User:RandomYoshi: Difference between revisions
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|Luigi | |Luigi | ||
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|[[ | |[[Chief Chilly]] | ||
|Wario | |Wario | ||
|} | |} | ||
The reason why I think that the above are fitting is because Mario is known for stomping Goombas to death, Luigi is known for defeating King Boo, and Wario seems to be the strong one, but yet he can't manage to take | The reason why I think that the above are fitting is because Mario is known for stomping Goombas to death, Luigi is known for defeating King Boo, and Wario seems to be the strong one, but yet he can't manage to take Chief Chilly down. | ||
|- | |- | ||
|''[[Super Mario Sunshine]]'' | |''[[Super Mario Sunshine]]'' | ||
|I don't enjoy this one that much, but it still has some cool parts – notably [[Yoshi]]. Another thing I like in this game would be the platforming-heavy [[ | |I don't enjoy this one that much, but it still has some cool parts – notably [[Yoshi]]. Another thing I like in this game would be the platforming-heavy [[FLUDD]]-less levels that really puts you platforming-skills to test. | ||
|- | |- | ||
|''[[New Super Mario Bros.]]'' | |''[[New Super Mario Bros.]]'' | ||
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|rowspan=3|''[[WarioWare]]'' | |rowspan=3|''[[WarioWare]]'' | ||
|''[[WarioWare, Inc.:Minigame Mania]]'' | |''[[WarioWare, Inc.: Minigame Mania]]'' | ||
|This is a funky game. It's totally druggy, and it makes me feel totally derp after having played it for about two hours every day in a week. I love this game, and I love the microgames in it. The music is also good. | |This is a funky game. It's totally druggy, and it makes me feel totally derp after having played it for about two hours every day in a week. I love this game, and I love the microgames in it. The music is also good. | ||
|- | |- |
Revision as of 07:22, March 23, 2012
Hi there! I didn't notice you! You need to be LOUDER for me to recognise you. Thanks, I can now hear you! Now when we have that settled: welcome to the userpage for RandomYoshi(or, in short, me)!
Who's online: Setta3434, Yoshifanboyonmariowiki, Apikachu68, Trunkit06, PopitTart, CaXaP, Kiri-san, Axii, IS2, Results May Vary, Hope(N Forever), Sdman213, RHG1951, Doc von Schmeltwick, Ahemtoday, Raffina Higashikata, Sparks, QuarioQuario, YoshiPrower542, Chon, Mario's biggest fan, Sticklyman, Jcharlesk, Mario, TheChaseExp, Pikmin theories, Hero Vladimir, ChristopherPAraujo, GonzalezGamingFan, TheGreenBeetle
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Ohey, I have some userboxes! Yays! They'll soon be accompanied with other userboxes, though.
Contents
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Warning: Display title "RandomYoshi's drafts" overrides earlier display title "<span style="font-family:Courier New;font-size:24px;background:#000;color:#FFA500;">Kazooie</span>".My drafts are going to be made here. Want anything changed? Tell me! :D Super Paper Mario levelsHere is where I will write about all levels in Super Paper Mario. I will attempt to keep them as detailed as possible. Articles will be updated whenever I feel like the section is good enough. Lineland RoadChapter 1-1: The Adventure Unfolds
On Mario's way to the far right of the section, he sees the game's first enemies, a Goomba and a Squiglet. He also encounters the game's first Brick Blocks, the game's first Question Blocks, and the game's first Warp Pipes. He also sees a seemingly blocked off door. When Mario gets to the far right of this section, he notices Bestovius's house. He also encounters a Save Block there. When Mario enters Bestovius's house, he observes that the room he enters does not contain another door. When Tippi notices that Mario is stuck, she gives him a short tutorial on how to use her Tattle ability. Mario successfully uses this ability on a wall in the seemingly empty room, discovering a door in the process. When Mario enters this door, he meets Bestovius. Upon meeting Bestovius, Mario asks him if he can provide him with the Flip ability, an ability that enables Mario to flip between 2-D and 3-D. Bestovius is sceptical about the offer, saying that Mario is not the real hero that the Light Prognosticus predicted to appear. To ensure that Mario is the hero, he asks him to pay a fee of ten thousand Coins. Mario declines this offer, whereupon Bestovius lowers the price to all Coins Mario currently has. Should Mario decline the offer yet another time, the ability does not cost anything at all. Upon receiving this ability, Mario is able to proceed through the seemingly blocked off door, which takes him to the second portion of this stage. While there, he has to use the flipping ability to pass an otherwise insurmountable Warp Pipe. He also observes the game's first Koopa Troopas. Afterwards, he is faced with a gap too large for him to leap over. He has to utilise the Flip ability once again to find that there is a pathway in the background, which Mario passes. Having done so, he encounters the game's first Sproing-Oing, and the game's first Squig. Upon making it to the third section of the level, Mario encounters some high walls. He can chose between either jumping onto the Brick Blocks that are positioned before a wall, or to Flip to 3-D. If he chooses the second alternative, he sees that there are several Squiglets hiding behind each wall. When he makes it to the fourth section, he is able to use the game's first Star. He then makes his way to the end of the section, defeating each enemy he passes in the process. In this section, the first Paragoombas, and the first Piranha Plants are seen. Upon reaching the rightmost part of this area, he sees a Star Door that takes him to the fifth and final section of the level, where he locates a Star Block, ending the level. Catch Cards
Map Spots
Mount LinelandChapter 1-2: Afoot in the Foothills
