Wednesday, July 31, 2019

Character Sheet: Boom Boom (Original Sidescrollers)

BOOM BOOM

Now that we have all of the original sidescrolling Mario titles for the NES and SNES under our belt, I think it's time we go through and evaluate every character we have picked so far as being playable.

Now let's move on to the enemy characters. I have narrowed down the field to all of the enemies that have an immediate yes, even if they might not have a moveset just yet. My final count is twelve:

1. Koopa Troopa
1e. Dry Bones
2. Shy Guy
3. Goomba
4. Piranha Plant
5. Boo
6. Lakitu
7. Hammer Bro.
8. Chargin' Chuck
9. Magikoopa
10. Boom Boom
11. Birdo

This is another character for whom there isn't yet a whole lot to work with, even though the character is a prominent fixture of the Super Mario series. At the moment, he only appears in Super Mario Bros. 3, where he acts as a midlevel boss to be fought before you get to the Koopalings.

Boom Boom is definitely a heavyweight, though not particularly slow. In the game, he is shown to be able to swing his fists while moving side to side, fly using wings, and crouching in order to pop out spikes from his back. It's not a lot, but its what we've got.

Here is the moveset I came up with:

Standard B: Spinning Punch
This one is pulled from later games and has come to be known as one of his iconic moves. The move will acts similarly to Meta Knight's Standard B, though with just a helping of Donkey Kong's Up B. He will punch forward, spinning really fast across the stage.

Side B: Fist Swing
This one is from Super Mario Bros. 3, and reflects his standard tactic of moving side to side while swinging his fist. It will do heavy damage any time it connects.

Up B: Flight
Boom Boom's arms will turn into wings and he will fly up into the air for a short time before slamming back down.

Down B: Spikes
Boom Boom will crouch down and stick out his back, causing large spikes to pop out. This will be a primarily defensive maneuver, although with an offensive attribute to it.

Final Smash: Pom Pom
Pom Pom will appear in a cutscene and join Boom Boom in a combo attack as they both launch spinning punches against their enemies. Pom Pom has not been introduced yet, but it seemed the only fitting move for the pair. Most likely, when she is introduced, she will function as a color swap for Boom Boom.

Entrance: He will slam down from above.

Taunts: Uncertain yet.

Next up: Let's finish up with our final character before moving on to the major 3D Mario games, Birdo from Super Mario Bros. 2!

Tuesday, July 30, 2019

Character Sheet: Magikoopa (Original Sidescrollers)

MAGIKOOPA

Now that we have all of the original sidescrolling Mario titles for the NES and SNES under our belt, I think it's time we go through and evaluate every character we have picked so far as being playable.

Now let's move on to the enemy characters. I have narrowed down the field to all of the enemies that have an immediate yes, even if they might not have a moveset just yet. My final count is twelve:

1. Koopa Troopa
1e. Dry Bones
2. Shy Guy
3. Goomba
4. Piranha Plant
5. Boo
6. Lakitu
7. Hammer Bro.
8. Chargin' Chuck
9. Magikoopa
10. Boom Boom
11. Birdo

For these last three, it's going to be a bit of a struggle, first and foremost because these three characters are included on the list, not entirely for anything they do in the games we have covered so far, but because of their longevity in the Mario series as a whole. For today's character, we'll be covering the Magikoopa, who gets an automatic yes, purely because of the importance of Kamek in the larger series as a whole. In fact, when Kamek is introduced, the character name will likely be changed to his and the character will represent the species as a whole. (Perhaps with Kamella and Kammy color swaps).

Magikoopas will be tricky fighters, known for their magical skill and chaotic movesets rather than for brute strength. Right now, they only appear in Super Mario World, where they cast damaging spells, spells that change an item into an enemy and vice versa, and can teleport. That's not a lot to work with, so I may have to cheat and pull something from later games. Let's see.

Here is the moveset I came up with:

Standard B: Magic Spell
This one is a projectile move, and is pulled directly from their most famous move in the games. He will toss out a spell made up of simple shapes that damage opponents.

Side B: Broomstick
This one is pulled from later games, specifically Kamek's iconic mode of transportation. The Magikoopa will hop onto a broomstick and speed forward across the stage, slamming into opponents.

Up B: Teleport
This one will function similarly to Zelda's and Mewtwo's Up B, allowing Magikoopa to teleport away from harm, taking him up and over in any direction for some distance.

Down B: Transform
Magikoopa can cast a spell that, if it contacts any item on the field, will transform it into an enemy, most likely something like a Buzzy Beetle or other enemy that didn't quite make the cut. The enemy will then wander the stage until it is defeated.

Final Smash: Boss Battle
This one is also pulled from Kamek's appearances in later games. Specifically, a small enemy will appear on the stage. The Magikoopa will hop on its broom and fly across the stage, sprinkling magic dust and making the enemy grow to massive size. The one I'd like to include most is Naval Piranha, but Raphael Raven may work better as being more iconic.

Entrance: He will teleport onto the stage.

Taunts: Hold up his wand and wave it around for a second, is a good one.

Next up: Let's get on to our minibosses, starting with Boom Boom Koopa from Super Mario Bros. 3.

Monday, July 29, 2019

Character Sheet: Chargin' Chuck (Original Sidescrollers)

CHARGIN' CHUCK

Now that we have all of the original sidescrolling Mario titles for the NES and SNES under our belt, I think it's time we go through and evaluate every character we have picked so far as being playable.

Now let's move on to the enemy characters. I have narrowed down the field to all of the enemies that have an immediate yes, even if they might not have a moveset just yet. My final count is twelve:

1. Koopa Troopa
1e. Dry Bones
2. Shy Guy
3. Goomba
4. Piranha Plant
5. Boo
6. Lakitu
7. Hammer Bro.
8. Chargin' Chuck
9. Magikoopa
10. Boom Boom
11. Birdo

Now, here's one I never thought I'd be doing a page for. Before covering Super Mario World, I only thought of this guy as that one enemy dressed like a football player who charges forward really fast and only appears in a handful of games. Not a major iconic enemy like literally every other enemy I have covered so far. But lo and behold, even though he's only appeared in Super Mario World so far, he gave me enough to work with in that one game alone, who am I to tell him no.

