Monday, October 6, 2008

Da daily M #2


A reported robbery was done on October 6 3:07 PM.No one was hurt except for a janitor.The gang escaped with $2345 in their pockets.
Underchomp
From the Super Mario Wiki
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Super Paper Mario Enemy
Underchomp
Max HP 16
Attack 3
Defense 4
Card Type Uncommon
Card Description The three Dorguys command this special breed of Chomp. In off-hours they like to practice their comedy act.
Tattle
List of Catch Cards
103 104 105

The Underchomp is a red, yellow, and blue 3-headed Chain Chomp, that acts as a guard dog of The Underwhere in Super Paper Mario. It is located in Underwhere Road. Beating the Underchomp is Dorguy the Third's test.

Mario, Luigi and Bowser face against this beast in a far different way from other enemies in the game; they fight the creature in a turn-based battle, though not in the same fashion as other Paper Mario games.

Each head has a special ability. The Red Underchomp can breathe crimson fire, the Blue Underchomp can breathe blue fire, and the Yellow Underchomp has stinky breath. Underchomp can also charge up for one turn and attack stronger later.
[edit] Battle Strategy

Using Bowser and Thudley to attack the Underchomp is the most effective way to defeat the massive enemy. If the heroes found Piccolo the Pixl, then it will make the battle that much easier. By using Piccolo's power, the heroes can make the Underchomp fall asleep for several turns. Boomer is a great choice for damaging and defeating the Underchomp. They are possible to defeat in one turn by using a Shooting Star.
[edit] Trivia

* The Underchomp is based upon the legendary hellhound Cerberus, a giant, three-headed dog who guarded the gates of Hades in Greek mythology. He shares the same weakness; Music.
* During the battle Mario, Luigi and Bowser can use their special abilities. When Mario uses flip, he dodges the attacks, when Luigi uses spring jump he does a more powerful jump and when Bowser uses fire it simply heats up the metal Chomps, wasting a turn.
* This battle shares many similarities with the ones from the first game of the MOTHER/EarthBound series : Firt person turn-based battle, black background and same text boxes display. The final boss of MOTHER is also highly responsive to music.

[edit] Foreign names
Language Name Meaning
French Chomp Cerbère Cerberus Chomp
Spanish Chomp Cerbero Cerberus Chomp
World 8 (SMB)
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Platformer World
World 8 (SMB)
Appearance Super Mario Bros.
Levels 4
<< List of Worlds >>

World 8 is the eighth world of Super Mario Bros.. This is the final world in the game, leaving only four levels left in the game. In World 8, three ground levels are traversed, as well as the final castle level, which has an underwater section. World 8 is the only world in Super Mario Bros. without any checkpoints.
Contents
[hide]

* 1 World 8-1
* 2 World 8-2
* 3 World 8-3
* 4 World 8-4
* 5 Screenshots

[edit] World 8-1
World 8-1
World 8-1

In this level, the first enemy encountered is a Buzzy Beetle, followed by a chain of other enemies. A pipe with a plant inside is encountered. A series of large gaps and Koopas are then encountered throughout the level adding additional challenges. Certain large gaps have a mere single brick within it to land on, requiring good timing to make the jump. Once the flagpole is touched, the level ends as always.
[edit] World 8-2
World 8-2
World 8-2

The first thing encountered in this level is a staircase followed by a pair of flying turtles, a Lakitu, and a rainstorm of eggs. Another pair of Koopa Paratroopas are encountered beneath a long stretch of brick blocks (in which an extra life is hidden). Over more gaps and pipes, and through mazes of Bullet Bills, the player once again reaches the level's end.
[edit] World 8-3
World 8-3
World 8-3

This level features a wide array of enemies; from Piranha Plants to Hammer Bros to Bullet Bills. The player must lunge over pipes, run around bullets, and try to avoid oncoming hammers in order to survive. This level is the first of only two levels to feature Hammer Bros separate from each other. Once a shattered ending staircase is encountered, the final flagpole is seen for the final time in the game. Only one level awaits: Bowser's Castle.
[edit] World 8-4
World 8-4
World 8-4

This is the final level of the game, and features mass amounts of high difficulty. The player must solve puzzles and enter pipes in certain orders to continue to the next section. Almost all enemies are encountered in this level, and also an underwater area must be successfully completed in order to move on. The real thing is finally encountered in this level in a no-holds-barred final battle against the player. Once Bowser is defeated, Princess Toadstool is finally rescued, and the end of the game has been reached.

The Princess thanks the player and adds an additional challenge to the game; Buzzy Beetles in place of all Goombas, also enemies move much faster.
[edit] Screenshots

Mario about to get a Star in World 8-1.


Mario jumping over a big gap in World 8-2.


A Hammer Bro. getting hit by a fireball in World 8-3.