This level begins with Mario having to ascend some mountains using conveyor-belt-like mechanics. He also sees some Koopa Paratroopas and some Koopa Troopas. Mario may use a secondary path to get to the second area of the level. This path involves Mario flipping to 3-D, whereupon he spots that there is a pathway in the background that leads to a door – a door that takes Mario to the second part of the level. When Mario enters the second section of the level after riding the conveyor-belt-like contraptions, he sees some Koopa Troopas and Koopa Paratroopas. He may Flip to 3-D here, whereupon he reveals a block that when hit erects a ladder. Upon climbing the newly-erected ladder, he is taken to some sort of Coin Heaven. But if he enters the section from the other path as mentioned above, he is greeted by a block that when hit makes a ladder appear. He will then appear near said Koopa Troopas and Koopa Paratroopas. When he reaches the middle of this section, he is greeted by numerous Spiky Tromps and Spiny Tromps. These enemies will be rolling down a slope that Mario must move along with. As the amount of Spiky Tromps and Spiny Tromps is endless, Mario has to Flip to 3-D to avoid them. Reaching the end of the slope, he finds a Star Door that takes him to the third section of the level. Upon entering the third section of the level, Mario sees a chasm too large for him to leap. He will see a Warp Pipe that takes him to the background. While there, Mario has to enter Red's house. After helping Red back to 2-D, Red will ask Mario about his favourite colour. Mario answers the question, and Red lowers the bridge, allowing Mario to enter Yold Town. When there, Mario has to enter a building. This building contains a Warp Pipe that takes him to a basement that contains Whomps. He enters another room where he recruits Thoreau, the second Pixl of Super Paper Mario. With Thoreau in the party, Mario has to pay Watchitt, the mayor of the town, a visit. At first, the mayor is suspicious to whether Mario really is the legendary hero spoken of in the Light Prognosticus or not, though his views on the matter change when he sees that he has recruited Thoreau. Having confirmed that Mario is the legendary hero, Watchitt calls Green, telling him to accept Mario's eventual request consisting of lowering the bridge. When he does this, Green asks Mario about his favourite colour. After Green hears the answer, he throws Mario outside, saying that Mario should be more decisive about his favourite colour. Upon crossing the bridge, Mario is greeted by a Star Block, ending the level. Catch Cards
Map Spots
Yold DesertChapter 1-3: The Sands of Yold
Arriving at Yold Desert, Mario has to make his way to Yold Ruins. He has to travel all the way to the right in the desert's first section. While he is making his way to the right, he notices that there is a differently-coloured tree. It differs from the other trees as this tree, unlike the other trees that are coloured in green, is coloured in red. He also sees some Bald Clefts, Koopa Troopas, Goombas, and Boomboxers. Upon reaching the far right, he should Flip while standing near a stone with an arrow on it. This reveals a pathway for Mario to take to the foreground of the desert. Here, Mario finds another path. While taking this path, Mario observes some Cherbils. Upon reaching the very end of the road, he sees a stone with an inscription saying that "he who leapeth beneath the red tree ten times will be rewarded." Heeding this advice, Mario returns to the red tree and leaps beneath it ten times. Upon doing so, a Star Door appears. Taking the recently-appeared Door, Mario appears at the second area of the desert. When there, he immediately sees a Squig, some Brick Blocks, a Springboard, a Coin Block, a puddle of quicksand, and some conveyor-belt-like mechanics. While there, he has to use the Springboard to take him to the conveyor-belt-like mechanics, subsequently taking him to the other side of the aforementioned puddle of quicksand. Now at the other side of the puddle of quicksand, he observes four Brick Blocks. The first one contains a Zombie Shroom, the second and third contain a single Coin, and the fourth is just a normal Brick Block. Proceeding forward, Mario notices a fairly large puddle of quicksand. For him to make his way across this time, he has to Flip to 3-D to reveal a hidden path in the middle of the puddle. When Mario finishes crossing the hidden path above the puddle of quicksand, he sees a Springboard, some Brick Blocks obscuring an ! Switch, and another puddle of quicksand. Here, Mario has to use the Springboard to make his way to the other side of the set of Brick Blocks surrounding the ! Switch. There he finds an opening in the blockage, allowing him to, with the aid of Thoreau, activate the Switch. When the Switch is activated, some conveyor-belt-like mechanics appears. Mario rides the conveyor-belt-like mechanics, whereupon he lands on the other end of the aforementioned puddle of quicksand. When Mario makes his way here, he finds a Save Block, a Star Door that takes him to the third section of the desert, and a Warp Pipe. For him to reach the Warp Pipe, he has to Flip to 3-D near the Save Block, allowing him to access the Warp Pipe. Inside, there are some Coin Blocks, half of them only visible in 3-D. Upon reaching the third section of the desert, Mario is greeted by O'Chunks, one of Count Bleck's henchmen. Mario and O'Chunks fights. Eventually, the plumber defeats the henchman, whereupon O'Chunks takes off to the skies by farting, and a Star Door appears. Upon taking the recently-appeared Star Door, Mario appears in the fourth section of the desert. Here he has to jump onto a moving platform to take him to a Star Door that takes him to another section of the desert, where he finds a statue that, after Mario has flipped to 3-D, says that Mario should press Catch Cards
Map Spots
Yold RuinsChapter 1-4: Monster of the Ruins
