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#as does the mario & luigi hammer sound effect
hazmatmaid · 3 months
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Tried to doodle a little every day to keep myself in practice. Guess this was all that was on my doodle-mind all week.
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trashyswitch · 9 months
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Luigi's Secret
Chapter 17: A Strange Impulse Purchase
Mario decided to take a detour while he was grabbing lunch. When Luigi finds out what he bought, he pretty much loses his mind! WHY THIS OF ALL THINGS?! Mario has his fun teasing his brother to oblivion, while Luigi not-so-secretly enjoys being unbearably teased.
Sorry for the late update. For context, I am in the hospital for a bacterial infection that might have spread to my heart. And because I have a heart condition, an infection could be lethal. So...I'm in the hospital every night receiving IV antibiotics to kill it. But no need to worry. Now that it's been discovered, I'm on the road to recovery.
I hope you enjoy the fanfic!
After work: 
Mario and Luigi started to walk to their van. “Gosh…That was a long day.” Luigi admitted. 
“It really was. I felt like the afternoon dragged on a lot longer than usual…” Mario admitted. 
“Same here…” Luigi added. 
Mario hopped into the driver's seat of the car and closed the door. “So…” Mario watched Luigi hop into the passenger side next. 
When he was seated, Luigi took the time to organize their toolkit a little bit. “Hm?” Luigi muttered, looking at Mario. “What?” 
Mario smirked slightly. “Oh nothing…” Mario replied casually…too casually…
Luigi narrowed his eyes at him, before going back to organizing the tool kit. He opened up a pouch and put one of the wrenches in. Then, he put the hammer into another pouch. Then the pliers into a certain pocket. Then, he grabbed the screwdrivers at the bottom, and paused when he saw it. 
“…Mario…” Luigi said. 
Mario looked at him. “Mhm?” He replied. 
Luigi pulled out the small item that was in the bottom of their tool kit. It was a purple feather…a feather that looked quite familiar to a certain feather that came from the daycare, yesterday…
Luigi sighed and looked at Mario with suspicious eyes. “Why…” Luigi asked.
Mario showed off his teeth while he smiled. “I don’t know.” Mario replied. 
Luigi narrowed his eyes at Mario before looking back in the tool kit. “You’re hiding something else in here.” Luigi said, looking around. 
“Ihi…” Mario rested his cheek on his own fist. “I don’t know what you’re talking about.” Mario replied rather innocently, letting out a little laugh at the end. 
Luigi froze when he saw the item in the pouch where the tape measurer was supposed to be…It was a makeup brush…a rather large one, at that. He picked it up and rolled his eyes. “Ha ha, very funny…” Luigi muttered in annoyance. 
Mario giggled into his hand and grabbed the makeup brush from Luigi’s hand. “I guess Peach must’ve forgotten this.” Mario flat-out lied. “I’d better make sure to give it back to her.” Mario added, still blatantly lying. 
Luigi looked at Mario with a clear unimpressed face. “......Uh huh…” Luigi muttered, clearly peeved. 
“What?” Mario asked innocently. “W-Wait…you really think that I, your brother, would put that into the kit to MESS with you?!” Mario said in an over dramatic voice. “Does that even SOUND like me?!” Mario reacted, batting his eyes for extra effect. 
Luigi rolled his eyes and shuffled around in the tool kit for more things. And sure enough…there was one more thing in the bloody kit…
Luigi pulled it out. It was a package with…OH MY- 
Luigi screeched and threw the package back into the tool kit. HOLY MOTHER OF- MARIO FOR THE LOVE OF ALL THAT’S HOLY- WHYYYYYYY?!
Mario threw his head back and held his forehead as he bursted out cackling. “THEHERE WAS THE REACTION I WAS LOOKING FOR!” Mario reacted. 
Luigi whined and covered his face with his hands. “DUDE!” Luigi yelled, picking up the package and throwing it at him. “WHY?!” Luigi yelled. 
The package hit him in the head, making him yelp before grabbing the package. “Behecause…I wanted to see your reaction.” Mario admitted. “Is it really killing you THAT MUCH?!” Mario asked. 
“Where did you…” Luigi attempted to ask. “Where the heck did you get metal finger claws?!” Luigi asked, pointing to the package. “…” Mario tittered as a wobbly smile grew onto his face. “…..Hot Topic…” Mario finally muttered, before cackling. 
Luigi dropped his jaw. “WHAT?!” Luigi held his head. “When did you go to HOT TOPIC?!” Luigi shouted. 
Mario just kept on laughing his head off beside him. And for some weird reason…Mario’s laughing actually answered everything. Luigi looked at Mario with horror…and slight astonishment. “....You did not-” Luigi began to throw his hands around. “YOU WENT TO THE MALL PIZZA HOUSE?! TO PICK UP OUR LUNCH?!” Luigi shouted. 
Mario wiped a tear from his eye as he kept laughing. “Ihihi looked it up on my way. And they had them!” Mario reacted. “Surpriiise?” Mario cheered, unsure if it was a good surprise or a bad surprise. 
Luigi growled and took the package of metal claws right out of Mario’s hands. “Okay…” Luigi pointed to the package. “Were those items in there…during the WHOLE LAST PART OF OUR SHIFT?!” Luigi yelled. 
Mario widened his eyes and quickly grew defensive. “NO! No no no! They weren’t! Honest!” Mario replied. “I snuck them in as we were walking to the car.” Mario told him. 
Luigi sighed and dropped the package back into the tool kit. “Good. Cause if SOMEONE SAW THESE IN HERE…” Luigi warned. 
Mario tittered. “They’d…they’d think you’re into furry roleplay?” Mario teased before snickering and laughing. 
Luigi groaned and hugged himself with embarrassment. “You’re so weird…” Luigi mumbled. 
Mario chuckled. “Says the one who’s in an online community of people who casually enjoy being tickled.” Mario shot back. 
Luigi started to sink himself into his seat as he pouted like a petulant child. 
Meanwhile, Mario turned on the car, put the stick into drive and started to drive out of the parking spot. “So what do you say we try them out when we get home?” Mario asked. 
Luigi widened his eyes and snapped his neck to the side to look at Mario. “I’m sorry, WHAT?!” Luigi reacted, astonished by Mario’s suggestion. H-Hold up…did Mario…just ASK HIM…if he wanted to TRY TICKLING HIM?! WITH A TICKLE TOOL?! There was NO WAY…
“Well, I likely put you in that lee mood by showing you. And you already told me that teasing you and dropping the subject is super offensive in the online tickle world.” Mario said. “Besides…” Mario smirked and wiggled his fingers. “Just seeing them online, had put me into what I call ‘my definition’ of a ler mood…” Mario added. 
Luigi raised an eyebrow. “What is your definition of a ler mood?” Luigi asked. 
Mario shrugged his shoulders. “Imagining tickling you with the claws on…imagining what teases will work on you best…planning out my way of introducing the idea…” Mario started explaining. “That…is a ler mood, to a tee.” Luigi told him. “That is not ‘your definition’ of a ler mood…that IS a ler mood!” Luigi reacted. 
Mario widened his eyes and blinked as he thought for a moment. “So…” Mario bit his lip. “So when you’re in a ler mood…” Mario looked at Luigi out of the corner of his eye. “Do you just…imagine yourself tickling me?” Mario asked. 
Luigi smiled a bit. “Yeah…I imagine what tickle spot will cause what reaction…I also think about what spots to go for, what games to play…” Luigi continued to explain. 
Mario could feel himself biting his lip down harder and harder the longer he heard Luigi explain things. Oh gosh…The worst part is…Luigi knew Mario as well as he knew himself…So if he’s predicting reactions to tickle spots…then his predictions are guaranteed to be correct. Mario couldn’t really describe the feeling of vulnerability he was experiencing right now. He felt…cautious and antsy. “I…Don’t know how I feel about that.” Mario admitted. 
Luigi looked at Mario, confused. Did he say something wrong? Why was his demeanor changing from confident ler, to…
Wait…
Luigi widened his eyes and let his smile widen. “Do you feel vulnerable right now?” Luigi asked. 
Mario adjusted himself in his seat. “...Kinda, yeah.” Mario replied. 
Luigi thought for a moment, and looked at the package of finger claws. “...So how would you feel if I just put on one of these claws…” Luigi started to tease, wiggling his fingers at him playfully. “...And just started gently tracing little circles around your belly button…” Luigi teased, drawing circles with his index finger in the air. 
Mario widened his eyes and began to very subtly sink himself into his seat, visibly nervous. Oh no…oh no…Luigi, what are you doing? Why? Why? WHY?! He could FEEL IT! IS THIS PHANTOM TICKLES?! WHY CAN HE FEEL IT?! 
Luigi dropped his jaw and smiled brightly. “Holy-” Luigi wheezed and covered his mouth, giggling at him. “Ohmygosh am I embarrassing you?!” Luigi reacted. 
“I- What?! N-no, no you’re not.” Mario attempted to cover it up. 
“Are you suurrre?” Luigi teased, poking his shoulder. “Cause your face is telling me something else~” Luigi teased. 
“What-what are you talking about?! You see nothing.” Mario denied. 