Bowser thwarted by Mario with fireballs in the final battle in World 8-4.

Saturday, November 10, 2007

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Friday, November 9, 2007

Land of the Cragnons

From the Super Mario Wiki

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Mario near Downtown of Crag.
Mario near Downtown of Crag.

Land of the Cragnons (called Crag by the Cragnons) is the setting of Chapter 5 in Super Paper Mario. It is the home of the Cragnons, a prehistoric race of primitive people with televisions and stereo CD players. It is also home to the enemies of the Cragnons, the Floro Sapiens, who live underground with their king.

[edit] Chapters

The boss of Chapter 5 is King Croacus IV.

[edit] Trivia

  • The chapter this land takes place in, Chapter 5, is similar to the Chapter 5 in the original Paper Mario. In both chapters, Mario has to go into a mountain like area (in Paper Mario is was Mt. Lavalava and here it was Mount Crag, or more accurately the Gap of Crag), they both featured a type of adventurer accompanying him during the Chapter (in Paper Mario, it was Kolorado, while in Super Paper Mario is was Flint Cragley), and both chapters had a plant boss (in Paper Mario it was Lava Piranha, while in Super Paper Mario it was King Croacus IV.)

List of Glitches

From the Super Mario Wiki

(Redirected from Small Fire Mario)
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This is a list of notable glitches that have appeared in the Mario series and its various sub-series. Glitches should be listed under the game they appear in.

Contents

[hide]

[edit] Mario Series

[edit] Super Mario Bros.

[edit] The Minus World

The Minus World entrance screen.
The Minus World entrance screen.
Minus World is one of the most well-known glitches in Super Mario Bros. It is an endless underwater level, and once there Mario or Luigi is doomed to die from either running out of time or being killed by enemies. While there is no purpose for the glitch, it serves mainly to intrigue players. The glitch was removed in all remakes of the game. However, the Wii Virtual Console version is an exact copy of the original, meaning that players can once again enter the Minus World.

To activate the glitch, go to World 1-2 and stand on top of the pipe that leads to the above-ground flag, without going in the pipe. Break the second and third block from the left, but leave the one on the far right. Stand on the left edge of the pipe (facing left) and duck. Jump while in a ducking position and move right in mid-air (while still facing left). If done correctly, you will go through the block on the far right and through the wall to the Warp Zone. Go through the pipe that would normally lead to World 4-1 (the one on the far left), and you will enter the Minus World.

[edit] Small Fire Mario

Small Fire Mario.
Small Fire Mario.

The Small Fire Mario glitch is performed by having Super Mario or Fire Mario or Luigi hit the Ax in a Fortress level. If Bowser hits the player while the player hits the axe, the player becomes small Mario. Bowser will be defeated, and then the player will move on to the next level after rescuing the level's Mushroom Retainer. When the player next finds a brick that normally would relinquish a Super Mushroom, it will instead give the player the Fire Flower. When the player grabs the Fire Flower, the player will become Fire Mario, but in the smaller body. When Mario shoots a fireball, he will become large, then, when the animation is complete, he returns to the small size. If Mario dies, the player will need to repeat the glitch in order to play as him again. Small Fire Mario makes a cameo appearance in New Super Mario Bros. When the player collects all the Star Coins the player can unlock a design for the bottom screen. If the player looks closely, the player can see small fire Luigi.

Also in the Japanese version of SMBDX the player can get Small Fire Mario like this; When the player is fiery Mario and hits an enemy, s/he should pause and click save, Small Fire Mario will appear.

[edit] Super Mario Bros. 3

[edit] Fireless Bowser

It is possible to remove Bowser's ability to spit fireballs. It works in the NES version and the Super Mario All-Stars version, but not Super Mario Advance 4.

The player must use a P-Wing before entering Bowser's Castle. After climbing the stairs protected by Roto-Discs, the player must duck, then fly onto the question block, and stand up; the player will glide through the wall. (This isn't necessary for the trick to work, but makes it easier to keep Mario's P-Wing activated.) The player must fly through the lava chamber and, when presented with the four corridors at the end, take the one guarded by the Thwomp. The player must then fly through the hall of statues and enter Bowser's chamber.

Once the player has entered Bowser's chamber, they should fly straight up to the left. The player will pass over the wall. When the player reaches the end of the wall, they must stop. If they keep going, the player will land in Bowser's alternate room and fight him there. Instead, the player must return to the chamber they came from. Walk to the right, and Bowser will spawn. He will make belching motions at you, but will be unable to produce fire.

[edit] Super Mario 64

[edit] The Dark World

Mario can stumble upon a glitched level, known by fans as the Dark World, by accidentally becoming trapped within the walls of the steeple atop Princess Peach's Castle. It's actually nothing more than the small area behind the castle's front door. If you run into the door, Mario will go through it and enter the castle normally.