As Mario arrives at the Yold Ruins he is faced with a corridor. Walking along the corridor, he encounters a single Squiglet and a Star Door that he must take to get deeper into the ruins. Having taken said Star Door, the plumber appears in another room. In this room he is greeted by some Buzzy Beetles, a Firebar, some puddles of quicksand, a Squig, and a Squiglet. For him to complete this room he has to first dodge the Buzzy Beetle, then have to leap a puddle of quicksand. Afterwards he faces another Buzzy Beetle, followed by two Blocks, the aforementioned Question Block, and the aforementioned Firebar. Here he may leap onto the Question Block to reach one of the other blocks, subsequently reaching two otherwise inaccessible paths of the room. The path to the left contains a Buzzy Beetle and, later on, a Squiglet. The right path contains a Squig and a ladder, with the latter taking Mario to a Treasure Chest that contains a Life Shroom. Retracing his steps, he should make his way to the Star Door to the right of the room, enabling him to go deeper into the Ruins. Having taken the secondly abovementioned Star Door, Mario appears in a room with more Firebars than the last room he visited. For Mario to easily dodge them, he can Flip to 3-D, enabling him to walk directly past them. While making his way to the right end of this room, he encounters a locked door in the middle of the room. Making it to the end of the room, he notices a Star Door that appears to be floating in thin air. Here Mario Flips to 3-D, whereupon he sees a Squiglet, and some thin, yellow Blocks with arrows on them placed beneath the Star Door. When he hits them, they flip from 3-D to 2-D, enabling him to proceed. After having taken the Star Door, he immediately sees two Spiky Tromps, and a ladder. Climbing the ladder, he reaches a small platform where a Treasure Chest is found. Having discovered the abovementioned Treasure Chest, Mario opens it, finding a Key. With the newly-acquired Key in his possession, Mario should retrace his steps to the previous room where he opens the locked Star Door found in the middle of the corridor, enabling him to proceed deeper into the ruins. Immediately after going through the Star Door, a Save Block is seen. Moving leftwards, Mario first spots a Buzzy Beetle, then a formation of Blocks — one line of blocks alternating from a Question Block to a normal Block, and a concentrated collection of more blocks above the line of blocks — located above a puddle of quicksand, then a single Squiglet, then two Spiny Tromps, and finally a Squig and two Star Doors, one located on a platform slightly above-floor and one located closer to the floor. When Mario sees that the Star Door found near the floor is locked, he Flips, revealing a Question Block only visible in 3-D. Jumping onto the Question Block, he is able to access the previously mentioned Star Door located slightly above the floor, taking him to a new room. Here, Mario finds a corridor. Walking down the corridor, he finds a Warp Pipe that spawns Squiglets. He also finds a ladder. Taking the ladder, he notices an Exclamation Point Switch located on the ceiling. For Mario to activate the switch he has to grab a Squiglet with Thoreau and then fling the Squiglet at the switch. Having hit the Exclamation Mark Switch, Mario leaves the room, finding that the abovementioned formation of blocks has changed their appearance from before. Using Thoreau, Mario is able to get hold of the Key. Using the newly acquired Key, Mario unlocks the locked Star Door, entering a new room in which Mario sees a Star Door suspended in mid-air. For the plumber to enter the Star Door, he has to utilise Tippi's Tattle ability to find a hidden platform beneath the Star Door. Having found the platform, Mario enters the Star Door, proceeding deeper into the Ruins. Having gone through the Star Door, Mario finds himself in a room with two Firebars, a couple of Buzzy Beetles, a locked Star Door and a frame of blocks surrounding a Key. Here, Mario Flips to 3-D, enabling him to collect the Key. Mario then unlocks the Star Door, allowing for deeper exploration of the Ruins. Finding himself in the new room, he immediately notices a Springboard that he should jump onto. Having jumped onto the Springboard, he notices a Star Door in mid-air and also a corridor leading to the left. Heading rightward, he should then Flip to 3-D, revealing a hidden ladder that he should climb. After having climbed the ladder, he then needs to walk all the way to the left, finding an Exclamation Point Switch that he presses, releasing numerous Spiny Tromps rolling towards Mario. He also notices that hitting the switch reveals a large, red Exclamation Point Switch found in the middle of the room that he should press. Pressing the switch, a hole in the ground appears, filling up the gap below, enabling Mario to access the previously inaccessible Star Door, allowing him to get deeper into the Ruins. Having gone through the door, he finds himself in a room with four red Exclamation Mark Switches. He should then Flip to 3-D, making numbers on the side of the blocks visible. The numbers are, from left to right: 2, 4, 1, 3. He should then hit the blocks in the order as shown on the numbers, where 1 means the first block to be hit and 4 means the last block to be hit. Having done so, a staircase is created. Climbing the newly-created staircase, he sees a Save Block, a Question Block that contains a Super Mushroom, and a Warp Pipe. When Mario takes the Warp Pipe, he finds himself outside. Here he fights Fracktail, Super Paper Mario's first chapter boss. Having defeated Fracktail, a Warp Pipe is erected. Upon taking the Warp Pipe, he meets Merlumina, who tells Mario about her childhood. He also receives the second Pure Heart in, ending the chapter. Catch Cards
Map Spots
Gloam ValleyChapter 2-1: Bogging to Merlee's
