Jinx: Difference between revisions

From the Super Mario Wiki, the Mario encyclopedia
Jump to navigationJump to search
mNo edit summary
mNo edit summary
Line 19: Line 19:
{{quote|I guess I underestimated you. You pack quite a punch! But don't let it get to your head, because I let you HAVE that round. Let's have a rematch.|Jinx|Super Mario RPG: Legend of the Seven Stars}}
{{quote|I guess I underestimated you. You pack quite a punch! But don't let it get to your head, because I let you HAVE that round. Let's have a rematch.|Jinx|Super Mario RPG: Legend of the Seven Stars}}


'''Jinx''' is a sensei and operates a dojo in [[Monstro Town]] during ''[[Super Mario RPG: Legend of the Seven Stars]]''. Although he is extremely small, he is also enormously powerful. When [[Mario]] first arrives at the dojo, he challenges Jinx's student [[Jagger]] to a fight. After beating Jagger, Mario can fight the martial arts master Jinx.  Jinx will fight Mario three times, getting exponentially stronger with each fight, with higher attack, defense, and HP stats. He also introduces Quicksilver in the second fight and Bombs Away (which has extremely high attack power) in the third fight. After Mario wins the third fight, Jinx rewards him with the [[Accessories|Jinx Belt]], the symbol of his power. Jinx also declares Mario the new sensei of the dojo. Jagger and Jinx then begin to train in Mario's style of martial arts. Their first training assignment is to [[Jump]] one thousand times.
'''Jinx''' is a sensei and operates a dojo in [[Monstro Town]] during ''[[Super Mario RPG: Legend of the Seven Stars]]''. Although he is extremely small, he is also enormously powerful. When [[Mario]] first arrives at the dojo, he challenges Jinx's student [[Jagger]] to a fight. After beating Jagger, Mario can fight the martial arts master Jinx.  Jinx will fight Mario three times, getting exponentially stronger with each fight, with higher attack, defense, and [[Heart Point|HP]] stats. He also introduces Quicksilver in the second fight and Bombs Away (which has extremely high attack power) in the third fight. After Mario wins the third fight, Jinx rewards him with the [[Accessories|Jinx Belt]], the symbol of his power. Jinx also declares Mario the new sensei of the dojo. Jagger and Jinx then begin to train in Mario's style of martial arts. Their first training assignment is to [[Jump]] one thousand times.


The brainwashed [[Magikoopa]] of the [[Smithy Gang]] created [[Jinx Clone]]s to stop Mario and his party's advance through [[Bowser's Castle|Bowser's Keep]].
The brainwashed [[Magikoopa]] of the [[Smithy Gang]] created [[Jinx Clone]]s to stop Mario and his party's advance through [[Bowser's Castle|Bowser's Keep]].

Revision as of 14:31, August 24, 2012

Template:Smrpgenemy

“I guess I underestimated you. You pack quite a punch! But don't let it get to your head, because I let you HAVE that round. Let's have a rematch.”
Jinx, Super Mario RPG: Legend of the Seven Stars

Jinx is a sensei and operates a dojo in Monstro Town during Super Mario RPG: Legend of the Seven Stars. Although he is extremely small, he is also enormously powerful. When Mario first arrives at the dojo, he challenges Jinx's student Jagger to a fight. After beating Jagger, Mario can fight the martial arts master Jinx. Jinx will fight Mario three times, getting exponentially stronger with each fight, with higher attack, defense, and HP stats. He also introduces Quicksilver in the second fight and Bombs Away (which has extremely high attack power) in the third fight. After Mario wins the third fight, Jinx rewards him with the Jinx Belt, the symbol of his power. Jinx also declares Mario the new sensei of the dojo. Jagger and Jinx then begin to train in Mario's style of martial arts. Their first training assignment is to Jump one thousand times.

The brainwashed Magikoopa of the Smithy Gang created Jinx Clones to stop Mario and his party's advance through Bowser's Keep.

Names in Other Languages

Template:Foreignname

References


Template:Super Mario RPG