Donkey Kong Jr.
4. Stanley
5. Pauline

Today we will cover Stanley, an exterminator and star of Donkey Kong 3, who fights to protect his greenhouse from Donkey Kong and a swarm of angry bees. This is Stanley's only appearance to date so most of his moves will likely exist as throwbacks to the game itself. Unless Nintendo someday revitalizes him the way they did for Pauline, this is all we have to go on.

Being more or less a replacement for Mario, Stanley will likely have a lot of the same stats, being generally middle of the road, albeit likely being speedier but with lower jumping capacity. Most of his moves will be built around his spray can of pesticide's usage.

Here is the moveset I came up with:

Standard B: Spray Upgrade
As most of his standard A moveset will feature sprays from his pesticide in some regard (his up A likely being his standard upward spray), I thought I would assign the stronger blast obtained from powerup to be his standard, acting as a strong projectile.

Side B: Ball
Taking this move from Donkey Kong himself, Stanley throws out the large bouncy ball that Donkey Kong occasionally threw down, which will bounce across the stage, bowling over any character it contacts.

Up B: Bees
Stanley will be lifted into the air by a pair of bees, mimicking the way the bees would steal his flower pots in Donkey Kong 3. The bees will function much like Olimar's Up B, carrying him quite a way, but he will be dropped if hit.

Down B: Beehive
Stanley will smash a beehive onto an opponent's head, similar to how he beats Donkey Kong in multiple levels. This will disorient the opposing fighter, leaving them with a beehive stuck on their head for a time as the bees inside deal constant damage.

Final Smash: The Swarm
Two beehives will drop from the sky and break open, unleashing a horde of angry bees all over the stage, dealing massive damage to all players. This is similar to Donkey Kong's own final smash, at least until he is updated for later installments.

Entrance: Stanley runs around, spraying away some bees.

Taunts: Bees buzzing around his head, checking the pressure gauge on his spray can, watering a flower.

Next up: We will cover Mario's first girlfriend Pauline.

Monday, June 3, 2019

Character Sheet: Donkey Kong Jr. (Arcade)

DONKEY KONG JR.

Now that we have all of the Arcade Donkey Kong/Mario titles under our belt, I think it's time we go through and evaluate every character we have picked so far as being playable.

This time we have six:

1. Mario
1e. Luigi
2. Donkey Kong
3. Donkey Kong Jr.
4. Stanley
5. Pauline

Today we will cover Donkey Kong's son, Donkey Kong Jr. Now, as far as Junior is concerned, unlike his father, Mario, and Luigi, he does not go on to be a major player in the wider history of Nintendo and all but vanishes from existence following his appearance in the N64 Mario Tennis title. The main reason for this is his replacement by Diddy Kong in future installments in the Donkey Kong franchise. So, for the most part, Donkey Kong Junior and Donkey Kong Junior Math are all we have to work with.

Donkey Kong Junior will function as a semi-clone to his father, much like Luigi and Dr. Mario are to Mario now. He will be lighter and smaller, but hit almost as hard. Throughout both of his games here, most of what he does is climb vines so much of his moveset will be entirely lifted from Donkey Kong himself or will be a reference to Junior's games in a larger sense.

Here is the moveset I came up with:

Standard B: Giant Punch
This is an almost perfect copy of Donkey Kong's giant punch, needing to be charged up and launching a player when hit, though doling out less damage than Donkey Kong's version.

Side B: Animals
As Donkey Kong Jr.'s game does not feature barrels, his side B is traded out for Mario's side B, sending a crocodile or bird forward to do damage, although no whip is presented. The move functions exactly the same.

Up B: Vines
Twin vines will appear from nowhere allowing Junior to climb up them for a short period before losing his grip and falling. This is a replica of Donkey Kong's Up B, although the vines look more like those from the Donkey Kong Jr. arcade game rather than Donkey Kong 3. Junior can also cling to the vines longer than his father.

Down B: Equation
Donkey Kong Junior will throw out a finished equation, referencing Donkey Kong Jr. Math, automatically grounding anyone in the air when hit. This move is Junior's only original.

Final Smash: Breaking Daddy Loose
Donkey Kong Jr. will break open a cage containing his father, who will then burst into the open and the pair of gorillas will then start pummeling any fighter caught in the attack. Functions similar to Robin's attack featuring Chrom.

Entrance: Junior drops from a dangling vine.

Taunts: He will make his iconic disappointed face for one, and another will show him holding up a correct equation.

Next up: We will cover the star of Donkey Kong 3, Stanley the Bugman.