[edit] Water Glitch

In Whomp's Fortress, if Mario picks up a certain block, keep trying to get it inside the one that leads to the Thwomps, it may either trap the block in there, or Mario will get through it, causing the place to be trapped in a floating flood. If Mario swims to deep, however, he will fall and lose a life.

[edit] Paper Mario

[edit] The Herringway Glitch

Herringway as a normal Bumpty.
Herringway as a normal Bumpty.
Where is Herringway?
Where is Herringway?

Herringway can be morphed into a normal Bumpty or become invisible if the player pauses the game when Mario and Herringway go into the mayor's room during the Chapter 7.

[edit] Super Mario Sunshine

[edit] Broken Camera in Gelato Beach

Requirements: The player must be up to at least Episode 6: Red Coins in the Coral Reef in Gelato Beach, and have Yoshi unlocked.

If Mario runs off to the peninsula of the beach, he will find a Yoshi Egg. Once he rides the Yoshi inside, he can take him to some yellow Goop near the palm trees that is impervious to water. Yoshi should squirt his juice at it, and a Dune Bud will be revealed. From there, the player should squirt the Dune Bud, and, just before it reveals a large foot inprint in the ground, Ground Pound. If this is done correctly, the screen will zoom out up to the sky, and turn downwards to reveal Isle Delfino. The camera then zooms in all the way down to Mario and Yoshi. (Bizzarely, Mario and Yoshi are sometimes seen Ground-Pounding downwards with the camera until it reaches Gelato Beach.)

[edit] Frozen Yoshi and Floating Items

Requirements: The player must have a Yoshi in an area with fruit and/or enemies.

If Mario lets Yoshi eat an enemy or fruit, but dismounts it while Yoshi's tongue is pulling it in, Yoshi will remain in his bent-down position with the fruit or enemy floating right in front of him.


[edit] Pulling Yoshi Food from the Air

Requirements: The player must perform the above glitch and stay in the area where it was performed.

If Mario hops back on the frozen Yoshi, he can continue to ride him around normally. But whenever time the Yoshi sticks his tongue out, the item that was frozen in front of him will suddenly appear. If the item was a fruit, it can conveniently be used to automatically refill Yoshi's juice capacity.

[edit] Blasting Through the Wall

Requirements: The Turbo Nozzle must be unlocked.

If the player gets the Turbo Nozzle in Delfino Plaza, and heads to the fruit stands, something very odd may occur. While standing slightly against the wall behind the papayas and pineapples (in which case Mario's body should touch the wall, but he should not be directly facing it), Mario can blast his Turbo Nozzle, and before reaching the durians, he will go right through it into some underground area. If Mario stops, he'll automatically die, so with any luck the player will come across an underground pipeline to run into.

[edit] Walking Underwater

Requirements: The player must know there way through the sewers.

If Mario walks through the sewers you can find a path that leads you behind the Shine Gate, he will find a few pools of water. Swimming into the lowest one that is blocked off by a gate, if the player presses B in front of it, one of two glitches will occur. Mario will either be able to walk underwater in the pool without an underwater life meter, or he will go through the gate and fall down the Shine Gate waterfall.

[edit] Falling into the blue screen of Death

In Gelato beach, climb to the highest rope. Jump off to the west, if you press b at the right time before hitting the invisible barrier, mario will fall back, through the ground and into a blue void, then losing a life

[edit] Watermelon Cutter Glitch

First, you must unlock Yoshi. Then go to Gelato Beach. Once there, riding a Yoshi and getting onto the Cutter causes it impossible to get on him again and move, because once you get on, you'll get flinged off because of the cutter. Yoshi will just stay there. Also, it refreshes all your water when doing it more strangely.

[edit] Paper Mario: The Thousand-Year Door

[edit] Make Bobbery Disappear

Bobbery can be forced offscreen in this glitch. It can be used any time after Bobbery joins your party. In Rougeport, go anywhere near the gate right next to the passage above. Tossing him makes Bobbery go off the flipbook, and as long has Mario doesn't leave the area, talk to someone, or change partners, he'll be walking alone.

[edit] Super Paper Mario

[edit] Disappearing Pixls

Pixls can be forced to go behind the background of a stage. It can only happen when one of the characters is in a background area near a Warp Pipe, and can only be used by Boomer. First, the player must place Boomer in a area in which one of the warp pipes can not be seen. Then, they must go down the unseen warp pipe before boomer goes off. If this is done correctly, boomer will go off and go behind the background. When the player is in the next area, Boomer will still be with him/her.




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Super Mario Bros.