Like all Chapters in Super Paper Mario, the Chapter begins with the environment being painted up before Mario and Peach enter the Chapter. The first enemies Mario and Peach face are Red Paratroopas and one Spiky Goomba. They also face a gap with water below it where Mario's jumping is not enough to leap the distance that crossing the gap requires – for the player to proceed here, Princess Peach needs to use her Parasol ability to safely glide over to the next side of the gap. Having crossed the gap, Peach and Mario finds several, small platforms floating in the water that dips down in the water when stood on, and they also finds Super Paper Mario's first instance of Cheep-Cheeps. Upon trespassing to the rightmost end of the area, Mario and Peach finds a locked Star Door. Upon Flipping to 3-D, Mario can notice a green arrow pointing downwards, indicating they have to backtrack a little. Heeding this hint, they backtrack until they find a platform placed in-between the second and third less stable platforms. On this platform, Mario can Flip to spot two blocks with arrows on them that when hit change their orientation to the second dimension. Then Mario (or alternatively, Peach) can make their way across the platforms located at the top of the area until reaching a Warp Pipe that they enter. The Warp Pipe leads to a small room with two Squiglets and a Squig that when defeated yield a Treasure Chest that contains a Door Key. With the newly-acquired Door Key, Mario and Peach should make their way down to the previously mentioned locked-off Star Door and unlock it, thereby enabling them to progress further into the Chapter. Doing so, they find a Question Block containing a Pal Pill; they also find that this section of the level mostly has Paragoombas and Red Paratroopas. They also find a Star Door located at the middle of the area, and should they enter that door then they meet Lock. They also find a Warp Pipe that they can use as a platform to reach a higher platform that then can allow Mario to move even higher up. Having done so, the player should switch from Mario to Peach in order to use her Parasol Glide to safely glide across the platforms above, eventually reaching a Warp Pipe that takes Peach to the Level's background. While there, Peach has to traverse the platforms to access a blue Exclamation Mark Switch that when hit reveals a second Star Door in the foreground. Then the player should backtrack until they reach the now-visible Star Door and enter it. Upon entering the rightmost Star Door, Mario and Peach find themselves in a section of the level that contains a Question Block with a Star in it. Then they should make their way towards the end of this section – and as an effect of the Star, they crush everything in their path. At the end of the section, a Save Block and a Star Door is found. Taking the Star Door, Mario and Peach enter the next section of the chapter. In this section, they find a Question Mark Block containing a Slow Flower, followed with a puddle of water that has two Cheep Cheep and a platform that dips down into the water when stood on. There are also some Blocks above the puddle of water. After crossing the puddle of water, they find a Question Block containing a Mushroom and a small pillar of Blocks, and a Warp Pipe. They can use the small pillar of Blocks as a platform to gain access to the set of Blocks above the recently-passed puddle of water. Crossing these Blocks, Mario must Flip to 3-D to find a Flip Block. Climbing the Flip Block, they find a line of Coins, a Squiglet and a Question Mark Block containing a Happy Flower. Taking the aforementioned Warp Pipe, they find themselves in a room with an invisible Exclamation Mark Switch that they must hit to make another Warp Pipe appear. This Warp Pipe takes them to a room with a Growmeba in it. A small section of the wall has a crack on it. When the Growmeba is defeated, a Treasure Chest appears. This Treasure Chest contains Boomer, the Bomb Pixl. With Boomer in the party, they retrace their steps back aboveground. Proceeding to the right, they find a Rawbus blocking their path. To proceed here, Mario must flip to 3-D, pass the Rawbus and then flip back to 2-D. Then they face a blockade of Brick Blocks that, in order to pass, they should detonate using Boomer. Then they reach four Star Doors. The first Star Door takes them to the bottom of a room, the second Star Door takes them to the bottom or another room, the third one takes them to the top of the room the second Star Door takes them to, and the fourth one takes them to the top of the room the first Star Door takes them to. They should enter the fourth Star Door, flip to reveal four Brick Blocks only visible in 3-D, place Boomer on these Brick Blocks, creating a hole they can fall through. When they fall through the newly-created hole, they land on a middle section of the room, finding an Exclamation Mark Switch. They should hit this switch. Having done so, a Star Door is created. Then they should flip to 3-D, place Boomer on top of some Brick Blocks, creating a hole they fall through, then exit through the Star Door that they find at the bottom of the room. Then they should enter the newly-created Star Door. Having done so, they find a Star Block, ending the level. Catch Cards
Map Spots
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Series | Sub-series | Game | My opinion | ||||||
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Mario | Super Mario | Super Mario Bros. Deluxe | I think that it's an alright game. While I acknowledge that it's easier than the original, I still enjoy playing it to this date. Best theme in this game is the Underwater Theme. | ||||||
Super Mario World | I totally love this one. I love that you can explore the whole game the way you can in this one, that being that you can go from level to level in such a way that you feel that you really are on the island that you are on. | ||||||||
Super Mario 64 | This one has always been one of my favourites. My favourite ability in this game is the Wall Jump, and I use it whenever I feel like it, which is almost everywhere. I like the fact that you can take the stars out of order, which is something I even do in Big Boo's Haunt. I do this by using the wonderful Wall Jump, combining it with the Triple Jump, and then I'm all set! | ||||||||
Super Mario 64 DS | Being the remake of Super Mario 64, it has many things that are the same as in the original. I haven't collected all 150 Power Stars in it yet, but I am going to do it some time in the future. I like the minigames that you can unlock, and I think that having Yoshi, Luigi and Wario as playable characters is a nice addition to the game. I do happen to like the mini-bosses that you have to face in order to unlock the characters, and I also think that they managed to fit the boss with the unlocked character as well.