Chargin' Chuck will be burly but speedy. Imagine roughly the average build of a football player. In Super Mario World, Chuck demonstrated the ability to: charge forward and crash through solid objects (the thing I knew him for), jump up and clap, pitch a baseball, toss around footballs, and dig into the ground to toss up a rock that then rolls after Mario. Long story short, the guy's a sports-loving Koopa. 

Here is the moveset I came up with:

Standard B: Baseball Pitch
This one is based on his baseball move. He will wind up and toss a baseball as a projectile at high speed, doing moderate damage.

Side B: Charge
Chuck's iconic move. He will throw his shoulder forward and charge across the stage, sending anyone flying he connects with.

Up B: Jump and Clap
This one is based on what Chuck's often do just before the goalpost in SMW. He will jump a moderate distance into the air while clapping his hands over his head to deal damage.

Down B: Dig
Chuck will pull out a shovel and dig into the ground, dislodging a large boulder that will then roll across the stage, damaging any in its wake.

Final Smash: Team Blitz
This one is pulled more from actual football (at least my meager understanding of it) and will feature Chuck being joined by several fellow Chucks who will then charge a player in a cutscene set on a football field.

Entrance: He will charge through a block

Taunts: You could probably pull a few from actual football and other sports. Like a war dance, or a huddle, or the lineup position, and so on.

Next up: I'll be covering Kamek. Well, actually just Magikoopa right now, but really the only reason it's here is because of Kamek, so . . .

Saturday, July 27, 2019

Character Sheet: Hammer Bro (Original Sidescrollers)

HAMMER BRO

Now that we have all of the original sidescrolling Mario titles for the NES and SNES under our belt, I think it's time we go through and evaluate every character we have picked so far as being playable.

Now let's move on to the enemy characters. I have narrowed down the field to all of the enemies that have an immediate yes, even if they might not have a moveset just yet. My final count is twelve:

1. Koopa Troopa
1e. Dry Bones
2. Shy Guy
3. Goomba
4. Piranha Plant
5. Boo
6. Lakitu
7. Hammer Bro.
8. Chargin' Chuck
9. Magikoopa
10. Boom Boom
11. Birdo

Today, we're going to talk about the Hammer Bro, or rather an amalgamation of the Hammer Bro, Boomerang Bro, Fire Bro, Sledge Bro, and Sumo Bro, all of which are more or less different variants of the same subset of enemies, being a relative of the Koopa decked out in armor, famous for chucking various projectiles at you. As Hammer Bro was the first, and easily the most iconic, it seems fitting that the Hammer Bro is your base model, with the others likely as color swaps. Hammer Bros and their cousins appear throughout all games but Super Mario Bros. 2.

Hammer Bro will be a heavy but quick character, probably not unlike Donkey Kong, capable of doling out significant damage. In game, Hammer Bros are best known for tossing a ton of hammers in an arc, generally while jumping around, making life difficult for Mario. In Super Mario World, they also gained the ability to fly around on a winged block while throwing out their hammers. Boomerang Bros came around in Super Mario Bros. 3, and toss out boomerangs that fly back to them. Fire Bros are basically Hammer Bros with the fire flower. Sledge Bros are heavyweight Hammer Bros that throw bigger hammers and shake the ground when they jump to a new location. Finally, Sumo Bros are known for stomping on the ground with one heavy foot, hard enough to send up a plume of fire, not unlike Ike's current Standard B.

Here is the moveset I came up with:

Standard B: Hammer Toss
This one is exactly what you think it is. The Hammer Bro will toss a stream of hammers, just like his most iconic move. On occasion it will have the potential to toss out a sledgehammer in reference to its Sledge Bro relative.

Side B: Boomerang
The Hammer Bro will toss forward a Boomerang, that will fly forward, doing minimal damage, before flying back and hitting opponents on the return trip.

Up B: Sledge Jump
This one is based on the Sledge Bro's ground pound when it moves to a new location. The move will function similar to King Dedede's Up B, launching him into the air before slamming back down hard on the ground.

Down B: Sumo Stomp
This one is based on the Sumo Bros from Super Mario World. Hammer Bro will lift his foot into the air and slam down so hard that he sends up a plume of fire a few inches in front of him, damaging anyone it connects with.

Final Smash: Amazing Flyin' Hammer Bro
The Hammer Bro will hop onto a winged platform that will fly above the stage as he tosses out hundred of hammers that will rain down on the opponents below, dealing heavy damage with every hit.

Entrance: Floats down on its platform

Taunts: Jumping around and tossing a single hammer would fit maybe. Uncertain from there.

Next up: I'll be covering the enemy I didn't expect to be including, but hey, the more the merrier. It's Chargin' Chuck!

Friday, July 26, 2019

Character Sheet: Lakitu & Spinies (Original Sidescrollers)

LAKITU & SPINIES

Now that we have all of the original sidescrolling Mario titles for the NES and SNES under our belt, I think it's time we go through and evaluate every character we have picked so far as being playable.

Now let's move on to the enemy characters. I have narrowed down the field to all of the enemies that have an immediate yes, even if they might not have a moveset just yet. My final count is twelve:

1. Koopa Troopa
1e. Dry Bones
2. Shy Guy
3. Goomba
4. Piranha Plant
5. Boo
6. Lakitu
7. Hammer Bro.
8. Chargin' Chuck
9. Magikoopa
10. Boom Boom
11. Birdo

Next up, let's cover the Lakitu, and by extension, the Spinies too. Lakitu are small diminutive cousins of the Koopas, bedecked in glasses and riding around on fluffy little clouds. They are most famous for acting as referees and cameramen in other games, but in the core games, for being obnoxious little twits who follow you around everywhere and bombard you with Spinies, spiky little Buzzy Beetle offshoots that curl up into balls. Lakitu appears in every game so far (the exception of course being Super Mario Bros. 2), and have developed quite a few moves to work with, though it might be a bit of a struggle.

Lakitu will obviously have a bit of a floaty quality to him, though I imagine he will be a bit heavier than the Boos. His core move of course is throwing out Spinies, who might be able to stick around the stage and assist in later moves. He can also throw out Spiny Eggs that do not hatch and simply stick around the stage. Of course he can float around on his cloud, but courtesy of Super Mario World, he can also now hide out in pipes and use the fishing rod that will become famous for its uses in later games.

