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
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.
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.
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