Luigi smirked and cooed. “Oooooh, you’re in denial.” Luigi said, smirking evilly. 
“One more word, and you’re gonna get it.” Mario warned. 
“Get what, oh smart one?” Luigi asked, hoping Mario would struggle to say the word. 
“Get tickled till you can’t breathe.” Mario spat back. 
Luigi giggled, softening his expression. Damn...It didn’t work. “Not if I tickle you first.” Luigi added. 
Mario looked at Luigi out of the corner of his eye, before looking back at the road. 
Luigi smiled and stayed silent as Mario parked the car in their usual parking spot. He sat back and sighed. “...So you never answered my question.” Mario told him. 
Luigi looked at his brother. “What question?” 
“Do you want to try out the claws when we get home?” Mario asked him. 
Luigi widened his eyes before looking forward. “Uhh…” Luigi smiled a bit. “Sure!” He replied. 
“Alright. Make sure you grab them before going into the pipe.” Mario reminded him. 
Luigi chuckled and doublechecked that the package of claws were in the toolkit before getting out of the car. He walked to the pipe and looked at Mario. “Ready?” Luigi asked. 
Mario locked the door to the van before hopping into the pipe. “Letsa gooo!” Mario declared as he descended down the pipe. 
Luigi threw the toolkit down first before hopping into the pipe feet first and descending the pipe after him. Mario and Luigi flew through the pipe at record speed, loving the twists and turns. Even though it was the same pipe trail every time, Luigi still loved admiring the sky as they flew by. It was just so beautiful…So many colors…
Mario turned himself around so his body went feet first, and prepared himself for leaving the pipe. “HOLD ON!” Mario yelled with a smile. “TO WHAT?! MY OVERALLS?!” Luigi shouted back. 
Mario laughed at Luigi’s comment before closing his eyes to brace for the exit. Mario left the pipe in a flash, and landed almost perfectly on his feet atop the grass…
…Only to be tackled from behind by the toolkit. 
Mario fell to the ground and shook off his face. He looked at the toolkit and groaned as he felt his back aching with pain. Why the heck would Luigi throw the stupid toolkit into the pipe on its own?! AGAIN?! Dummyhead…
Mario grumbled and picked it up, setting it upright and making sure none of their tools were misplaced. And somehow, everything was still in the kit. Even the purple feather had stayed in the correct pouch! 
And then Luigi came flying out of the pipe, skidding across the grass and only stopping thanks to a large mushroom getting in the way of his path. Luigi grumbled and got up, shaking himself off and looking at Mario. “Gosh…I can never get a good landing.” Luigi reacted. 
Mario walked up and threw the toolkit at his brother. Luigi yelped and managed to catch it before it hit him on his stomach. “Please stop throwing the toolkit into the pipe before going in.” Mario told him. “This is the third time you’ve done that.” Mario added. “And the 3rd time I’ve been bodychecked by the TOOLKIT.” Mario yelled. 
Luigi bit his lip and wrapped it around himself. “Sorry.” Luigi muttered, before taking the package of finger claws out of the bag. “Here you go.” Luigi said, throwing it to Mario. 
Mario caught the package perfectly without even looking, and opened the package up. “Alright. Now, we need to see if they fit…that is going to make or break this whole operation. Because if they don’t fit, then we’re kinda screwed.” Mario told him. 
Luigi chuckled. “Wow…You’d think you would check the sizing before you bought them.” Luigi reacted. 
Mario shrugged his shoulders and pulled the finger claws out of the package. “I’ve never bought anything like this before. You really think I knew that?” Mario asked. 
Luigi laughed. “Do you even realize what those are for?!” Luigi asked. 
Mario shook his head. “No…” he replied. 
“They’re for girls…for goth girls, actually.” Luigi explained. 
Mario took off his gloves and slid the first claw onto his index finger. And somehow…they actually fit his finger. “Huh…Okay.” Mario reacted, bending his finger to wiggle the clawed finger. 
Luigi widened his eyes. “I’m sorry, they actually fit you?!” Luigi reacted. 
“I…guess so.” Mario replied as he put another finger claw onto his thumb. Though this one was a bit snug, the thumb claw fit fairly well too. He put the third claw onto his middle finger, the fourth claw onto his ring finger, and the last claw onto his pinky. Mario looked at Luigi, and wiggled his fingers at him with a big smirk on his face. “Rawr~” Mario joked. 
Luigi whined and covered his mouth. “M-Mario-” 
Mario chuckled and put the rest of the black claws on himself. Then, he wiggled all 10 of his fingers at Luigi with an evil little look on his face. “Run~” Mario said. 
And off he ran! Luigi used the floating bricks as leverage before landing onto the road outside their house. He sprinted into the house, closed the door and kept his back against the door for a little bit. “Oho boy…” Luigi mumbled, nervous. He could feel the lee mood from that morning, coming back to him. And it was coming back STRONG. 
And then…
*Knock, knock, knock* 
“Luigi?” Mario called from the other side of the door. 
Luigi bit his lip, and stayed against the door. “W-What?” Luigi replied. 
Luigi let out an ear-piercing screech the moment he heard the clickety clacking of the metal nails tapping against the wooden door. Luigi could feel the anxiety-driven giggles just filling his lungs. The anticipation was just killing him, and Mario’s nail-tapping was making things SO MUCH WORSE. 
“You wouldn’t happen to be scared now, would you?” Mario asked, knocking on the door with his index finger claw. 
Luigi squeaked and attempted to muffle his giggles as they finally left his mouth. “No-no-nohoho no-” Luigi screeched as he heard the doorknob turn. “NOOOHOHOOO!” Luigi yelled, grabbing the doorknob as he shook his head wildly. The poor man could feel his knees going weak from the anticipation alone. 
“Then why don’t you open the door, and let the poor tickle monster in?” Mario asked in a smooth, teasy voice. “It’s rude to ignore people when they’re standing at the door…” Mario reminded him, tapping the door right on the specific spot of the door that Luigi’s ears and head would be located. 
Luigi whimpered and squeezed his eyes shut as he heard the clickety clacks of the claws right close to his ears. 
Tap-tap-tap-tap…
Tap-tap-tap-tap….
Tap-tap-tap-tap…
Luigi squeezed his eyes shut and finally slid his back down the door, until he was sitting against the door with his knees against his chest. His cheeks were a deep red, and he was already an overwhelming, embarrassed mess of giggles. 
“Hellooooo?” Mario asked, stopping the tapping noises. 
Luigi closed his eyes and held his breath as he waited for the ‘danger’ to go away. And…for a few minutes, it went silent…Completely silent…
Luigi slowly opened his eyes and looked through the keyhole. “M…Mario?” Luigi called softly, looking for the man in red. But…He was gone. Completely gone. 
Luigi let out a breath of relief as he unlocked the door. He now felt completely safe and unharmed. But at the same time…he just drove away his one chance of getting tickled…why did he do that? 
Luigi got himself back onto his feet and started to back away from the door. He kept backing away until his back hit a wall.
Wait…this wasn’t a wall…
Luigi gasped as he felt a pair of hands wrap around his middle, and pull him into a strong hug. 
“I GOTCHU!” The person declared. 
Luigi screeched and covered his face. NO! 
NO NO NO NO NOOOO!
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Imagine instead of mc coming to the devildom it’s the Mario bros (I’m talking specifically the Mario and Luigi series Mario bros) and nobody understands them (the only way for them to know what they mean is by writing) yet strikes fear into all of them once they start attacking demons like it’s clock work. Just imaging 7 demons trying to handle two short Italian men who are insanely powerful yet look goofy as hell is a chaotic image I need.
(The more I think about it the more I want hcs….please :,( )
Anon my request are closed, but you are lucky that I think this would be funny as fuck also because you said Mario and Luigi series I choose partners in time because them getting beaten up by literal babies is even funnier, anyway hope you like it and it turned out how you wanted to
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Lucifer:
who are these people and why are they holding infants who look eerily similar to the adults holding them?
those are not the exchange student he cho- why are they spewing fire!? and where did they get those hammers from!?!? keep them away from Lord Diavolo!
he can´t even understand what they say it just sound like random voice lines
it took a while for them to even find a way to communicate
but after they found a way… I mean it cleared up some things but it just made more questions
and could they stop attacking Demons this won´t gi- where did they get those coins and why are they jumping into the air and cheering
did they say something about a stat increase????
what is even happening right now…?
Mammon:
he tried to scam them
his train of thought was they have a bunch of coins and don´t understand what he says
but it turns out they mistook him for an enemy and decided to attack
after this Mammon was terrified of them
they somehow managed to be scarier than Lucifer! and THIS says something
but he also tried to get a sample from a fire flower or similar items, he does not learn
but he also managed to befriend the babies because he just gave them candies and was nice to them
it did not take a lot to gain their trust, he also threatened to beat up Demons who wanted to attack them
Leviathan:
those guys look almost like the famous Demon Bros!
he somehow knows what they are saying? I guess that´s what you can learn if you play games for centuries
but sadly after seeing him in his Demon form they mistook him for a koopa
yeah… he was hiding in his room every time they were at the House of Lamentation
he still has to treat his burns…
he still watches them from afar because he thinks their attacks are cool
but he also saw them beat up multiple Demons with some weird spin attacks
Satan:
he was impressed by their strength
at first he thought they were filled with rage considering they immediately attacked and he could use them to attack Lucifer
but no they were just ridiculously strong guys who thought they would attack
not a bad first impression if you ask him
he actually couldn´t care less about them, as long as they leave him alone he will let them life
but he is a bit interested in their attacks and how those infants can fight
he also asked for some of their items because he was interested but it seems like they don´t have any effect on him
disappointing...