Here is the moveset I came up with:

Standard B: Spiny
This is his basic move, tossing out a Spiny that will damage anyone it hits and will then walk around on the ground, doing damage to anyone it contacts.

Side B: Spiny Egg
If a Spiny is on the field, it will roll up into its Spiny Egg form and roll around doing heavy damage. If a Spiny is not on the field, the Lakitu will toss it out similar to its Standard B, except that the egg won't hatch.

Up B: Cloud Poof
This move is mainly borrowed from Bowser Jr. and the Koopalings' Up B move, where they will launch themselves from their Kar into the air. Lakitu will do the same, popping up from their cloud, while the cloud bursts in a damaging poof.

Down B: Fishing Rod
This move will function as a partial grab, but can also serve the function of grabbing the Spinies and pulling them back toward Lakitu. This move can be comboed with Side B, so that the player can control where the egg rolls.

Final Smash: Lakithunder
I guess we're back to using boss characters who haven't appeared yet as the playable character's final smash, but really, what other Final Smash could you use for a character that rides around on a cloud than to upgrade that cloud to a full on thunderstorm?

Entrance: Floats down from above with its iconic sound.

Taunts: We haven't covered the Mario Kart series yet, but it's 3-2-1 opening makes a lot of sense, or maybe waving the flag at the end of a lap. Also tucking down behind his cloud for a second.

Next up: Let's cover the Koopa's burly projectile-throwing cousins, the Hammer Bros. (which is really a combination of Hammer Bro, Boomerang Bro, Fire Bro, Sumo Bro, and Sledge Bro, but who's counting)

Thursday, July 25, 2019

Character Sheet: Boo (Original Sidescrollers)

BOO

Now that we have all of the original sidescrolling Mario titles for the NES and SNES under our belt, I think it's time we go through and evaluate every character we have picked so far as being playable.

Now let's move on to the enemy characters. I have narrowed down the field to all of the enemies that have an immediate yes, even if they might not have a moveset just yet. My final count is twelve:

1. Koopa Troopa
1e. Dry Bones
2. Shy Guy
3. Goomba
4. Piranha Plant
5. Boo
6. Lakitu
7. Hammer Bro.
8. Chargin' Chuck
9. Magikoopa
10. Boom Boom
11. Birdo

Today I want to cover the Boo, originally known as Boo Diddly, the iconic ghost enemy from the Mario series, famous for its habit covering its face whenever Mario looks at it. The Boo first appears in Super Mario Bros. 3, and goes on to appear in Super Mario World. So far, it doesn't have much to work with in terms of a moveset, but this is a character so famous and versatile, I couldn't not put it in.

The Boo will be a bit of a floaty character, who moves probably in a manner similar to Dark Samus, but much more on the light side, with some similarities to the movement of Kirby and Jigglypuff. Right now, the character's main move is obviously its tendency to hide its face and turn invisible when looked directly at, although some do have the propensity to turn into a solid block when they do. They can also move around in a solid string of boos, or float around in a circle. It also has the offshoot of Stretch, an enemy who appears as a white platform before popping his head up. And of course, we have Big Boo (Final Smash bait).

Here is the moveset I came up with:

Standard B: Vanish
This is probably one of those rare occasions where a standard B is a defensive move (barring Peach's Toad move), but this one will have Boo cover his face and turn invisible for a moment or two, making himself intangible to harm.

Side B: Stretch
Boo will merge with the platform he is standing on, making the floor hazardous to any who step on it. This will only last for a short time though.

Up B: Boo String
Boo will stretch out into a long string of Boos, creating a tether with which he can grab onto a nearby ledge. The one at the top will then become the main Boo.

Down B: Block
This move is similar to the Standard B, except this time he will turn into a solid block that will slam down onto characters' head, similar in function to Kirby's stone ability, with similarly heavy damage.

Final Smash: Big Boo
Although I am likely tempted to include King Boo as this someday when he is introduced, for now I will use Big Boo, the boss character from Super Mario World, who will float around the stage, trapping enemies inside himself while doing heavy damage to them while inside.

Entrance: Appears out of nowhere

Taunts: Just the basic cover-your-face animation. That screech of theirs needs to be included too. Also, I would like to see them flash and show off a blue coin inside them just like in Super Mario 64 when we get to that.

Next up: We'll cover the high-in-the-sky pygmy Koopas known for hosting races, going fishing, and generally being a nuisance: Lakitu!

Wednesday, July 24, 2019

Character Sheet: Piranha Plant (Original Sidescrollers)

PIRANHA PLANT

Now that we have all of the original sidescrolling Mario titles for the NES and SNES under our belt, I think it's time we go through and evaluate every character we have picked so far as being playable.

Now let's move on to the enemy characters. I have narrowed down the field to all of the enemies that have an immediate yes, even if they might not have a moveset just yet. My final count is twelve:

1. Koopa Troopa
1e. Dry Bones
2. Shy Guy
3. Goomba
4. Piranha Plant
5. Boo
6. Lakitu
7. Hammer Bro.
8. Chargin' Chuck
9. Magikoopa
10. Boom Boom
11. Birdo

Today we'll be covering the Piranha Plant, a common enemy found in most Mario games and is now most notable for its surprise playable appearance in Super Smash Bros. Ultimate. So far it has appeared in all of the games we're covering, barring Super Mario Bros. 2, for much of the same reason as most of the other enemies out there. As much as its basic function is to rise up out of a pipe and bite its enemies, it has surprisingly shown many of the abilities that it uses as a moveset in the game.

So, the Piranha Plant will be quick and light, much as it is in Ultimate, running around with a pot or pipe at its base and moving on tiny little feet. The ability to walk around on the ground has already been demonstrated, though technically by its offshoot, the Nipper Plant. Piranha Plant's also have shown the ability to breathe fireballs, blow a spike ball up into the air, and fly into the air using its little leaves as wings. Let's see what we can do with this.

Here is the moveset I came up with:

Standard B: Fireball
Although the Ptooie ability takes this slot in Ultimate right now, at the moment I feel the fireball makes more sense here, considering it is probably the most iconic move of a Piranha Plant outside of its standard up and down in a pipe.