The reason why I think that the above are fitting is because Mario is known for stomping Goombas to death, Luigi is known for defeating King Boo, and Wario seems to be the strong one, but yet he can't manage to take Chief Chilly down. | ||||||||
Super Mario Sunshine | I don't enjoy this one that much, but it still has some cool parts – notably Yoshi. Another thing I like in this game would be the platforming-heavy FLUDD-less levels that really puts you platforming-skills to test. | ||||||||
New Super Mario Bros. | I managed to beat Bowser just after having had this game for about two days, which made me think that it was way too easy. I haven't gotten all Star Coins in this game, though, so that might make it a bit more difficult. | ||||||||
New Super Mario Bros. Wii | I don't really like this one that much. The game engine in this one is a bit too slow for my liking, so I never really cared about this game that much. I did get all Star Coins in it, however, and I am considering re-playing it with a different mindset to see its positive sides. | ||||||||
Super Mario Galaxy | I really like this one. I think that it really makes use of the gimmick that the game is built on, and I totally love screwing around with it. I don't appreciate the fact that most, if not all the Stars are too easy to procure, but oh well. | ||||||||
Super Mario Galaxy 2 | This game took what the sequel missed, and added that: difficulty, Yoshi, better levels – you name it. I think that the original made better use of the Gravity-gimmick, however. It has awesome music, so it also gets plus-points for that. | ||||||||
Super Mario 3D Land | I think that this one is on the easy side, but that is only if you only want the five 'normal' stars as a rank to your file. If you want the 'sparkling' stars, that's difficult, so that is something that I enjoy about it. The way the 3D-elements are implemented is nice, and it makes you want to play it with the effect turned on. | ||||||||
Super Mario Advance | Super Mario Advance | I enjoyed this one. It's different from the other games, but not so different that Super Mario Sunshine is to the other games. I always pick Toad in this game, because his stats are the only ones that are similar to Mario's stats in the original Super Mario Bros.. | |||||||
Super Mario Advance 4: Super Mario Bros. 3 | I like the fact that you can explore the individual worlds in a semi-Super Mario World-like style. Although I don't use them that much, I still say that having items in an inventory-like-thing is pretty cool. Despite me having had this game for nine years, I still haven't finished it. | ||||||||
Mario Party | Mario Party | I think that the boards in this one are a bit lack-luster. Sure, they all have the usual 'get 20 Coins, buy a Star for that much'-hing going on, and that's cool and all. The item-system in this one is way too luck-based, so that's a thing I don't like about it. The minigames are totally OK, however. | |||||||
Mario Party 2 | I don't appreciate that they remade minigames that were in the original, but since they fixed some bad stuff that were in the original versions of the minigames – I'm fine with that. I like the boards in it, and I enjoy that you actually buy your items prior to using them. The duel minigames here lack in quantity, but that is made up by the quality of them. | ||||||||
Mario Party 3 | This is my absolute favourite game in the Mario Party-series by far. The duel boards are awesome, and I love the mode in general. Every theme from this game has a nostalgic feel for me, which may be because I played this game extensively when I was a about 7 years old. The minigames in this one are totally sweet. The items in this one are all awesome, especially the Reverse Mushroom – it's so fun to use because you can disregard the set way that you have to go when you are going forwards. I also totally love the Story Mode of this game, which makes sure that you get to play on all boards under normal circumstances, as opposed to setting an absurdly high handicap to oneself, winning because you cheated your way to victory. | ||||||||
Mario Party 4 | This one has a soundtrack which almost rivals the third one's soundtrack, but it isn't the best; it's one of the best, not the best. It has the best minigame in Mario Party-history ever, which is awesome. I like this one too, because you can measure how many times you can hit ![]() | ||||||||
Mario Party 5 | In this game, we have the Capsules that are the items. The way the Capsules are distributed to players appeal to me, and the way you can utilise them as well. I like the way you can use Capsules because it makes Mario Party 5 the only game in which you may land on a space that, in turn, gives you a Mushroom for you to use the next turn. The minigames are fine, but there are some luck-based ones that I absolutely hate. The music in this game is quite nice. This game's Story Mode can be somewhat lacking at times, but it isn't that bad. The boards here are too small for my liking, and this applies to Party Mode as well. | ||||||||
Mario Party 6 | This is my 2nd favourite game in the Mario Party series, mainly because of the music, the graphics, and the boards. The music is jazzy and awesome like that, the graphics are really, really fitting to the kind of game it is, and some boards are just way too good. I like the Star Sprint minigame, which is because it's something out of the norm. The Solo Mode in this one is a good way of grinding Stars, so I do this all the time to make me have a lot of them. | ||||||||
Mario Party 7 | I usually criticise this game for having boaring boards, and that playing the boards take up way too much time and such. Something which I almost always look over when I do this is the fact that the minigames in this game are good, skill-based, and fun. That eight players can play this game all at once is a cool thing Hudson managed to incorporate pretty well, too. The Solo Cruise in this game makes for interesting challenges. | ||||||||
Mario Party 8 | Mario Party 8's main problem is the minigames that all totally depend on the Wii's motion controls, which just doesn't feel correct with me. The boards in this one are somewhat poor, with the last one being a prime example of that. Sure, that opinion is based on my common hatred towards boards that work in the same gimmick, but oh well. The Story Mode in this one is decent, and I don't have anything to add there. This game's music is boring to listen to, with only the main boards having good themes. | ||||||||