Asmodeus:
he doesn´t understand how they came here
but they aren´t interesting enough for him so he doesn´t care about them
he just acts like they don´t exist
the only reason he might show some interest in their existence is if they are immune to his charm
but yeah otherwise no interest in them at all
the only other thing I could think about is him criticizing their clothing style
Beelzebub:
he always wants to eat whatever type of itemes they have
he also tried eating them once and started a fight with Beel, but they actually got beaten up
luckily Lucifer was around and saved them
he did give the babies some snacks but he also tried to see if one of their attacks can be used in cooking
it can not and just made a massive mess
Lucifer was very pissed of at this but he got away with just cleaning up
but he did not learn his lesson and tried again
Belphegor:
listen everybody knows Belphie´s view on humans and they are even worse without Mc existing
we all know what he will try
I mean he will get beaten up and probably hate Humans even more than before
if he even sees them as Human at all
for all he knows they could be aliens but no matter what he will still try to trick them
good for them because it didn´t work
he also got beaten up by the baby bros
because he is definitely the type of person who would fight a child, if he isn´t to tired for it that is
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falkstentoft23 · 1 year
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Free Mario Download For Minecraft Players
Free Mario download for Minecraft players
10 May 2016
Mario is hopping from one computer generated world to another, as he makes his official debut in Minecraft.
In a brand new update for the Wii U version of the blockbuster game, Mario, Luigi, Wario, Toad, Princess Peach and many more Super Mario Bros characters will appear in the game from next Tuesday.
The most appealing aspect is that the vibrant characters are available for free in this age of expensive downloadable content.
Check out the trailer for the Mario update to Minecraft
The Mario pack will add more than characters to the world of pixelated Minecraft.
You can also change the game's textures and items and take on more difficult versions of Hammer Bros. or Dry Bones. All while listening to the relaxing sound effects of Super Mario 64.
Fans can create their own locations with Mario-themed Minecraft blocks. Then, they can explore new worlds with classic faces from one of the most loved games (albeit a bit more angular). Igralni
A disc-based Minecraft for Wii U version, including all Mario extras is expected to be released in June.
Minecraft has sold more than 70 million copies in the world and is the third best-selling video game of all time.
Explore some of the most amazing Minecraft creations (Mario not included).
The game does not have specific goals for the player, however there are many different methods to play the game.
The game allows players to create their own worlds and places, which can lead to stunning virtual landscapes.
Follow us on Instagram @ BBCNewsbeat and on Snapchat: Search for bbc_newsbeat
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hustedbecker · 2 years
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Free Mario Download For Minecraft Players
Free Mario download for Minecraft players
10 May 2016
Mario is making his official Minecraft debut, jumping from one computer-generated world to the next.
In a new update to the Wii U version of the blockbuster game, Mario, Luigi, Wario, Toad, Princess Peach and many more Super Mario Bros characters will appear in the game starting next Tuesday.
The best part is that in these days of expensive content that is downloaded, the vibrant characters are available for free.
Watch the trailer for the Mario update for Minecraft
The Mario pack will bring more than just characters to the pixelated world Minecraft.
You can also modify the game's objects and textures and take on harder versions of Hammer Bros. or Dry Bones. All this while enjoying the soothing sound effects of Super Mario 64.
Fans will be able to create their own locations with Mario-themed Minecraft blocks. Irc101 Then, they will be able to explore new worlds with classic faces from one of history's most popular games (albeit slightly more aggressive).
A disc-based Minecraft for Wii U version, including all Mario extras, will be released in June.
Minecraft has sold more than 70 million copies in the world and is the third most-sold video game ever.
These are some of the most stunning Minecraft creations (Mario not included).
The game does not have any specific goals for the player, but many different ways to play it.
The game lets players create their own worlds and places which can lead to stunning virtual landscapes.
Find us on Instagram at BBCNewsbeat and follow us on Snapchat, search for bbc_newsbeat
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smbinfostation · 4 years
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Super Mario Bros. Ice Capades - 1989
To commemorate the SMBIS’s 20th anniversary, here’s the infamous Mario Ice Capades video in high quality. Enjoy!
Original commentary from October 17, 2003
On Thursday, December 7, 1989, ABC presented an Ice Capades special on TV, hosted by Alyssa Milano (of Who's The Boss fame) and Jason Bateman (Silver Spoons; Valerie, Arrested Development). The show had many famous and talented figure skaters, music numbers and comedy acts, including segments featuring Barbie and the Super Mario Bros. This happens to be the 50th Anniversary of the Ice Capades that they taped, as the programs that the hosts and the audience had, with the Mario Bros and Barbie on the back. (The 50th Anniversary Ice Capades Barbie was released at this time also.) When the segment begins, the hosts are backstage when they spot some random people playing Super Mario Bros. Alyssa mentions that she's never played videogames before (*gasp*) and Jason brags to her that he is a master of Nintendo, proclaiming himself to be the "Video Prince." Then he tells her about the plot of Super Mario Bros. [It's interesting to mention that Jason refers to King Koopa as Bowser, because the entire show after this just calls him King Koopa.]
As they talk, they are interrupted when the monitor starts flickering and doing crazy stuff. Jason, who apparently know everything about Nintendo, states that it's a computer virus, which will, and I quote, "release all the evil forces stored up in the computer." @_@ Um...OK, "Mr. Video Prince", whatever you say. Then, who pops up? Yes, it's good ol' King Koopa (NOT Bowser!), played by the late 80's sitcom star Christopher Hewett, a.k.a. Mr. Belvedere. Koopa has released the virus and threatens to take over the world. His plan is very laughable at best, as it implies that a NES can be used to infect computers with deadly viruses, which probably can't happen. That, and he says he doesn't really want the world, but does it anyway because he loves causing trouble. It's nice to have hobbies, I guess.
The Mario set is decent enough. It looks like a 3-D version of the 8-bit SMB1, with pixelated clouds and trees in the background and a castle in the middle. However, it looks way better than what Mr. Hewett had to wear. His costume is very tacky and ugly. He doesn't even have anything over his face, just horribly applied green face paint around his moustache. His horns looked like dangly jesters' bells and he's wearing horrible plaid pants and a geeky red bow tie. On top of that, he's riding on a moving castle. You know the forts at the end of each level of SMB1? Yep, he's roving about on the ice on a castle. o.O
Koopa calls out his minions to destroy different computer parts that NES's don't have, including 2 Green Koopa Troopas, 2 miscolored white Goombas, 1 Hammer Bro (two Troopas and only ONE Hammer Brother?), a Red Paratroopa and a Spiny. The baddies' costumes were based on their official Nintendo designs, though they looked very non-threatening and somewhat cuddly-looking. The Goombas and the Spiny, about a meter or so tall, do seem to be radio-controlled, or have skaters crouched or something inside them. After this, Koopa pompously sings about how evil he is, with his baddies dancing around him...wearing plaid pants...on a moving castle...oooookaaay. Mr. Hewett had a very cultured, polite-sounding British accent, not like Cartoon Koopa's voice at all. He sang pretty well, but the lyrics were shallow and kinda childish. The song is short, thankfully, and only proves that Koopa can create plans for world domination much better than he can sing silly egotistical songs. After this, we see the Princess Toadstool (can't call her Peach yet, as this is still 1989, or all time and space will unravel around us and disappear), who has a huge, horrid mascot-like head and a cliché Mae West-ish Hollywood voice, off to the side with her subjects of plumber pawns with her. Another note is that the Princess's costume is based on the official Nintendo design; she has blond hair, instead of red/brown from the cartoons.  Princess Pea....Toadstool, helpless to stop Koopa, then summons the Mario Bros., who for some reason arrived from the sky with the help of their trusty support wires. @_@ [Here's something I just noticed: In the scene when the Princess talks to her people before she calls the Bros. from the heavens, you can see the Marios behind her, with their backs turned to the audience. Sloppy editing.] After being briefed on the situation by Princess, Mario and Luigi, with their very stereotypical Italian accents and oversized, misshapened mascot heads, protect the Maiden in Distress from the horrible men in Koopa Troopa suits. The Princess helps out by sending out carts containing kids from the audience to assist the Bros. Koopa then scoffs at the Marios for sending children to do a man's job. So, one by one, Koopa sends out his legions of dumpy villains to defeat the Bros. However, Luigi dons his airgun/cardboard box out of nowhere and mercilessly kills each bad guy with sparkler blasts that are later added in. The effect of the baddies dying is just crude and leaves one to think how it'll work without the superimposed TV special effects of them just fading away and disappearing to low-budget heaven. Koopa, realizing that his army of extras is failing him, decides to attack the Bros. himself on his mobile fortress with his Spiny. The Marios and the children in the carts surround Koopa, totally ignoring Spiny altogether from the onslaught of death and sparkly insanity. After Mario spouts a remarkably bland joke/pun, the children vanquish the Koopa King with their big foam wrenches and dirty plungers in a blast of sparklers. Cheesey fanfare music plays afterwards, proclaiming the death of the Koopa King, as the children are returned back to the audience, without getting any complementary gift for being a part in the show.