Side B: Ptooie
The Piranha Plant uses its strong breath to make a spike ball float in the air for a second before spitting it to either side for heavy damage. This move will go on to be the character's standard B, but for now, I'm sticking it here.

Up B: Fly
The Piranha Plant will float up into the air using its tiny little leaves, much as it does in Super Mario World. This was likely the inspiration of the Up B used in Smash, so it's only fitting.

Down B: Tuck into Pipe
This move is more like the first half of what is currently the creature's down B move in Ultimate. He will tuck into his pipe or pot, which will protect it from damage. So far, I haven't seen anything like the second half of the move yet, so we're omitting it for now.

Final Smash: Pipe Maze
Now, I know I cheated a little with characters like Dry Bones and Goomba, including characters as their final Smash that have not yet appear in any of the games I have covered, so in theory I could just use Petey Piranha in the same way. However, that was due to a lack of moves that would serve as a meaningful substitute in the meantime, and, well, Piranha Plant doesn't have that problem. Think back to a few stretches of World 7 in Super Mario Bros. 3, where the player was surrounded on all sides by Piranha-infested pipes. Now imagine dozens of pipes emerging all over a Super Smash Bros. stage, each with a Piranha Plant popping out of it, biting at and breathing fire at any surrounding opponents and doing heavy damage. There you go.

Entrance: Pops out of a pipe.

Taunts: Chomping around the way he does now. Doing the iconic up and down movement.

Next up: Let's cover the Piranha Plant's ghostly counterpart, Boo (or Boo Diddly, as I'm apparently told they were originally named).

Tuesday, July 23, 2019

Character Sheet: Goomba (Original Sidescrollers)

GOOMBA

Now that we have all of the original sidescrolling Mario titles for the NES and SNES under our belt, I think it's time we go through and evaluate every character we have picked so far as being playable.

Now let's move on to the enemy characters. I have narrowed down the field to all of the enemies that have an immediate yes, even if they might not have a moveset just yet. My final count is twelve:

1. Koopa Troopa
1e. Dry Bones
2. Shy Guy
3. Goomba
4. Piranha Plant
5. Boo
6. Lakitu
7. Hammer Bro.
8. Chargin' Chuck
9. Magikoopa
10. Boom Boom
11. Birdo

Today, let's talk about the Goomba, the walking little mushroom (which is actually apparently supposed to be a chestnut) who serves as the most basic enemy in any Mario game. Now, in general, the Goomba on its own is by design supposed to do nothing, however, it has seen enough variants in its lifetime to eke out just enough moveset potential. It appears primarily in Super Mario Bros., Super Mario Bros.: The Lost Levels, and Super Mario Bros. 3, and doesn't exactly appear in Super Mario World, instead being replaced by Galoombas, their cousins who are clearly closer to the chestnut tree than they are. I figure Galoombas count well enough, and might even serve as a color swap or two.

So, the basic Goomba move in any game is to simply walk forward and do nothing. However, in Super Mario Bros. 3, we see the introduction of the Paragoomba, which is a Goomba with wings, as well as the Mini-Goomba, a tiny Goomba which can be dropped from the Paragoomba and can also hide under a brick before picking it up and tossing it. The game also introduces us to the Kuribo's Shoe, an item that Goombas can hop around in and stomp on opponents. This gives us at least a little to work with.

Here is the moveset I came up with:

Standard B: Headbutt
This one is actually drawn straight from Goombario and Goombella's moveset in the Paper Mario games. Goomba will jump into the air and come down on top of an opponent, bashing them with their own head for moderate damage.

Side B: Kuribo's Shoe
The Goomba will hop into a Kuribo's shoe, which will allow it to jump around across the stage and bury any enemies it lands on, while also allowing it to cross hazardous areas it couldn't normally cross. 

Up B: Paragoomba
Goomba will sprout a pair of wings that will allow it to fly up and up while dropping Mini-Goombas by parachute as it goes. The wings will disappear after a short time, while the Mini-Goombas will last until they hit an opponent.

Down B: Brick
The Goomba will pick up a large brick, just like their mini counterpart, and carry it around for a time, protecting it from harm, before chucking it at the nearest opponent, doing heavy damage and shattering the brick in the process.

Final Smash: Goomboss
I know this guy doesn't come around until Paper Mario, but I literally could not think of anything else that would work as a Goomba's final smash. Basically, Goomboss will pop out and tromp around the stage erratically, crushing any opponent it comes across and send them flying.

Entrance: Descends by parachute

Taunts: "I'm a lonely Goomba, stuck between two pipes." Okay, not really. But that would be fun, wouldn't it? Maybe have him play a little Game Boy for a second anyway.

Next up: Let's cover the Piranha Plant, the character literally no one saw coming but turned out to be really fun anyway.

Monday, July 22, 2019

Character Sheet: Shy Guy (Original Sidescrollers)

SHY GUY

Now that we have all of the original sidescrolling Mario titles for the NES and SNES under our belt, I think it's time we go through and evaluate every character we have picked so far as being playable.

Now let's move on to the enemy characters. I have narrowed down the field to all of the enemies that have an immediate yes, even if they might not have a moveset just yet. My final count is twelve:

1. Koopa Troopa
1e. Dry Bones
2. Shy Guy
3. Goomba
4. Piranha Plant
5. Boo
6. Lakitu
7. Hammer Bro.
8. Chargin' Chuck
9. Magikoopa
10. Boom Boom
11. Birdo

Today, we'll cover Shy Guys, the most common enemy in Super Mario Bros. 2. Although they will go on to be staple of the Super Mario Bros. and Yoshi series, for now they only appear in Super Mario Bros. 2, meaning that that is what we will draw their moveset from.

Shy Guy doesn't do a whole lot in the game itself, mostly walking around and being general obstacles. However, much like the Koopa Troopa, the Shy Guy comes with a number of offshoots, specifically (for this game at least) Snifits and Beezos. Snifits have a slightly altered mask from which they can fire pellets, while Beezos have wings and tridents, preferring to fly around the level. Shy Guys have also demonstrated the propensity for riding around on vehicles, specifically autobombs and Ostros.

Here is the moveset I came up with:

Standard B: Snifit
Shy Guy sprouts a Snifit mouth and fires off a line of pellets, doing minimal projectile damage.