Mario Party 9 | Mario Party 9's main problem is almost EVERYTHING ABOUT ITS META-GAME! The Mini Stars sucks because they are the only things that count in regards to how you are placed in relation to other players, reducing any skill you might have into dust. Because everyone moves at the same time, and you can only move forward, any Mini Stars that you pass when it isn't your turn will make you automatically lose any chance of you ever getting them. In the other Mario Parties, if someone goes past the Star Space and can't afford it, then you always got another chance at it. In this one, that is obviously not true, agitating me to insanity! However, there is one good thing with it, and that would be the minigames. The minigames in this game are skill-based and actually make use of the buttons on the controller, something which Mario Party 8 should have done. The Boss minigames in this one are nice, but the Captain Bonus is not. The whole thing with the 'Captain Events!' is codswallop, because it makes the Captain OP. | ||||||||
Mario Party Advance | This one is very different from the other games in the series. The whole thing with the car is not a very likeable thing for me, and I don't particularly enjoy that you only have a limited amount of turns to do something which isn't anything that resembles the original Mario Party-formula at all. I do enjoy the fact that you have to play as Yoshi once, Peach once, and either Mario or Luigi once in order to get everything, though. Music isn't original in this game, but the themes that are used are totally OK. Some Gadgets are really weird, but that's nothing to make a rant about. | ||||||||
Mario Party DS | The boards in this game are somewhat small in size, and some of the events are somewhat terrible. I like that you can obtain multiple items at once when you are accruing items from item-stores, however. The Story Mode is nice, and the unlockables in it are OK, although some are ridiculous. Music in this game isn't anything special, but since it's in a Mario Party game, it has good music when it comes to the boards. Minigames in this one are sometimes bad, sometimes good – I can't have an opinion about them that doesn't change every week, so that's the best you're going to get from me. | ||||||||
Mario Kart | Mario Kart: Super Circuit | Haven't played much of this one, so I really can't say much at all about this one. I can say that I like the fact that it technically has two screens, making more strategical approaches possible. | |||||||
Mario Kart: Double Dash!! | This game has a nostalgic feel for me. This was also the game that made me like Baby Mario and Baby Luigi, which is just because of their awesome special item – the Chain Chomp. I like the courses in this one, and it's Rainbow Road is awesome – both the way it's designed, and the music which plays. The karts are OK. The battle-courses are also OK. | ||||||||
Mario Kart DS | The best Mario Kart game by far. The Snaking makes for interesting ways to play it, and I like the challenges the game has in store for you. Its courses are awesome. The items in it are OK, and the karts are also OK. I love how the Rainbow Road has a loop and a heart-roll. | ||||||||
Mario Kart Wii | The mini-turbo in this one sucks. It feels like it takes me several years to get the simplest stage of it, and I have to wait even longer to get the final stage of it. Something else that isn't enjoyable in this one is the bikes, because they are way too OP for you to even care about picking karts. I also have absolutely no skill in this game whatsoever, so I can't even complete the Mirror cups. | ||||||||
Mario Kart 7 | The title of this thing is seriously messed up, but that can slide. The way the 3D-effect is implemented here is in a good way. The return of Coins in this game is done in a good way. I like that the tricks from Mario Kart Wii return, and how they made what character you choose not matter that much at all. | ||||||||
Mario & Luigi | Mario & Luigi: Superstar Saga | Oh the awesomeness that was had with this game. This game is a perfect way to show us what the battle-system in the series is all like, and the humour is just brilliant. The story is something you wouldn't expect from a Mario game, because it has a PLOT TWIST! OH MY GOD! The music is wonderful. The bosses are nice, and the game has a constant flow to it. The attacks you gain are balanced, and this applies to the Bros. Attacks as well. Fawful is also one of the most hilarious character I've ever seen, so the game gets a plus for that as well. | |||||||
Mario & Luigi: Partners in Time | That the babies are in this game makes me happy. Actually, I did a run of this game where I was only allowed to use them, which turned out to be an interesting challenge, which may be because I couldn't use Copy Flowers – my favourite item to use in battle. The music in this game isn't that remarkable, but when it gets good, it gets good. Stuffwell is also another adorable character in this game.
Sure, I know that this game has gotten critique for being so linear with its plot, and while this is true, I really don't think that it deters the experience you get from actually playing it. | ||||||||
Mario & Luigi: Bowser's Inside Story | Bowser is playable. Instant awesome there. Music is almost too epic, and it is very fitting as well. I also do happen to enjoy the way the Bros-attacks are handled, and that they managed to incorporate Bowser's minions following him is a positive thing. Fawful returning as the main bad is just hilarious and terrific. | ||||||||
Paper Mario | Paper Mario | I enjoy this game and how it works. The music is nice. The bosses are quite remember-able, and the 'dungeons' that you have to pass are also somewhat remember-able. The massive trading-quest is nicely pulled off, and it makes you eager to see what person is going to need the next letter, which in effect makes you progress in the game. Speaking of progressing in the game – I have always thought that this game is easy to get 100% in, but that's only if you include the levels, Badges and Star Pieces, however. | |||||||
Paper Mario: The Thousand Year Door | Many people say that this game is the best in the series. I say that it ties with Paper Mario. My main reason behind this is that I am always reminded of the repetitive grinding I did in the Pit of 100 Trials to get to level 99 – the maximum level in that game. Something which is too awesome about this game is Goombella. She is the best character in any Mario game ever, and I am not letting that opinion slide easily. She is awesome because of the way she breaks the 4th wall(heck, she even realises that she has done so somewhere in the game), the totally sassy comments about everything, and her general personality.