In the end, the Princess, who now just looks like a giant, mutated blow-up doll, congratulates the Marios by giving them the "Purple Plunger for Bravery" or "The Incredibly Cheap Cardboard Hero Prize.". Then, the Bros. have a disgraceful squabble about bragging rights. Note that in all this, Mario does absolutely NOTHING to help out. Luigi killed all the minor foes and commanded the children to kill Koopa. Lazy, lazy Mario... Backstage, the monitor that the hosts were watching all this goes back to normal, then for no reason, Alyssa announces that she wins the game by default, although she doesn't even play it at all, leaving "Jason the Video Prince" in a stupor.
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More research led me to a site belonging to a Mr. Michael Baroto, a costume designer who made these all the characters for the show, including the baddies, the Bros. and Peach. Apparently, he had only 3 months to make three sets of ten costumes, as well as two other costumes for another show. Seeing that he had to make 30 costumes in the short a time span, this would explain why the Marios and Peach looked so rushed. They don't do his talents justice, however, as his other works, including puppets, dolls and marionettes, are very creative and well-made. There are production photos of the Mario costumes in the previous link. If you ever get to read this, Mr. Baroto, please don't take my negative comments personally. ^^;;;;;;
Here's something I just noticed after watching this over again. Apparently, they deviated from what they'd usually do at a live show and made it extra special for the TV show by adding those "special" effects and camera angles. Also, they taped this when the audience wasn't present, as the seating couldn't been seen at all. They do show some stock footage of people watching all this and laughing at the bad puns, and of the kids getting out of the carts when the show was over, never getting compensated with gifts and whatnot for killing off the "mighty" King Koopa.
However, doing this just made the show worse, as there were obvious editing mistakes. For example, you can see enemies that were killed off later hanging about off to the side when the children return to the audience. In another instance, right at the end, you can see a lone boy sitting on the ice in the background playing with a wrench behind Princess Toadstool before she hands out the awards. Then he disappears in the next shot. And let's not forget the earlier example of the Marios already on stage before they arrive from the sky.  Very very sloppy, even for late 80's television. Of course, this was a time when little kids wouldn't care less if the show was crappy or not. It had Mario, and that's all that mattered.
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nova-network · 4 years
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hello I just beat Luigi’s Mansion 3 and I have headcanons for all of the new boss ghosts
Steward:
He’s originally from New Donk City.
He used to be a taxi cab driver, and he died when he was driving home one night by himself and his headlights failed and he crashed into a tree.
He was one of Hellen Gravely’s very first employees, along with Chambrea!
He’s really nervous and kind of awkward when not on the job, but he works very hard.
He and Chambrea are really good friends and get coffee together after work.
Chambrea:
She’s a New Donker too, and used to work as a maid in a fancy hotel prior to, well, getting a job as a maid at a different fancy hotel after dying.
She died by slipping and falling down the stairs.
She is a really sweet and enthusiastic person when not under King Boo’s control, and really loves her job!
She’s a HUGE gossip, and loves to hear and tell everyone about the drama going on with employees and guests.
She and Steward knew each other back when they were alive.
Kruller:
He used to work in the Coconut Mall. Yes, that one, from Mario Kart. He was a mall cop.
He died during a robbery. He wasn’t attacked by the robber, he was chasing after the robber and knocked over a shelf and it fell on him.
He’s a HUGE fan of Morty’s movies. He can quote everything.
He likes to hang out in the cafe area at the shops with his Goob buddies.
Death hasn’t really changed him -- he was a cowardly goofball back when he was alive, too.
Chef Soulffle:
He was actually a TERRIBLE chef back when he was alive. He only learned how to cook after he became a ghost.
He died because he accidentally burned down his kitchen at home.
He used to be called Chef Souffle, but started calling himself Chef Soulffle after his death to be more “ghosty”.
He HATES mushrooms.
He doesn’t have a lot of friends, but he has a weird friendship with Clem, because he thinks Clem is the only other employee who truly appreciates his cooking.
Amadeus Wolfgeist:
He speaks with an exaggerated German accent.
He died of a heart attack.
Outside of King Boo’s influence, he’s actually rather pleasant to be around! But he’s also very intense and takes everything super seriously.
He’s not a full-time employee of the Last Resort, he’s just a famous ghost musician and composer who gets hired to perform there a lot.
He loves the artwork of Vincent Van Gore from the first Luigi’s Mansion game, and in turn, Vincent Van Gore is a big fan of his music! But they’ve never actually met in person.
King MacFrights:
He is not and was never a king. He’s just an old ghost warrior who got a job as a hotel mascot.
But he doesn’t really understand modern life, so he thinks he’s a king now.
He died in battle. Probably in a battle fought over something really stupid.
He sounds very, very Scottish, and when he’s angry, nobody else at the Last Resort can understand what in the world he’s saying.
The castle movie in Paranormal Productions is based on the battle where he died! But it’s extremely historically inaccurate, because the only source Morty has is King MacFrights himself, and MacFrights loves to make stuff up.
Dr. Potter:
He names all of his plants. Most of them have very silly names, like “Chompy” or “Pokey Pete”. Some of them have names that reference other Mario characters instead, like “Vivian”.
He died of old age.
He loves to play board games.
Even outside of King Boo’s influence, he’s kind of a jerk, and likes to mess with people and make fun of them.
He gets along really well with little kids, though.
Morty:
He’s from Diamond City, home of Wario!
He died when he was filming a movie on a skyscraper in the rain and he fell off the roof.
He’s just so wrapped up in his own little world of film direction that he has absolutely no idea what’s going on in the rest of the hotel and is totally immune to King Boo’s influence over ghosts.
He and Amadeus Wolfgeist are really good friends.
He makes all the commercials for the Last Resort.
Ug:
He’s not an employee. He’s not even a paying guest. He’s just here because Hellen Gravely bought the dinosaur skeleton he was haunting.
He is really, really dumb. Not in a “cavemen are stereotypically dumb” way, just that Ug, specifically, is a really dumb caveman.
He died because he tried to fight a T. Rex by himself and it ate him. That’s the one whose skeleton he’s haunting.
He’s originally from the Cascade Kingdom in Super Mario Odyssey.
He literally cannot tell the difference between Luigi and Gooigi. That’s why he keeps trying to eat Gooigi with the T. Rex skeleton in his boss battle.
Clem:
Even outside of King Boo’s Influence, Clem is really obnoxious and kind of mean. He’s just a total hick and doesn’t really know how to act in a place like the Last Resort.
The reason he’s such an asshole (normally) is because he’s really insecure about his intelligence. Clem is very smart, but he knows people probably think he’s stupid because he’s such a lazy hillbilly.
He died in a work accident, where he was electrocuted.
He loves to eat fancy food like what Chef Soulffle cooks, but he’s too lazy to go up and get some most of the time, so he mostly just eats junk food.
ALL of the rubber ducks in the hotel are his. He thinks it’s funny to leave them in weird places.
Serpci:
She’s not an employee, she’s a VIP guest!
She was a princess in the ancient Birabuto/Pyrapt Kingdom of what is now Sarasaland.
She died from being bitten by a venomous snake.
She likes to occasionally check up on modern Sarasaland, so she knows about Princess Daisy! But they’ve never met, and she has no idea about Daisy’s involvement with Luigi.
She actually has a rather silly personality. She loves practical jokes, weird puzzles, and trolling people in general. Her hotel room is right on top of what is almost certainly an escape room for ghosts, after all.
Nikki, Lindsey and Ginny:
Nikki is the ponytail one, Lindsey is the short pigtails one, and Ginny is the long pigtails one.
They died during a magic show, when they set up some special effects wrong and accidentally set off an explosion. They still finished the show -- as ghosts.
They love to play video games!
Like Amadeus Wolfgeist, they’re not full-time employees. Rather, they’re celebrity magicians, and the Last Resort hires them for magic show gigs.
They think Serpci is just THE COOLEST, and in turn, Serpci loves their magic shows and trickster style!
Captain Fishook:
He’s a VIP guest too, like Serpci.
That’s not, specifically, his pirate ship that he possesses during his boss battle -- it’s a pirate ship, but it’s technically just a special VIP seating area for the Spectral Catch seafood restaurant that has been styled as a pirate ship.
He died while fighting a rival pirate crew over some treasure, and one of them fired a harpoon into his eye.
He thinks King MacFrights is absolutely hilarious.
The Oozers from his boss battle are actually from his old pirate crew!
Johnny Deepend:
He’s not an employee, he’s a guest. But he’s not a special VIP guest. He’s just a normal guest who happens to be a really strong ghost.
His death was really stupid. He didn’t even drown. He wanted to swim some laps for his fitness routine, but the indoor pool near his house was closed for repairs. So he broke into the indoor pool in the middle of the night, but all the lights were off, and he accidentally did a big dive into the shallow end and hit his head and died.