Side B: Autobomb
Shy Guy hops on top of an Autobomb, which he can then ride around on as it fires off far more damaging projectiles. The Autobomb can be unwieldy as it drives around.

Up B: Beezo
Shy Guy sprouts a pair of Beezo wings and pulls out a trident, launching himself upward while thrusting with the trident, doing damage to any opponent it connects with.

Down B: POW Block
This one is mostly based upon their game of origin, rather than the character himself. Basically, the Shy Guy will pull a POW Block from the ground and throw it down, causing an earthquake that launches anyone on the ground.

Final Smash: Armies of Subcon
This one mostly exists to show off a number of the enemies not currently appearing in the game. Basically Shy Guy will make a shout and call in a number of his fellows, including: multiple Shy Guys and Snifits, Tweeters, Cobrats, Flurries, Phantos, Albatosses, Pidgits, and so on, doing massive damage to all on stage.

Entrance: Enters through a Subcon door

Taunts: Not much yet, not much character shown.

Next up: We will cover the Goomba, which may raise some eyebrows, but after seeing Piranha Plant work in creative ways, I have studied Goombas and think they have enough to do the same with. (Although maybe not quite yet.)

Saturday, July 20, 2019

Character Sheet: Dry Bones (Original Sidescrollers)

DRY BONES

Now that we have all of the original sidescrolling Mario titles for the NES and SNES under our belt, I think it's time we go through and evaluate every character we have picked so far as being playable.

Now let's move on to the enemy characters. I have narrowed down the field to all of the enemies that have an immediate yes, even if they might not have a moveset just yet. My final count is twelve:

1. Koopa Troopa
1e. Dry Bones
2. Shy Guy
3. Goomba
4. Piranha Plant
5. Boo
6. Lakitu
7. Hammer Bro.
8. Chargin' Chuck
9. Magikoopa
10. Boom Boom
11. Birdo

Next up, let's cover Dry Bones, the skeletal undead offshoot of the Koopa Troopa. They appear mostly in Super Mario Bros. 3, and Super Mario World. They act basically just like Koopas, except that they don't tuck into their shells when stomped on and instead fall to pieces.

I decided to make Dry Bones an echo fighter of Koopa, mainly because, well, that's what he is. I imagine he would be a tad slower but a little lighter, since he has no flesh, you know. He will utilize many of the moves used by Koopa except maybe with a more "bony" theme to them.

Here is the moveset I came up with:

Standard B: Bone Throw
This is basically a repeat of Koopa's hammer throw, except the character will throw a bone instead of a hammer. Strangely enough, this move fits the echo fighter more than the original. Like Richter, I guess.

Side B: Shell Spin
Dry Bones will tuck into his shell and spins forward at high speed, functioning much the same as Koopa's move for the same command.

Up B: Para Bones
Dry Bones will sprout a pair of skeletal wings and float upward, allowing him to hop onto opponents' heads and damage them, just like Koopa's corresponding move.

Down B: Fall Apart
This one functions more or less the same as Koopa's shell tuck, making Dry Bones impervious to harm for a time, except that he will fall apart much like in the games instead of tucking into his shell. This also means that he can't be sent spinning the way Koopa can.

Final Smash: Dry Bowser
I had to. I just had to. I know he's not included in the game yet, but there is literally nothing else Dry Bones' final smash could be. Basically the move would function just like Koopa's, except instead of the eight-bit version of Bowser appearing, he'll appear as a skeleton instead, defending his minion in the same way by spitting fire everywhere and jumping up to slam down on the ground, causing an earthquake.

Entrance: Starts out in pieces before reassembling

Taunts: Giving a thumbs up and making the iconic Dry Bones rattling sound, one arm dropping off for a second, etc.

Next up: We will cover the Shy Guys, Super Mario Bros. 2's relative equivalent to the Koopa Troopa as the standard enemy.

Friday, July 19, 2019

Character Sheet: Koopa Troopa (Original Sidescrollers)

KOOPA TROOPA

Now that we have all of the original sidescrolling Mario titles for the NES and SNES under our belt, I think it's time we go through and evaluate every character we have picked so far as being playable.

Now let's move on to the enemy characters. I have narrowed down the field to all of the enemies that have an immediate yes, even if they might not have a moveset just yet. My final count is twelve:

1. Koopa Troopa
1e. Dry Bones
2. Shy Guy
3. Goomba
4. Piranha Plant
5. Boo
6. Lakitu
7. Hammer Bro.
8. Chargin' Chuck
9. Magikoopa
10. Boom Boom
11. Birdo

We'll start out with the Koopa Troopa, Bowser's main minion among his forces and probably the most recognizable enemy of the series. They appear throughout Super Mario Bros., Super Mario Bros.: The Lost Levels, Super Mario Bros. 3, and Super Mario World, and at least their shells appear in Super Mario Bros. 2 as well. Their role in the series is mainly as a basic enemy who won't die by being stepped on, instead tucking into their shells and becoming a possible projectile.

Now, Koopa will be a small and quick fighter, probably fairly similar to Squirtle in terms of stats. Of course they have their first and most famous move, tucking into their shells to escape from harm, after which their shells can be kicked forward at high speeds. In Super Mario World, they can also step outside of their shells and use it as their own projectile. They have many offshoots, most of which are versatile enough on their own to warrant their own slot (see: Lakitu, Hammer Bro., etc.), but one offshoot, the Koopa Paratroopa, is literally just a Koopa with wings, so that can simply be merged into the character. Other moves can be borrowed from his other offshoots, but we'll see what we can do.

Here is the moveset I came up with:

Standard B: Hammer Throw
This one's mostly a place filler, borrowing a move from the Koopa's cousin Hammer Bro., at least until later games introduce some more moves specifically iconic to Koopa himself.

Side B: Shell Spin
Koopa tucks into his shell and spins forward at high speed. This move functions similarly to Koops and Kooper's primary moves from the Paper Mario series. The shell can be moved back and forth across the stage and can be unwieldy.

Up B: Paratroopa
Koopa sprouts a pair of feathery wings and floats upward, allowing him to hop onto opponents' heads and damage them.

Down B: Shell Tuck
This one falls into the more defensive move category. Basically, the Koopa will tuck into his shell and remain there for a time, making him impervious to harm. It is possible for an opponent to kick the shell and send it spinning in this state.