I once had a level 85 file, but since my memory card was lost, the file was subsequently lost as well. On this level 85 file, I had some really, really awesome badges: two Unsimplifiers(yes, two of them); two Jumpman badges; All or Nothing; a MASSIVE amount of HP Plus P badges, which I had so many of that I could boost Bobbery's HP up to a staggering 85; an equally MASSIVE amount of Power Plus P, and those could make my easily kill an Amazy Dazee with no real effort; two P-up D-down badges, because seriously, who needs defence when you are so powerful that the enemies can't even get a turn; eight FP Plus badges; Spike Shield; and any other badge that I might forget about that helps whenever you plan to only use jumps. This literally made me unstoppable. | ||||||||
Super Paper Mario | This is the best game in the series, and I'm not doubting that opinion a single bit. I totally love the many references made to the classic Mario games, and I love how Bowser breaks the 4th wall at the end of Chapter 3-1. Something else that has always struck me as awesome in that game is the story, because that one is good. The music in it is totally adorable, and I don't know what's wrong with you if you don't like it. The way that Greek mythology is referenced in the 7th chapter is nicely pulled off as well. Something else that's totally rocking about it is the awesome jokes that are in the game. | ||||||||
Wario | Main series | Wario Land: The Shake Dimension | This game is supposedly a bad game, but from what I've played of it, it isn't that bad. It's a standard platformer, but the added challenges to every level always keeps the game fresh. I have yet to go berserk on this game about getting 100% in it, but I assume that that will eventually happen. | ||||||
WarioWare | WarioWare, Inc.: Minigame Mania | This is a funky game. It's totally druggy, and it makes me feel totally derp after having played it for about two hours every day in a week. I love this game, and I love the microgames in it. The music is also good. | |||||||
WarioWare: Touched! | High nostalgic factor here. I love this game, and I love the microgames in it. The extra 'toys' you get are fun, and the various derp that is had with it is enjoyable as well. The music in this game is well made. | ||||||||
WarioWare: Smooth Moves | Another great WarioWare title here. The things I've said about the other WarioWare games apply here too – the derp-factor being high; and the microgames being awesome – so I don't have to add that much here, do I? | ||||||||
Donkey Kong | Donkey Kong Country | Donkey Kong Country | This is a difficult game. It's so difficult that I haven't even passed the second world... The little that I've managed to play of it seems OK, and the music is superb. While I usually don't whore over graphics, I must say that the graphics in this game are astounding. | ||||||
Donkey Kong Country 2: Diddy's Kong Quest | This game is also difficult, and I have actually managed to get to the final boss in this one, as opposed to the very little progress I have made in Donkey Kong Country, but whatever. The music is equally superb, and the graphics are as astounding as they are in Donkey Kong Country. I like the ways your Animal Buddies help you. | ||||||||
Donkey Kong Country Returns | Difficulty ahoy! It seems like this game went back some years in regards of difficulty, which is a good thing. The Animal Buddies are utilised in a good way. Although I haven't managed to finish world 6 of that game, I can say that the old, orchestrated themes are awesome. The graphics are also good. I don't have anything against not having Kremlings in this game. | ||||||||
Donkey Kong Land | Donkey Kong Land III | Oh – the nostalgia. I enjoy this game still to this day, and mind you, this was one of the first games I ever played. I love the music in it, and I like the bosses in it as well. The graphics are OK for being a Gameboy game, but that's nothing that you should obsess over. | |||||||
Donkey Konga | Donkey Konga | I really don't know what to say about this one. I'm normally not a giant music fan, so the only themes I ever played were the video-game related ones. Yup, that's all. | |||||||
Donkey Konga 2 | Same thing here as with the things I said about Donkey Konga. I like the mode where the notes are randomised, however. Yup, not much here either. | ||||||||
Luigi | Luigi's Mansion | This game has always been a game I've played throughout the years. I usually reset when I can't collect everything prior to the 2nd area, but after that I don't reset if I miss a Coin or two. I will reset if I make a major screw-up, however. The way you fight enemies in this game is an interesting way of doing such, and the way you fight bosses is interesting. The music fits with the game, and I think that the whole portrait-shenanigans is cool. | |||||||
Banjo-Kazooie | Banjo-Kazooie | I love this game to death. This is THE BEST GAME THAT EVER EXISTED, AND EVER WILL EXIST! I love how Spiral Mountain is constructed, making sure that you learn the essentials before embarking on the awesome journey that lies before you. Mumbo's Mountain is a totally awesome way of introducing the basic mechanics of the game, and it has awesome music. Treasure Trove Cove is an equally awesome way of amping up the difficulty, and it also does a great job at making sure that the duo has the correct moves needed to collect everything in the world. The following world, Clanker's Cavern, is a brilliant way of making sure that you – the player – really know how to manuver underwater, because you won't be able to get everything if you aren't sure about how to. While I hate the next world, Bublegloop Swamp, I must say that it – yet again – is a brilliant way of amping up the difficulty a bit. A good example of this would be Mr. Vile's minigame in which you have to eat stuff. I managed to figure out that, if you repetitively mash ![]() All of these nine worlds are connected by the game's hub – Gruntilda's Lair. This lair makes for an excellent hub, and I cannot express that clearly enough. The characters in Banjo-Kazooie are all lovable and charming. Banjo's constant 'I'm mister good-guy, and I want to save my sister'-thing is adorable, and Kazooie's constant sarcastic, sassy and know-it-all attitude is something I really love(heck, I love it so much that I changed name on the forum from 'RandomYoshi' to 'Kazooie' with that being a reason for it). The humour in this game is punny, enough said about that. If I'd give this game some sort of rating, it would receive 100000/10. | |||||||
