Tuesday, September 3, 2019

Character Sheet: Koopa Troopa (Main 3D Games)

KOOPA TROOPA

Now that we're done with all of the major 3D Mario titles, I think we need to now go through and update our characters, starting with revisions for any characters included so far that appeared in any of these games. Out of the 24 so far, 17 need revision:

1. Mario
2. Luigi
6. Pauline
7. Princess Toadstool
8. Toad
9. Yoshi
10. Bowser
13. Koopa Troopa
13e. Dry Bones
14. Shy Guy
15. Goomba
16. Piranha Plant
17. Boo
18. Lakitu
19. Hammer Bro
20. Chargin' Chuck
21. Magikoopa

Today, let's check out the Koopa Troopa again and see if they bring anything new to the table. The main Mario enemies make appearances (sort of, see: Sunshine) in all five games covered here, though none of them make major appearances the way they did in the sidescrollers.

In 64, the Koopa Troopa only made a handful of appearances as an enemy, which Mario could knock out of its shell and take the shell for a joyride. A specific Koopa named "Koopa the Quick" could challenge Mario to a race, lending credence to them being speedy fighters. In Sunshine, Koopas themselves did not appear, rather a pair of offshoots appeared, each with a unique ability. Electrokoopas could charge their shells with electricity and send them spinning at enemies, while Snooza Koopas would flip themselves over to crush enemies beneath their shells. In both Mario Galaxy games, they return to their quadrupedal forms, and their shells help Mario swim and can be used as projectiles. Finally, in Odyssey, they mainly act as NPCs, challenging Mario to a few races again.

Here is the moveset I came up with:

Standard B: Shell Projectile
This one mirrors Mario's usage of the weapon in the Galaxy games. The Koopa will whip out a shell (likely not their own), and send it flying forward as a high speed projectile in a straight line. This also echoes the shell's usage in the Mario Kart series.

Side B: Shell Spin
Remains the same and somewhat mirrors Squirtle's move.

Up B: Paratroopa
Also remains the same.

Down B: Shell Tuck
Also remains the same, acting as more of a defensive move than anything.

Final Smash: King Koopa
I guess I'll keep the 8-Bit King Koopa final smash as nothing else really fitting has presented itself so far.

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, maybe sleeping like a Snooza Koopa.

Next up: We'll see about any updates to his echo fighter Dry Bones!

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