Final Smash: King Koopa
Bowser's original 8-Bit sprite from the original Super Mario Bros. game will appear, defending his minion by spitting fire everywhere and jumping up to slam down on the ground, causing an earthquake.

Entrance: Starts out in his shell, before emerging using the standard animation

Taunts: Giving a thumbs up and making the iconic Koopa sound, stepping outside of his shell and looking it over while in his underwear, don't know about a third one.

Next up: We will cover the character that was an easy echo fighter for the character, Dry Bones.

Thursday, July 18, 2019

Character Sheet: Wart (Original Sidescrollers)

WART

Now that we have all of the original sidescrolling Mario titles for the NES and SNES 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 several, many of which can be fully developed right now, many who do not have a full moveset yet but have been pegged for their role in the series, and many with only half a moveset. We'll start with our main cast for now:

1. Mario
2. Luigi
3. Princess Toadstool
4. Toad
5. Yoshi
6. Bowser
7. Koopalings
8. Wart

Finally, we reach Wart, the enormous frog who serves as the final boss of Super Mario Bros. 2, as well as the original game Doki Doki Panic. He never appears outside of these games (outside of a few select cameos) so this is really all that we have to work with.

Unfortunately for Wart, the only move he uses in his actual boss battle is to spit a string of bubbles. That's it. That's everything he can do. That would be a massive nail in the coffin for this character, except that he has the privilege of being a main character of a game with a unique gameplay and aesthetic, and being the only main character of that game to not appear anywhere else. This means that he, like Stanley and Pauline before him, is the best option to stand as a reference character to said game. After all, he can command any of the enemies, the digging and pulling up mechanic famous in the game can easily be attached to him as well, and he has a gaggle of fairies locked in a jar at his disposal. Let's see what we can do.

Here is the moveset I came up with:

Standard B: Bubbles
Of course, his standard move will be the only attack he actually uses in game. He spits a string of bubbles that do moderate damage to his opponents.

Side B: Phanto OR Eagle Gate
For his Side B, Wart will either make use of the Phantos that hang on the wall in his throne room, throwing one at an opponent who it will then circle for an extended period of time, racking up small amounts of damage to the opponent OR he will send one of the game's famous Eagle Gates forward, which will swallow up an opponent and carry them toward the edge of the screen.

Up B: Subcons
A group of Wart's captive fairies will try to escape from his grasp, but too late! Wart will grab onto them as they fly away, carrying him into the sky for a short period of time.

Down B: Pluck
Wart will make use of SMB2's famous pull up mechanic, pulling a massive bomb from the ground in reference to his minion Mouser. He can then throw the bomb which detonates in a massive explosion.

Final Smash: Boss Rush
Wart will call in his faithful minions Mouser, Tryclyde, Clawgrip, and Fryguy to wreak havoc across the stage. This will play out in one of two ways. Either Fryguy will hover over the stage, raining fire, while Tryclyde and Clawgrip stand to each side and attack, and Mouser stands in the middle tossing out bombs OR it will all take place in a cutscene as they and Wart attack together.

Entrance: Wart emerges from a doorway to Subcon.

Taunts: One could play with his aversion to vegetables, maybe having a vegetable appear and him jumping back in fright. Also a bubbly burp would not go amiss.

Next up: We will start covering the enemy characters who are a little more shaky, starting of course with the Koopa Troopa.

Wednesday, July 17, 2019

Character Sheet: The Koopalings (Original Sidescrollers)

THE KOOPALINGS

Now that we have all of the original sidescrolling Mario titles for the NES and SNES 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 several, many of which can be fully developed right now, many who do not have a full moveset yet but have been pegged for their role in the series, and many with only half a moveset. We'll start with our main cast for now:

1. Mario
2. Luigi
3. Princess Toadstool
4. Toad
5. Yoshi
6. Bowser
7. Koopalings
8. Wart

Now, let's cover the Koopalings, Bowser's maybe children/maybe generals who serve as the end of level bosses throughout Super Mario Bros. 3 and Super Mario World. Technically there are seven of them: Ludwig, Lemmy, Roy, Iggy, Wendy, Morton, and Larry; however, I think it best to put them together in one as color swaps, much as Bowser Jr. and the Koopalings function in Smash already. The only issue here of course would be the weight differential, as Morton (the biggest) is quite a bit removed from Lemmy (the smallest). I imagine this is why all seven are inside the Koopa Klown Kar in Smash currently.

The Koopalings will generally be heavy fighters, though lighter and faster than Bowser himself.Over the course of their collective fourteen boss battles, they have demonstrated the ability to breathe fire, cast spells using magic wands, spin around in their shells (obviously the inspiration for Bowser's current Up B), slam down heavily like their father, sometime climb walls and ceilings in order to do so, pop out of pipes, create doubles of themselves, cast a magic ring courtesy of Wendy's SMB3 fight, and ride around on a bouncy ball courtesy of Lemmy's SMB3 Fight.

Here is the moveset I came up with:

Standard B: Magic Spell
The siblings will cast a damaging magic spell using the magic wands they stole from the seven kings. This spell acts as a projectile and does minimal damage.

Side B: Bouncy Ball
The Koopalings will ride around on the bouncy ball used by Lemmy Koopa during his boss battle. The ball will do significant damage, and will also spit out other bouncy balls as it rolls.

Up B: Shell Spin
This is the move that will eventually become Bowser's current Up B. Each of the Koopalings will tuck into their shells and then spin through the air, doing damage to any in its way.

Down B: Slam Down
This one is similar to Bowser's Down B, except it will be centered on their feet rather than the tail as Bowser would. This comes from both games, although leaving out the ceiling walk of SMW.

Final Smash: Airships
The Koopalings call in a fleet of airships that fly across the stage, raining bullet bills and cannonballs all over the stage. How is this not their final smash already?

Entrance: They will pop up out of a row of pipes.

Taunts: Varies depending on the Koopaling.

Next up: We will cover Super Mario Bros. 2's dastardly villain Wart.