He likes to go to the Museum of Unnatural History, because he thinks dinosaurs are WAY COOL.
Because of this, he’s friends with Ug. Neither one has any idea what the other is actually saying, though.
He didn’t actually figure out that Gooigi is weak to water until he squirted him. He just does that at everyone.
DJ Phantasmagloria:
She died during a wild outdoor concert. She set her speakers so loud that it caused the roof over the stage to collapse on her when she turned them up to full blast.
Her real name is just Gloria, Phantasmagloria is her stage name.
She likes Amadeus Wolfgeist’s music, but he doesn’t like her music.
In addition to being a mega-popular DJ, she’s also known among ghosts for being a really talented freestyle rapper!
She’s from Diamond City, like Morty, but she didn’t meet Morty until after they both became ghosts and got jobs at the Last Resort.
Hellen Gravely:
She’s also a New Donker! But she (and her original employees, Steward and Chambrea) never met Mario or Luigi while she was alive, because she died before they were even born.
She died of illness when she was old, which is why her true appearance looks the way it does.
Polterkitty is actually way older than she is, though.
She’s not exactly in love with King Boo. It’s more like that Hark! A Vagrant comic with Jules Verne and Edgar Allan Poe, with Hellen just being an obsessive loony fangirl.
She built the Last Resort on the site of an old mansion. It’s a Luigi’s Mansion game, after all, the mansion just isn’t actually there anymore.
BONUS!
Hammers are the ghosts of Thwomps.
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bearpillowmonster · 4 years
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Mario + Rabbids: Kingdom Battle Review
This game has been out for years now so if you haven't played it, you either don't have a Switch or don't have enough interest in it. So I will try and give you reasons why to play this game and spoil some gameplay details along the way but will save what the bosses are.
This game doesn't appeal to me, "Mario and Rabbids: Battle Kingdom", I mean Rabbids are basically the original Minions. I've heard it called a "Baby's first XCOM" and I, for one, am not about strategy or turn based combat. So, then why is it that when I got my Switch, this was the first thing that came to mind that I wanted to get? 
I haven't played many games on the Switch yet but I can tell that there are games that are best played on the TV, best played on tablet, and best played with the Joycons loose, some fall under all of the above such as Super Mario Odyssey. This falls under the best kind of tablet game, it's like it was meant to be played port-ably and is something you can play a level here and there, casually, or seriously and play a whole chapter's worth.
This is pretty much as clever as it gets, it's no wonder they got Grant Kirkhope to compose it, it has the humor of Banjo Kazooie, it's not even Minions-like humor, it's charming to the max.
There are times where you'll play a stage and just go guns blazing but you need to be careful because sometimes there will be a gauntlet of levels and you will either have to find a mushroom or just go straight to another level before it heals you again. Of course later in the game you can switch up the characters (that have more health) but you shouldn't always assume it as a fail-safe, especially for a boss, so if you're low on health and haven't found a mushroom, change BEFORE you get to the level, that is if you keep your other character's stats and weapons, good and balanced.
Ok, I hear this and that about how everybody loves Rabbid Peach and while her gameplay has a lot of perks, Rabbid Luigi was instantly my favorite and I tried to use him for every battle, I mean he has a Yo-Yo and his hat is on sideways, how can you not love him? I made him a beast with his 'Vampire' ability which allows you to slide into enemies and take some of their health to add it to yours. There is a Fridge boss that it's strongly recommended not to use him but I sure as heck tried. So you will more than likely get attached to a certain character but it's up to you who it will be towards and remember that you might not be able to use them EVERY time. You can choose to have 3 different characters at a time but one of them has to be Mario, he's a default and you can't exchange him. There have been multiple times where all my other characters have died and all I have left is Rabbid Luigi and I pull a clutch with that Vampire ability, making a clean sweep and finishing the level alone, I wasn't really able to do that with any other characters (though I valued Rabbid Luigi more so maybe I didn't try hard enough). And don't worry, even if you don't have a character in your current party, they still obtain skill points for the skill tree so you won't have to grind for a character once you unlock them or anything.
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So, how do you make your character stronger if every level is right in front of you and not really an RPG style of sidequests? Well, there are little puzzles you can go around, collect coins, hidden chests, some cannons that you can shoot out of that take you to a Red Coin type level (except blue coins) and you get a new weapon out of it. Also you can go back to worlds you've completed and complete challenges, I usually hate doing stuff like that but it's all good in this game. And it's not required, this game is pretty balanced, it's not too hard but not too easy either, there's no difficulty setting so that's good to hear. Sometimes I would play a boss just to kind of test them out and see what they did and then adjust for my second playthrough for them when I inevitably failed. There are definitely some levels I would spend a few days on, usually those bosses and I would lay in bed thinking of different strategies to beat them, some of those were the most satisfying after beating. Now that may sound like a lot of thinking and seem repetitive but it doesn't force you to come up with a strategy, do you think I actually did stuff intentionally? Not really, I used trial and error and it never even got tired, I usually fail the same level of a game just a few times before putting it down and say "I can't do this." because yeah, I am kind of a baby when it comes to some of these games but I feel accomplished when I beat stuff like this. This is where the 'Baby's first XCOM' comes into play, if you're not into that genre, this is the right game for you but if you are into the genre, you're experienced and it may seem a bit more tame but it's still a good play, Win-Win.
Given that topic, if you feel "too challenged" then it will offer you extra health for a level so it will heal your party up and add some extra, but I like to think of it as the chicken hat in MGS5, only use it if you need it, and even if you do need it, it's not ridiculously easy once you have it. I HAVE failed using the extra health before, sometimes you're just not using the right characters or weapons or need something from the skill tree, it's not a bail out free card, it's just a boost. I've played the ending gauntlet many times and each time it was different, some times I would do great until the third wave, sometimes it's just left up to chance whether your shot hits or not because if they're hiding behind a wall, it may not hit and are you hitting the enemy with the right character? Maybe you need a different order for maximum damage. It's a lot to process but you're not forced to think about it too hard, you have time, that's why it's turn based, I am describing it in a lot of detail but don't think that it's overly complicated or anything, if it was, as I mentioned, I wouldn't play it, it wouldn't seem so darn good of a game to me if it was.
And before you think that enemies get too easy or anything because you just upgraded everyone, they're constantly introducing new ones so it's always even with where you are in the game. Some of these enemies need to be handled differently because of how they attack such as the big ones without guns, they usually have a big stone or log or something and if they get close to you then they'll do a hefty amount of damage so it's always entertaining, keeps you on your toes, and brings me to my next topic.
I suppose it's easy to think that they all just have similar blasters but that's wrong. Most weapons come with a status effect such as honey which prevents them from moving on the next turn, ink which does the opposite and prevents weapons from being used, flame which catches them on fire and and makes them run around until they are extinguished, this ability is especially cool because if they hit another enemy, he will also be on fire, that doubles for you though so be careful with placement. There are also some other abilities but I'll get back to this topic in a minute. Not only are there different variations, which really just fit your preference, but there are also shotgun types which only have a short range but a higher amount of damage, rubber-duck grenades, yes you heard me right, and they're even decorated, there's even a Sam (King)Fisher one from Splinter Cell, not even joking. There are hammers which can get multiple enemies at once if you're within range, and these things that are called sentries but don't shoot anything, they're more like rolling bombs, they can be used to divert an enemy's attention away or can be used similar to a grenade but with more power, and then there are rocket launchers which can fire farther and machine guns which are a bit of an odd ball because you shoot a bunch of weaker bullets vs one big blast but you have more of a chance of hitting due to it's ability to instantly break a wall that an enemy may be hiding behind, leaving them open for the next person. I also wanted to mention that before you attack, aiming at an enemy shows you how much damage you'll do, I guess that's easy to look past or expect but given I haven't played a tactical game of this nature, I want to be thorough.
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It tosses it up with a few different types of missions, rather than just walking from area to area to fight the next battle, you actually get some landscape to look at, some puzzles which are actually quite fun, I like a good puzzle and it makes me want to try Captain Toad, but there are also escort missions. Most players dread escort missions in games because they take forever to follow you, this is in a different genre though. It will give you a goal and all you have to do is get that character (most of the time it's Toad) to the goal, sure they can't attack or anything and you have to rely on your other characters to defend but you don't have to defeat all the enemies like most stages, just get to the goal and you control the escort just like you would any other character so they don't drag behind. My only slight complaint with this is that Toad or whoever, isn't be able to use a teammate to bounce like everyone else but it's still fine. Same with the bosses, the only requirement is to just beat the boss, there will be other enemies too though. Before you think you can cheese it that way, most bosses have multiple health bars so you may take out their first form tanking hits with guns blazing but will you have enough to last the second and third form? Probably not so you need to take out those side enemies first because for one, they make it harder, and two, once the second form comes, the boss will bring a second wave of enemies and if you don't have the first wave beat yet then it will stack.