Banjo Tooie | The second game in the Banjo-Kazooie series isn't as good as the original, but it's close. My main deal with this game is that it makes you feel like an idiot when you are practically given the notes in this game, because they didn't care about putting them in hidden locations. They do make up for this by having difficult to procure Jiggies, and there are quite a few of those in this game. Grunty(Gruniltda's short-name) doesn't rhyme in this one, which is a shame. | ||||||||
Banjo-Kazooie: Grunty's Revenge | I'm not that fond of this game, but since it's a Banjo-Kazooie game that's actually a Banjo-Kazooie game, I must like it. Music's OK, and the level-design is also OK. | ||||||||
Final Fantasy | Final Fantasy XIII | Yes, I know that many people criticise this game for its tediousness and annoying characters and that the game isn't fun until you've reached the 11th chapter in it and all that. I disagree, and say that I enjoy it. I am also looking forward to playing the sequel – Final Fantasy XIII-2. | |||||||
Dragon Quest | Dragon Warrior | The first 'real' jRPG there is. You have to grind like crazy in this one. While I have almost beaten this one, I really don't have anything to say about it. | |||||||
Dragon Quest IX: Sentinels of the Starry Sky | The music in this one is nice. I also think that they managed to pull off some references quite well. People have said that this game is easy, but I haven't been able to beat the final boss – a boss that people criticise for being too easy at times. The mini-dungeons are a nice addition to the game, and they make for good grinding-places. | ||||||||
Pokémon | Orre | Pokémon Colosseum | It's a totally OK game. Its soundtrack is something I listen to on occasion, meaning that I like it. I like the Shadow Pokémon concept that is in this game, because it gives battles a bit more strategy. While it gets good at the end, the game kind of stagnates in itself during the early parts. Something else that is cool is the main character – Wes; I don't know why this is, so don't ask me! | ||||||
Pokémon XD: Gale of Darkness | Pokémon XD: Gale of Darkness took what its predecessor mainly lacked, and added that; more Shadow Pokémon per battle – a nice change: that way, you had to manage your Poké-balls more carefully, which is something I liked. I also think that this game wasn't as slow-paced as the previous title was, which is always a good thing. Music = nice. | ||||||||
Pokémon Mystery Dungeon | Pokémon Mystery Dungeon: Blue Rescue Team | The formula of the Pokémon Mystery Dungeon games has always been appealing to me. The music in this game is nice, and the same applies to the music in it. The fact that you can only have 20 items at once in your inventory is a bit irksome at times, but that isn't anything I can't manage. | |||||||
Pokémon Mystery Dungeon: Explorers of Time/Darkness | I'm grouping these two together because of the following reasons:
The music in these games is nice. I happen to like the fact that your inventory grows as you progress throughout the game. Something else that's a plus would be the story, but that's something that could be applied to any game in the series, really. Another thing that's notable is the difficulty of it, and trust me here, it can be quite deadly if you let it be. | ||||||||
Pokémon Mystery Dungeon: Explorers of Sky | The additions to this game from the previous two are good, with the music being a notable part of this. The café that Spinda has is also a nice add, and the extra dungeons are good. | ||||||||
Zelda | The Legend of Zelda: Twilight Princess | Many people criticise this game for being too realistic and on the dark side, but I like that part about it. While I've only played the Wii-version, I know that the only change they did was to flip the world, which really doesn't make too much of a difference. I hated the third temple in it, which is mainly because of the terrible design it has. The plot was...Zelda-like, to say the least. If anything, Midna is a nice character. | |||||||
The Legend of Zelda: Skyward Sword | I like this game. The alleged 'awesome motion controls' that the game has doesn't work all the time, but when it does, it does. It is also the only Zelda game that has a soundtrack that's good from the start and keeps being good throughout the game, which is something Twilight Princess doesn't have. I think that it deserves the praise it gets. To say something on the graphics: I don't have anything against it – I like it. | ||||||||
The Legend of Zelda: Ocarina of Time 3D | While I think that the original Ocarina of Time is a ridiculously overrated game, this one isn't that overrated. I cannot understand why this game got so much praise! It's slow in the beginning, and it SPOON-FEEDS YOU WITH INFORMATION! I don't like that! Not. At. All! The music in this one is of low quality, and I can't stand some themes. It's also confusing like heck, and I don't like that. The only good change they implemented would be the towns no longer being a background with a picture to simulate some sort of place. | ||||||||
Pikmin | Pikmin | I like this game, but not as much as I like the second one. I have played the New Play Control! version of it, so I am going to say what I liked about that one too. My main issue with this one is the Wollywogs, because they will kill your Pikmin, and, seeing as I always to Zero-death runs, I always reset when that happens. One thing this game does better than the second one would be the area-music, but that's it. | |||||||
Pikmin 2 | I love Pikmin 2. I love what the treasures you collect are named, and I also like the general way you go about playing it. The caves are nice, and so is the new Pikmin that are introduced in it. While I haven't played the original GameCube version, I have played the New Play Control! version of it, I know that there aren't that many differences between them both. I also love how the enemies are more balanced in this one, and while this is true, they are still pretty difficult to manuver around. As with the first game, I always do Zero-death runs in this one as well, meaning that I have to reset every time a single Pikmin dies. |
#FFA500
- BMarioSluggers.PNG
I've always liked him. His brother, too.
- BLuigiSluggers.PNG
Indeed.
- Goombella2.jpg
Who doesn't like it when she breaks the fourth wall?
- NTR MarioLuigi3 07char E3.jpg
I have the biggest chortles when my day contains a meeting with this amusing villain.
- MarioNSMBWii.PNG
Yep. Our favourite plumber.
- LuigiNSMBWii.PNG
You can't forget his brother, can you?
- BowserNSMBWii.png
He's not as bad as you might think he is.
- NSMBWiiPeach.png
If you have Daisy then you better have her too!
- Tumble.png
He's a living die! You can't get better than that, can you?
#FFA500
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