Tuesday, July 16, 2019

Character Sheet: Bowser (Original Sidescrollers)

BOWSER

Now that we have all of the original sidescrolling Mario titles for the NES and SNES 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 several, many of which can be fully developed right now, many who do not have a full moveset yet but have been pegged for their role in the series, and many with only half a moveset. We'll start with our main cast for now:

1. Mario
2. Luigi
3. Princess Toadstool
4. Toad
5. Yoshi
6. Bowser
7. Koopalings
8. Wart

Next up, we have Bowser, the main villain of Super Mario Bros., Super Mario Bros.: The Lost Levels, Super Mario Bros. 3, and Super Mario World. For the most part, he only appears at the end of each game, so his moveset will be drawn from those battles and those battles only.

Bowser will be a heavy fighter, with strong, powerful moves, but not a lot of speed. In the first two games, he will stand on a bridge over some lava, jumping into the air, spitting fireballs, and throwing hammers. As the main villain, he also has the possibility of sending out his minions to fight for him. In Super Mario Bros. 3, he will instead stand on a series of blocks, jumping into the air and slamming down with enough force to break the blocks (the obvious inspiration for his current Down B). In Super Mario World, we see the introduction of the Koopa Klown Kar. Now, this of course, will go on to serve as the basis for Bowser Jr. and the Koopalings' moveset, but Bowser is the only one who can use it for now. He can fly around in it, drop giant cannonballs, toss out Mechakoopas, and rain fire from above.

Here is the moveset I came up with:

Standard B: Fire Breath
Bowser will breathe heavy fire at his opponents, which is his current standard special. The move will do heavy damage, but no knockback.

Side B: Mechakoopas
For this move, I combined the ideas of him sending out minions to fight for him with the mechakoopas from Super Mario World. He will send the mechakoopa forward and it will explode, knocking away an enemy.

Up B: Koopa Klown Kar
Bowser will use the Koopa Klown Kar to fly up into the air. The airship's girth will be enough to knock opponents away if they get hit by it.

Down B: Slam Down
Bowser will flip up into the air and slam down hard, just like his current Down B and his boss battle from Super Mario Bros. 3. This move will do heavy knockback.

Final Smash: Rain Fire
This move mimics his strongest move from his boss battle at the end of Super Mario World. First, he will hop into his Klown Kar, which will swoop toward the screen, damaging anyone in its path, followed by fireballs raining down from the sky and setting fire to the stage.

Entrance: Bowser will land in his Koopa Klown Kar.

Taunts: Uncertain, he doesn't express much in these.

Next up: We will cover Bowser's seven children, the Koopalings!

Monday, July 15, 2019

Character Sheet: Yoshi (Original Sidescrollers)

YOSHI

Now that we have all of the original sidescrolling Mario titles for the NES and SNES 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 several, many of which can be fully developed right now, many who do not have a full moveset yet but have been pegged for their role in the series, and many with only half a moveset. We'll start with our main cast for now:

1. Mario
2. Luigi
3. Princess Toadstool
4. Toad
5. Yoshi
6. Bowser
7. Koopalings
8. Wart

Today, we will cover Yoshi, who, up to this point, has only appeared in Super Mario World so far. Despite this, given that whole gimmick of the game was built around Yoshi's moveset in tandem with Mario, this gives us quite a bit to work with going forward.

Naturally, Yoshi will be a quick and powerful fighter, with a solid jump to him as well. His moves in Super Mario World were generally based off of what color Yoshi he was, be it green, red, blue, or yellow, (all easy color swaps) or what he had in his mouth at the moment. His main attack was eating enemies or items with his long tongue, though this did not come with the ability to pop them back out as eggs. Instead, he simply swallowed the item. He could also breathe fire, fly with a pair of wings, and slam on the ground to kick up a damaging cloud of dust. He also had a baby form that swallowed everything in its path, but I'm not sure entirely how to incorporate that part.

Here is the moveset I came up with:

Standard B: Swallow
Yoshi will stick out his tongue and eat an opponent. As he cannot lay eggs yet, this move will act more like King Dedede's standard B, and he will spit them out after a moment or two.

Side B: Fireballs
Yoshi will spit three fireballs, which will spread out in three different directions. They will deal heavy damage and inflict burns.

Up B: Wings
Yoshi will sprout wings and use them to fly up briefly. This attack is non-damaging, but can carry him a good distance.

Down B: Ground Pound
Yoshi will slam on the ground, kicking up a cloud of dust that damages anyone touched by it. This move is fairly similar to Yoshi's current Down B.

Final Smash: Super Dragon
Considering Yoshi's original final smash was clearly based on these two abilities, I supposed for now it is only fitting to combine his fireballs and wings together, allowing him to fly and breathe fire at his opponents.

Entrance: He hatches from an egg.

Taunts: That cute little dance he does when he completes a level would be a pretty good one.

Next up: We will cover Bowser, everyone's favorite Mario bad guy.

Saturday, July 13, 2019

Character Sheet: Toad (Original Sidescrollers)

TOAD

Now that we have all of the original sidescrolling Mario titles for the NES and SNES 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 several, many of which can be fully developed right now, many who do not have a full moveset yet but have been pegged for their role in the series, and many with only half a moveset. We'll start with our main cast for now:

1. Mario
2. Luigi
3. Princess Toadstool
4. Toad
5. Yoshi
6. Bowser
7. Koopalings
8. Wart

Today, we will be covering Toad, Princess Toadstool's faithful bodyguard and friend of Mario and Luigi. Much like the Princess, Toad doesn't really do a whole lot in these five games, acting as a living goal post at the end of each world in Super Mario Bros. and Super Mario Bros.: The Lost Levels, not appearing at all in Super Mario World, and acting as a sort of minigame host in Super Mario Bros. 3, leaving us with only Super Mario Bros. 2 to work from.

For the time being, Toad's moveset will be based almost entirely on Super Mario Bros. 2, and as such he will act as a semi-clone of Peach for now, albeit with different proportions, greater strength, and without the ability to float. So, think Toon Link to Link if that makes sense. Just like Peach, in SMB2 he could hop on top of enemies and pick them up to use as a projectile, pluck vegetables and other items from the ground, perform a special super jump if held down long enough, throw bombs around, and hitch a ride on various items such as autobombs and flying carpet. You can also count the possibility of his minigames from SMB3, which included offering a set of chests to choose from, a memory matching game, and a slot machine.