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Ok, so easily the best thing about this game is the atmosphere, every little detail feels so good to just walk around in, they didn't have to make the world so good but they did, this accompanied with Grant Kirkhope's music is splendid even the different versions of classic Mario tracks. My favorite one would have to be "Exploring the Mine". With that, the designs for characters, enemies, and such will be added as collectible models throughout the worlds, it's a fun little thing to look for if you're into that sort of thing, I made sure to get a few for the bosses I liked the most. This goes double for the music tracks, you can collect them and go back and play them in the museum. But back to the way it looks, it looks so good that there will be points where Beep-O (who is kind of the guide and serves as a reason this tactical map exists) will have a magnifying glass option and if you press it, he will bring attention to certain landscapes and sights such as a Rabbid in a hot tub burning himself or a Bullet Bill with Underpants on his head, it's all in good fun and really makes you see the vibe they're going for with this fusion between worlds. The landscape for battles includes these pipes that you can travel between to slide kick enemies easier and get a better piece of ground to defend, it's really cool when you get a chain of attacks for example: With Mario, you can stomp on top of enemies, so you slide kick an enemy, bounce off of a teammate to get farther, land by stomping on another enemy then finally make your destination where you want to shoot, so much damage can come from just one turn if you really know what you're doing. And about those effects like flame, there will be different boxes around the stage where if an enemy is stationed behind them and you can't see them good enough to get a hit in, you can fire anyway and hit the box, making the effect hit the enemy so it wasn't a wasted shot and may even make them vulnerable enough for another character to shoot.
Some characters have something like "Hero-Sight" or "Steely-Stare", this is amazing, it's up there with the Vampire ability for me. This comes in handy for those bulkier enemies with the stones and if you have a weapon that has "bounce" it's so freaking satisfying because you can use the ability, fire at the enemy and if they make an attempt to get closer then your character will shoot a few more times.
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There is a bit of a problem when you don't properly close the game however because sometimes I would just leave it open on the home screen then shut the console off and come back to it later. Yeah only do that once or twice, don't leave it on standby every time because what will start happening is that the models for some of the items and characters will glitch and turn into blocks, it's not a performance based issue, just visual but it was my fault in the first place for not closing the game for so long so I can't really complain.
There is a bit of DLC that I'm actually considering getting (if it wasn't as much as the base game, crimeny!)because it expands off the story and revolves around Donkey Kong, so that's cool. Speaking of after the game, there is end game content. Throughout you unlock puzzle abilities such as moving crates, picking up totems to put them on pedestals so you can unlock new areas, break blocks, and drill a hole. You can go back to each of the worlds and finish some puzzles you weren't able to before because you didn't have one of those unlocked, if you're going for 100% that is or even if you're just trying to make some extra moolah during the game.
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captainvideogame · 4 years
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Underhero game review
A game that reminds you what Mario RPGs used to be.
Just because its called Underhero doesn't mean the game is heavily influenced by Undertale. Its actually more influenced by the Mario RPGs especially Paper Mario and Mario and Luigi series. I saw this game thanks to Jim Sterling's video about it and from a glance, it looked interesting. After playing it, I can safely say that this is a really awesome game that people should get their hands on! Here is my review of Underhero.
Story: 4.5/5
Once upon a time, There is a kingdom called chestnut kingdom where evil always lurks and Heroes always arrive to fight away evil and save the princesses. And the tradition keeps continuing. One day, a Hero arrives to defeat the main villain but before doing that, he is blocked by minions. However, the strangest thing that happened is that the hero gets killed by a minion's scheme. From here on, this is where the story begins.
The story is almost fantastic and well written. It has a great sense of humour all around like breaking the fourth wall, having characters do foolish actions etc. Every single character has some level of depth and personality that you will like them regardless. Almost none of the characters in this game are dull nor annoying and that's the really best part of the entire game. This moment right here reminded me a lot about what Mario RPG games used to be.
The only real problem here is how the plot ends because it ends on a cliffhanger and an unsatisfying one at that. Had that ended on a higher note, I would have personally given it a full star rating but sadly, that's not the case.
Graphics: 4/5
Yes. Even the game's graphics are not bad as they are colorful, pleasant to look at and never has anything bland. The animations for the most part are spot on. The only flaw here is the little bit of a lack of additional animations such as falling on a bottomless pit or defeating an enemy.
Music: 5/5
The music in this game is overall fantastic. It has a mix between music that is chiptune to music that is deep. The music infact makes some of the characters stand out. My personal favourite is Stiches theme because it reflects on his overall character. Even the sound effects are great as they add depth to the humour of the plot.
Gameplay: 3.5/5
And now we come to the ultimate slice of the game which is the gameplay. You play as a minion who wears a mask that is similar to a Mario enemy called a Shy Guy. You're only functions are walking or running left and right, jump and use your hood to glide and of course climb on ropes, entering doors and talk to NPCs around you. The game normally plays like a platform game where you jump on platforms, collect coins, solve some basic puzzles and explore the level around to find treasure chests that reward you with either coins, upgrades or a side quest items.
When you encounter enemies by simply touching them, you are in the turn based battle gameplay and this is where the Mario RPG similarities begin. You have three types of attacks which are the sword, the slingshot and the hammer. Each has their own advantages and disadvantages. The sword is the basic and the fastest of the three but it is weak while the slingshot helps to shoot enemies from a far off distance and the hammer, while slow to execute is powerful and deals massive damage. The final move you get is the Rush mode where you must first fill both your stamina and the Rush gauge and then use your sword to do massive amounts of slicing at the cost of your stamina and the rush mode gauge being fully depleted. You can also deal bonus damage if you time your attacks based on the rhythm of the background music that plays.
Of course all of this comes for a price which is the stamina. Using the attacks cost some amounts of stamina and if you drain the stamina, you will get exhausted and you will have to wait for a while to resume combat but the same applies for the enemy.
For defence, you have your jump, crouch and the shield. Jumping and crouching help for dodging the enemy attacks similar to the Mario and Luigi RPG series while the shield is used for blocking attacks that are hard to block but this depletes your shield health and if it reaches zero, you can't use it unless you get it repaired. But if you time the block just right, you create a parry which not only stuns your enemy but also does not deplete your shield kind of similar to Paper Mario.
Besides combat, there are also two things you can do. Talk to enemies before fighting them but if you attack them, you can no longer talk to them. The other option is to pay them so that you don't have to fight them but this is a problem due to money being very scarce.
Now the reason why this gets a lower score compared to the others is because the gameplay has some flaws. The problem here is the game mechanic as its not always well executed. When facing bosses, you won't encounter them on battle mode as you often instead have to stun them so that you can damage them in battle mode making them not very challenging.
Then comes the problem with leveling up. Now interestingly, this game doesn't ask you to grind a lot. Infact, when you defeat enemies, they are gone for good just like how it is in Undertale. The downside here is the overall lack of satisfaction. While the game isn't hard to the point that you need grinding, it doesn't seem rewarding getting a level up because of how pointless it almost is besides the stamina gauge filling higher. Unlike the Mario RPG games where there is a reason for the battle systems to exist, here, if you remove this mechanic and made it to like Super Paper Mario style of gameplay, then this game would have been much better. But for what it does now is half baked at best.
And finally..the replay value. Now this game is pretty short of about 12-16 hours at best but the issue here is that there are almost no side quests to get into with only about few of them and that's that. There's no additional modes that you unlock, no optional bosses to face. Its just the main story that you deal with and nothing else.
Overall: 4.5/5
While the gameplay might not be well polished, its still great for what it does especially the plot, graphics and music and since this is an RPG game, the overall experience is still satisfactory and for anyone into RPGs or just want to remind themselves of what Paper Mario used to be, this is a game for those type of people.
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jacobhallyear2fmp · 2 years
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Research: How Do The Mario & Luigi Games Play?
All of the M&L RPGs have 2 kinds of gameplay: overworld exploration and combat. In this post I’m focusing on the combat system of the games as it’s (as of present) the only part of the games I’m making my own rendition on.
The M&L RPGs all function pretty identically in the battle system as I’ve said before. The “A” button always controlled Mario and “B” always controlled Luigi separately. When in combat whenever A or B was pressed Mario or Luigi would perform an action. If they were choosing what to do it would make them jump and choose said action, but if they were either waiting for their turn or waiting for the other to pick an action after their turn they would just jump. This provided no kind of advantage to gameplay, it didn’t change anything, it was just a neat detail that helped enforce the control scheme.
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Another key feature of the combat which was established since the very first game was that timing was a crucial element for performing better attacks and in turn doing more damage.
For the first example the player’s default way to attack was to do what Mario has always does best, jump on the enemy. In the first game, Superstar Saga (henceforth SS), pressing the brother’s respective button right as they landed on the enemy would cause increased damage while not hitting it in time caused the brother’s to slip off of the enemy and do less damage. That was just the beginning of the element because starting with Partners In Time (henceforth PiT) if the bros were fighting with the baby versions of themselves after jumping on an enemy if they pressed their respective button at the correct time they would launch their baby version higher into the air where they could then deal extra damage by then pressing their own respective button upon landing on the enemy (X for Baby Mario, Y for Baby Luigi). This then reached it’s peak in Bowser’s Inside Story (henceforth BiS) where if the player nailed the timing of the first jump the brother would leap up into the air for a second time and land on the enemy again for more damage. This is how it would work for the rest of the series, with it being the same case for the fourth game Dream Team, the fifth game Paper Jam and even the remake of SS, Superstar Saga + Bowser’s Minions.