Here is the moveset I came up with, largely based on Peach's:

Standard B: Pick Up and Throw
Toad will pick up the characters faster and throw them forward farther for heavier damage, reflecting his increased strength.

Side B: Ride
Rather than an Ostro, Toad will ride around on an Autobomb which will fire projectiles forward for heavy damage.

Up B: Super Jump
Toad will crouch for a second, start to glow, and then launch into the sky like a rocket, just like Peach, though it won't take him as high.

Down B: Treasure Chest
Toad will pull a treasure chest from the ground, which can be thrown at enemies itself, or opened to reveal a random item for Toad's personal use. Can be any item within reason. (Will not be Smash Ball).

Final Smash: Slot Machine
Toad's slot machine game from Super Mario Bros. 3 will appear above the stage, each section stopping upon command from Toad's player. Whatever it lands on has a chance of dealing heavy damage to players or dropping an abundance of items.

Entrance: He enters through a Subcon door.

Taunts: "Thank you, Mario, but our Princess is in another castle."

Next up: We will cover Yoshi, Mario's steed from Super Mario World.

Friday, July 12, 2019

Character Sheet: Princess Toadstool (Original Sidescrollers)

PRINCESS TOADSTOOL

Now that we have all of the original sidescrolling Mario titles for the NES and SNES 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 several, many of which can be fully developed right now, many who do not have a full moveset yet but have been pegged for their role in the series, and many with only half a moveset. We'll start with our main cast for now:

1. Mario
2. Luigi
3. Princess Toadstool
4. Toad
5. Yoshi
6. Bowser
7. Koopalings
8. Wart

Princess Toadstool (or Peach, as she would come to later be known), is the ruler of the Mushroom Kingdom and Mario's new love interest, replacing Pauline. Throughout these five games, the Princess actually doesn't do a whole lot, simply being there waiting for Mario at the end of Super Mario Bros., Super Mario Bros.: The Lost Levels, Super Mario Bros. 3, and Super Mario World respectively, meaning she doesn't give us much to work with on those and leaving us with Super Mario Bros. 2 only to work with.

Unlike Mario and Luigi however, whose moveset was made up almost entirely of references to the other games, Princess Toadstool's can be directly pulled from Super Mario Bros. 2's moveset. In that game she could hop on top of enemies and pick them up to use as a projectile, pluck vegetables and other items from the ground (a move that would become her Down B in Smash itself), perform a special super jump if she held down long enough, throw bombs around, and hitch a ride on various items such as autobombs and flying carpet. Technically, you could also count the P-Wing and Music Box items from Super Mario Bros. 3 as possible movesets for her, considering she was the supplier of said items in-game. Beyond that, although her iconic parasol has not become a thing quite yet, her ability to jump and float in the air came straight from Super Mario Bros. 2.

Here is the moveset I came up with:

Standard B: Pick Up and Throw
Peach will pick up and throw the nearest character, using them as a projectile toward other characters. This isn't quite a grab, as the move will be one single action of her upending the player and tossing them forward, disorienting the player and doing moderate damage.

Side B: Ride
Princess Peach will hop on top of an enemy (possibly one of those from SMB2 that are not likely to ever see playable status (I'm thinking Ostro)) that will run around the stage briefly, damaging anyone in its wake.

Up B: Super Jump
Peach will crouch for a second, start to glow, and then launch into the sky like a rocket, reminiscent of the super jump ability from Super Mario Bros. 2. This move will do damage on takeoff.

Down B: Vegetable
Peach will perform her Down Special from Super Smash Bros., plucking a vegetable from the ground which she can then throw at any enemies. This differs from her Standard B as she can carry the vegetable around for a second before throwing it. Also has the random chance of plucking a bomb.

Final Smash: Music Box
Peach uses the Music Box item that she supplies in Super Mario Bros. 3, which allows Mario to put all enemies on the map to sleep for a short time. This functions in the same way as her final smash, Peach Blossom, as I suspect it was part of the inspiration for the move.

Entrance: She floats down from the sky.

Taunts: Her kiss of Mario at the end of many games could be one.

Next up: We will cover Toad, Princess Toadstool's faithful bodyguard.

Thursday, July 11, 2019

Character Sheet: Luigi (Original Sidescrollers)

LUIGI

Now that we have all of the original sidescrolling Mario titles for the NES and SNES 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 several, many of which can be fully developed right now, many who do not have a full moveset yet but have been pegged for their role in the series, and many with only half a moveset. We'll start with our main cast for now:

1. Mario
2. Luigi
3. Princess Toadstool
4. Toad
5. Yoshi
6. Bowser
7. Koopalings
8. Wart

Now let's go over Luigi again. As before, Luigi exists in these games as pretty much an exact carbon copy of Mario. Even Super Mario Bros. 2, which introduced the major differences between him and his brother, still had them playing more or less the exact same. However, thanks to the sheer number and variety of their moveset from both the arcade titles and the sidescrollers, Luigi can now exist as a separate entity from his brother.

Just like Mario, he can make use of all the items these five games have made available as well as all moves presented in previous titles. He has retained a few of the moves left over from the original title and could incorporate several elements that Mario passed over in his moveset. And of course, thanks to Super Mario Bros. 2, he is also be slightly lighter and faster than his brother.

Here is the moveset I came up with:

Standard B: Fireball
Luigi tosses out a green fireball, a direct copy of Mario's standard B move, while also Luigi's own standard B from the games.

Side B: Hammer
Unlike Mario, Luigi keeps the hammer used in the arcade games, except this time it has been updated to reflect the Hammer Suit used in Super Mario Bros. 3, meaning he will swing forward with the hammer first before throwing it in an arc, dealing heavy damage.

Up B: Raccoon Tail
This move copies Mario's up B, allowing him to flutter into the air for a brief period (though longer than Mario) while damaging any opponents that touch the tail.

Down B: POW Block
Luigi keeps his POW Block from his original moveset, which he can use to cause an earthquake and knock all in the vicinity off of their feet.

Final Smash: Starman
Luigi retains the same Final Smash as Mario, grabbing a Starman and gaining temporary invincibility and the power to KO anyone he touches.

Entrance: Enters through a Warp Pipe

Taunts: Most of the same taunts as Mario

Next up: We will cover Princess Peach, or as she's currently known, Princess Toadstool!