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The second example was the other form of default attack at the player’s disposal, the hammer swing. The hammer swing was usually just another to attack which had a different timing to the jump, but it did also have it’s own unique properties. The hammer couldn’t hit flying enemies as obviously the bros couldn’t hit them from the ground, which meant that only jump attacks were effective. However vice versa some enemies had spikes protecting them which meant if the bros tried to jump on them they would just waste the turn and take some damage from landing on the spikes, which meant that it was in those situations that only the hammer was effective. Another feature of the hammer is that while it usually dealt less total damage than the jump due to it only being able to hit once instead of twice it still had more guaranteed damage if the timing was messed up, so it made not knowing the correct timing more forgiving if the player pressed the button early. The way the hammer swing’s timing worked across pretty much all of the games is that after selecting the attack choice and choosing the target the bros would visibly “wind up” the attack by lifting their hammers over and behind their heads before they reached a point where the hammer couldn’t go back further. At this point there’s both a visual indicator and an audio que, with a flash on the hammer to indicate it was wound up to the max and ready to be swung and a sound that matches the flash of the hammer to make it more noticeable. Another small detail of the hammer attack is that if the player missed the timing for the max damage the head of the hammer would fall off and the brother would hit the enemy with just the stick, much to the brother’s comedic shock.
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The third and final example was the Bros Attacks, which involved both of the brothers working together to pull of more damaging attacks to either deal massive damage to a single target or to potentially wipe out all of the enemies at once. These attacks, unlike the defaults, used a form currency called BP (Bros Points) which could only be refilled via restoration items, levelling up or by purchasing a max refill of both HP (Hit Points) and BP at certain locations. This meant that if a Bros Attack cost more than current amount of BP or if the brother’s were completely out of BP that they could not be used. In addition to this these attacks once again had a massive reliance on timing, with a miss-input or early/delayed press of the button either completely stopping the attack from doing damage or massively reducing the damage that it could’ve done. It wasn’t just one or two presses to execute these attacks either, it was often many presses of both buttons in either sequential, random or both orders at once. But they could still be learnt with enough time and practice, with the ability to practice with them ahead of battles being available from BiS onwards. Each game has had an entirely new roster of Bros Attacks for the player to unlock as they progress through the games.
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The main reason I made this post, aside from just documenting my research, was to help me brainstorm ideas for how White and Black will attack and how they will choose said attack. I don’t want to straight up copy these games, I don’t want my characters to jump or swing a hammer for their default attacks as I feel that’s it borders too close on just copying my inspiration and is lazy. Instead I want to find 2 other ways they can attack but I’ve been struggling with what those methods could be. The first thing my brain went to was a simple punch to replace the hammer swing and I do feel like this could work, but I still can’t decide what to replace the jump with. One idea that’s come to me while brainstorming in this moment is to make the character’s melt into the ground, rush underneath their target and then burst out and I think that it could actually work quite well. Another potential idea I have is for them to throw something unexpected at their enemy, such as their own hand or head. When it comes to the Bros Attacks I’m actually okay with being closer to the source material with my own variations of them, but instead of it being closer to the originals with a core item that both the bros use in unison I want to make the general theme of my own “Bros Attacks” rotate more around White and Black merging together to become more powerful for a single attack.
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game-boy-pocket · 6 years
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With the “changing Smash Bros characters” ask thing, how would you change up Mario and Luigi? I figure they’d be good places to start, I guess
I don’t think a lot really needs to change with those two, but here’s a few suggestions I’ve got.
For both bros, it kind of bugs me how slow their fireballs are. In the actual Mario games, Mario’s fireballs are really fast, and he usually shoots two off in quick succession.  So I’d apply this change to Mario, but his fireballs would not cause the player to flinch at low damage. Kind of like using his fireballs on a boss in the 2D games. 
Ditch FLUDD, give Mario his ground pound. He’s had that in both the 2D and 3D games ever since Mario 64 now, it really should be a part of his moveset. 
I would change his recovery move to the spin from Super Mario Galaxy, since it’s literally what he uses to get extra air time in the game.  This could also be used to reflect things, since that’s also, literally what it does in the game...
which brings me to the cape. The cape doesn’t reflect things in the game. So maybe we can change this one too. How about his signature dive attack? That’s been a staple in all of the sandbox Mario games.
While we’re at it... let’s change his smash attack to a wooden hammer. He uses a hammer in every RPG, and in those games it usually comes with a charge up anyway. ( Sorry, I don’t think Paper Mario should be his own character. )
I’m afraid I have no unique interesting ideas for a new final smash though. I don’t think his giant fireball is entirely unfitting... however, a visual makeover could probably make it fit with an actual game he’s been in.  So right before he fires it, have a big, blue, spade shape glow behind him, and instead of one giant blast, it’s a rapid fire shot of giant fireballs. That way it looks like his “Super Flame” attack from Super Mario RPG.
As for Luigi, I don’t have much to say for him. I think it’s quite fitting that he’s a clone of Mario. Maybe he could replace his fireballs with the ice balls from the New Super Mario Bros games. Keep his down and up specials, but change the sound effects so it sounds like the spin and high abilities from Mario and Luigi, Superstar Saga... speaking of which, give him a Hammer Smash too, as a nod to those games.
I really want to replace his side B with something, it’s such a weird thing that isn’t representative of any game I can think of, but i’m afraid I have no ideas for that. 
His Final Smash is basically perfect.
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teaandgames · 3 years
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Review - Black Mesa (2020)
If there is any series likely to wake me from my great game-writing slumber, it’s Half-Life. It was one of my first forays into adult-orientated gaming after all. A profound shift from Mario and Pokemon. Half-Life: Alyx is, of course, the big, shiny new game in the series but my headset has been gathering dust since I moved into a house that has a bit too much valuable furniture to risk me flailing around. So I went with Black Mesa, a remake of the original Half-Life.
Well, I say remake but it’s caught in limbo somewhere between remake and reimagining. If that sounds strange, then even stranger is that development for Black Mesa started back in 2004. I was nine years old. Christ, it was in development for more than fifty percent of the time I’ve been alive. It’s also about eight times longer than it took to make Half-Life itself but then again, the original title has graphics that make everything look like it's made from cardboard and string. So perhaps it was crying out for a remake. The final chapter certainly was. So how did Black Mesa perform? Well, ninety percent of it was an unqualified success. The other ten percent comes with some pretty heavy qualifications.
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Do I need to sum up the plot? Half-Life has been pretty ingrained in the minds of mainstream gaming by now. Though it did come out twenty-two years ago, so perhaps I should give a brief sum up for those that don’t yet groan when they get up out of a chair. Dr. Gordon Freeman - who earned a PhD despite not being able to speak - clocks in for another day of being a research associate. His degree in theoretical physics is best served by having him push buttons and move rocks from one place to another. However, this all backfires as the buttons and rocks he pushes cause a Resonance Cascade, bridging the gap between our dimension and one full of scary aliens.
As no one but the rock-pusher has the good sense to stick on a hazard suit when working on top-secret dangerous experiments, the cascade has rather disastrous effects on the staff. This shows that Black Mesa has nicely preserved the strong touches of horror that were littered throughout Half-Life. A core focus for this are the headcrab zombies. Headcrabs are little parasitical, four-legged things that like to couple with the heads of humans. Once they get on there, they strip all the flesh from their heads and rip open their chests into one big, scary mouth. It’s a fantastic design and Black Mesa nails it, more so now that it’s not just scientists being unzipped, the guards and soldiers are now getting in on the action.
These zombies are one example of how Black Mesa absolutely nails the atmosphere for the first third of the game. Everything is broken and falling apart, all of your friends have new, scary hats and all of the survivors are so far out of their depth that they last a grand total of five seconds. That feeling does fade a lot during the second third, once the soldiers begin piling in and repeatedly claiming that they have to piss, but Black Mesa does a lot of work to rein things in. The chapter On Rails has been shortened for one, so we’re not spending so long staring at cargo train controls. The level design all round has been tightened up nicely. I’m pretty sure we spend less time crawling through vents, which is definitely a positive.
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The strongest improvement though is the tighter gunplay. It’s still the same set of guns, mind, which range from the tiny pistol to a reverse vacuum cleaner that spews out hot death. Each of these have been given new coats of paint and feel a lot more satisfying than their ‘98 counterpart. The revolver feels particularly good, especially when you nail a headshot on a troublesome soldier and you get to watch them go down hard. The shotgun isn’t bad either and definitely sounds better. Those who’ve read my reviews before know that I love a good shotgun. I can’t really think of a dud in the lot, to be honest, except for perhaps the bee gun. Shooting alien bees is good and all but it’s usually quicker to just use a bullet.
Especially as self preservation is not the top priority of much of the AI. For the aliens, that’s kind of understandable. A huge chunk of them are actual slaves after all. The soldiers on the other hand, well, they’re a bit keen to wander straight into the business end of my gun. Still, it’s a vast improvement over the original, so I can’t harp on it too much. What I will harp on about is the first person platforming, which turns simple jumps into panicked leaps of faith. It doesn’t help that Gordon’s HEV suit seems to have come with inbuilt wheelies, making him slide on further that you’d think. The end result is that you come to rely on the quicksave button.
That also goes for Xen, though to a far lesser extent than back in the day. See, for those that don’t know, Xen was kind of the black sheep of the Half-Life chapters. Thematically interesting but with rather flat interiors, frustrating platforming and a lot of preamble before we got to the finale. Black Mesa has certainly knocked it out of the park on the first one at least. There were two moments that made me audibly gasp. The first was when I emerged into Xen for the first time and saw everything in front of me; the vast expanse of another dimension. It took my breath away. As did another of the changes, although for a different reason. I entered a small research station on Xen and was greeted by a human voice. It was a glitchy recorded voice, claiming that the user’s death was imminent. A few steps further and I found the source: a headcrab zombie, clad in an HEV suit.
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It shocked me first because it was the only human voice I’d heard since I’d arrived (that wasn’t telepathically fired at me). Mostly though, it was because it hammered home how we weren’t in Kansas anymore. The HEV suit might have protected us before but now it was clear that all bets were off. It wasn’t even the thought of death that did it because there’s the constant, uncomfortable knowledge that the poor bastard inside that HEV suit is still, cruelly, alive.
Unfortunately, these moments become sparse as you progress through Xen. The original Xen was fairly lengthy but in their efforts to reimagine the borderworld, Crowbar Collective have made it about three times longer. Not the best move as it does start to grate. It does look a lot better - and there are a few new creature types to grapple with - but Gordon is so strong by that point that it feels a lot like a drag. Especially when there are levels that charge your health, shields and ammo all at once. As a result, there are numerous moments where you think you’re about to hit the final boss but then it just carries on. The most notable one being a long lift ride upwards, complete with fantastic music, a super powered reverse vacuum cleaner and a load of flying enemies. It felt like some strange parallel universe Luigi’s Mansion. Fantastic fun.
But then it ended and we were right back to riding conveyor belts, which was a bit disappointing really. Everything after that began to feel like a slog. Still, the redesign of Xen - and the game in general - has been a good one. I would actually recommend new players to play Black Mesa over the original Half-Life. The changes are positive on the whole but crucially it serves to enhance the great atmosphere, imaginative enemies and nice storyline of the original. It may have taken a long, long time in the oven but, aside from a few blemishes, Black Mesa has turned out to be quite the delicious dish. Pros - Gunplay has been tightened up - Level design has some good improvements - The original setpieces are as good as ever - Nails the spooky atmosphere - Great soundtrack Cons - Xen stretches on for far too long - The first person platforming is agonising - AI is a bit odd Black Mesa Developer: Crowbar Collective Release Date: March 6th 2020 Play it on: Windows, Linux Played on: Windows
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milliethesillie · 7 years
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Time for a stupid review rant
Beat Superstar Saga HD..... I’m still stupidly mixed on it. Also spoilers pretty early on in the review because I’m fresh off of it and I’m going on how I feel about stuff
Visuals: at a first glance its gorgeous but theres alot of little things that suffer because of it. Lets take chucklehuck woods for example. The lighting is cool how it peeks through the trees but because of the lighting it makes bean spots harder to see. Then theres alot of attacks that are much harder to dodge because they’re models instead of sprites. 2 examples are the poison clouds fired by the blobs in Jokes end and Cackletta’s soul’s fire attack. They’re prettier but its alot harder to tell where the attack ends and starts. Cackletta’s soul fire is a major offender because its impossible to tell if its even on the ground yet or not so I’m jumping over fire that isn’t there yet. You know the final boss fight is a good summarization of how I feel about the visuals. Cackletta’ Soul is visually terrifying and amazing and i love it but she’s got so many attacks thats near impossible to tell where the are spacially, her fire, to a lesser extent her thunder, and her carousel of arms which used to be one of her starting attacks easier attacks became a Mario Killer because I could not tell when it was going to hit the guy. and apparently alpha dream knew this because its no longer a starting attack and she now only uses it late in the fight. Also I swear everything moves a fraction of a second slower then it did in Superstar Saga. I mean the game looks good i guess but the graphics effect gameplay negatively and the original sprites of everyone just popped out more so.... I was going to say next but I forgot to mention a small number of the unique designed enemies were replaced with typical vanilla Mario enemies and this does fit in visuals so there.... Thats the complaint. and the toads from little fungi town are boring now.
Music: Lets get the easy crap out of the way. All overworld themes sounds just like they did in the GBA cept with more modern instraments and they are good.... However Those aren’t the tracks that I care about. So lets go over the ones I do care about. First the Main battle theme: So apparently all trumpets were brutally murdered right before the development of this game because the trumpety tracks from Superstar Saga features little to no trumpets. Main battle theme being one of them. Technically speaking theres already an HD version of this theme with trumpets from Paper Jam but they messed up some of the notes and for someone who’s played Superstar saga so much its just impossible to listen to that and not notice. Superstar Saga HD’s battle theme got the notes right.... and whatever the instrament they use is ok.... But I still prefer the 8-bit trumpets.... or modern trumpets where they don’t mess up the notes but apparently thats not possible. Ok So next is the Main boss theme: while the original lacked trumpets to be murdered for the remake I’m still iffy on how to feel about the new one. Mainly because I have no idea what the main instrument is. Like I want to say the new one is better but that weird main instrument almost sounds... muffled for lack of a better term. Moving on because thats honestly just taste. Popples Theme: They murdered the trumpets but I still really like this one. First battle theme that I can say is on par with the original no question. Those were the main ones that I was worried about going into the game so the other ones just get a pass in my book. So yeah overall.... Some of them work.... Others not so much but..... eh?
Gameplay Changes: Ugh where to begin on this one. Lets start with out of battle stuff because this will take less time. Mario and Luigi can no longer swap places manually. Now instead you press L or R to swap through a long line of moves and Mario and Luigi will swap places when that move is selected. This means no more annoying the front bro by hitting or handing them before learning the required move which stinks and unless you’re using the touch screen going through your moves is alot more tedious. Invisible Bean spots are now visible so you don’t need to walk around with small mario and look for an exclamation point. THey added blocks that carry cassette tapes that contain the games music both old and new so I can dig that. The Mush badge got nerfed so you can’t cheese the game with it anymore and believe me I tried (99 regular, supers and 80 ultras plus whever 1-ups and goldens I had and I didn’t feel that cheesey).  They probably needed to do that to make sure the game wasn’t impossibly easy.
Difficulty: So lets talk about how the game is easier. So Mario and Luigi’s stats are naturally higher then they were in the original, and they forgot to balance that with the stats of the first two areas, so you’re going to kill the first boss in 2 turns and the mini boss of the next area as well as the dragon atop hoohoo mountain.... Ok fine maybe 4. Queen Bean and Popple and Rookie 1 seemed less fragile but the overworld enemies were still babies, this made me constantly paranoid about if the game was ever going to get hard or make me try because I was missing alot of counters and still wining. It almost balances out... and I know I was never overleveled because of one thing that paper jam started doing that I hated. You see every enemies level.... Why? The game is stupidly easy for the first few areas so you never should feel like you have to grind. Plus enemies always go for you. Mario and Luigi games are designed that if you just kill every enemy that starts a fight with you or whatever gets in your way you will level up enough to fight whatever boss is next. You should never feel underleveled unless you’re speedrunning the game. Oh yeah I forgot to mention some other things. THe basic jump hits twice when done correctly which makes it just plain better then your hammer and hands 87% of the time. Countering hammers can’t be dropped but I mean they were doing that one since Parters in Time... although I didn’t find out till late in Bowsers inside story, but I was hoping they’d keep the old droppy hammers. And then theres your bros attacks. Even on the normal difficulty for the attacks the screen still turns dark and gives you a prompt so practicing isn’t really nessecary especially with the the colored spiky background box prompt being replaced with a circle slowly shrinking to show you when exactly to hit it. The only bros attack I can’t consistently excellent is cyclone bros because apparently I’m not as good at button mashing as I thought. But yeah I could rant forever about how the game is alot easier.... But I was gladly surprised when Cackletta’s soul threw me a curve ball. I might have complained earlier but I still liked this fight alot. It was beating me up and I almost died alot. It was a really fun and sometimes frustrating fight and the first victory I felt like I actually earned. 
Things they added: Welp theres Minion Quest.... which is a non game with a somewhat enjoyable story... Theres amiibo support.... which gives you 3 of each bean and a random piece of equipment that you can already get in game.... Thats it. I was really disappointed when I found out theres no X Bosses in this game. How hard can they be to add? Just buff some stats and boom you’re done! I know exactly where to put it too! The arcade machine in little fungi town with a towel over it! It would be perfect there! But yeah aside from a few minor things theres else nothing major added.
Final Verdict: Idk. I’m willing to admit I’m overly harsh on this game but I don’t see this as better then the original. If you don’t have the original super star Saga  get in on VC or emulator. If you have played it I’d still recommend this. I don’t think its as good but its still a good game. I’d Recommend this over Paper Jam! Heck play Super star saga twice and paper jam 0 times! Its pefect. Whatever I’m tired leave me alone
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