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Super Mario Bros. is the current Improvement Drive Collaboration.
Please help the wiki improve upon this article.
This article is about the game. For information about the movie of the same name, see Super Mario Bros. (movie).
Super Mario Bros.
Image:200px-Super Mario Bros box.jpg
Developer(s) Nintendo
Publisher(s) Nintendo
Release date NES/Famicom:
(JP) September 13, 1985
(US) October 18, 1985
(EU) May 15, 1987
(Aus) 1987
Famicom Disk System: (JP) February 21, 1986
Game Boy Advance:
(US) February 14, 2004
(JP) June 2, 2004
(EU) July 9, 2004
Virtual Console:
(JP) December 2, 2006
(US) December 25, 2006
(EU) January 5, 2007
(Aus) January 5, 2007
Genre Platformer
Mode(s) 1-2 players
Rating(s) ESRB: Not Rated (NR) (original version)
Everyone (E) (GBA/Wii)
Platform(s) Famicom/NES
Media 2-megabit cartridge

Super Mario Bros. is the semi-sequel to Mario Bros., a game which was released for the Famicom on September 13, 1985, and on the Nintendo Entertainment System in North America on October 18, 1985. After the previous games were set on Earth, Super Mario Bros. is the first game to be set in the Mushroom World, marking the first appearances of Bowser and Princess Peach, as well as Koopa Troopas, Goombas and many other Mario series enemies.

Super Mario Bros. is the best-selling video-game to date, with 40.23 million copies sold worldwide.


Contents

[hide]

[edit] Story

One day King Bowser Koopa, the great and powerful leader of the militaristic Koopa Troop invades the peaceful Mushroom Kingdom. To do this, Bowser casts an evil spell upon the kingdom and transforms all of its inhabitants into blocks and other odd objects. It is foretold that only the Mushroom King's daughter Princess Toadstool can undo the spell, so Bowser kidnaps her. Fortunately, the heroic Mario Bros. get wind of the Mushroom Kingdom's plight and race to its rescue.

The player takes the role of Mario, or in the case of a second player, Mario's brother Luigi. The ultimate object is to race through the worlds of the Mushroom Kingdom, evade or eliminate Bowser's forces, and save the Princess.

[edit] Gameplay

Super Mario Bros. is divided into eight worlds, which each have four levels. Mario has to get to the end of the level by jumping over various gaps and avoiding the enemies on his way. Mario can use several platforms, which sometimes fall down when Mario hits them, and stairs in the level, as well as Jumping Boards.

Enemies include Goombas, Koopa Troopas, Buzzy Beetles, Koopa Paratroopas, Bullet Bills, and jumping Cheep-Cheep. All these enemies can be defeated when Mario jumps on them. Koopa Troopas and Buzzy Beetles will leave their shell on the ground, which Mario can kick to hit other enemies with. Koopa Paratroopas lose their wings and fall to the ground when Mario jumps on them. Other enemies include Piranha Plants, the Spiny-throwing Lakitus and the Hammer Bros. These enemies are hard to defeat, and Mario has to avoid them. There are a few levels which are underwater. Underwater, Mario can swim freely from the top to the bottom of the screen. The enemies in underwater levels are Bloobers and Cheep-Cheep, and Mario has no way to defeat them.

If Mario takes a hit, falls down a pit, or if the time limit runs out, he loses a life, and starts again. The point where Mario continues depends on how far he ran through the level before dying; either from the very beginning, or at one of several invisible "checkpoints" throughout the level.

Super Mario in World 1-1.
Super Mario in World 1-1.

Mario can get special power-ups out of ? Blocks or, uncommonly, Brick Blocks. Most of the ? Blocks in which Mario can find these items are visible, but some are hidden and only become visible when Mario hits them from beneath. With the Super Mushroom, he turns into Super Mario. As Super Mario, he can survive the hit of an enemy one time, at the cost of turning back to Small Mario. Additionally, he can now get the Fire Flower. With the Fire Flower, Super Mario turns into Fire Mario, which allows him to shoot fireballs at enemies to defeat them from a distance. With the 1-Up Mushroom, he gets an additional life. With the Starman, which can only be found in Brick Blocks, Mario turns invincible for a short amount of time, and can defeat enemies by simply touching them.

At the end of each level, there is a castle with a flagpole nearby. When Mario his the flagpole, he takes down Bowser's flag and enters the castle, completing the level. The higher the spot is where Mario hits the flagpole, the more points he gets. If there are two players playing the game, Luigi's turn comes whenever Mario completes a level or dies. Luigi has no special abilities in the game that are different from Mario's.

The fourth level of each world plays inside a castle. They are usually filled with Firebars, and Podoboos may appear. At the end of a castle level, Mario is confronted with a false Bowser in Worlds 1 - 7 and the real Bowser in World 8. Mario has no way to hurt Bowser, and has to use the Ax to destroy the ground, causing the false Bowser or Bowser to fall into the lava. After defeating a false Bowser, Mario frees several Toads from the castle. There is one Toad in World 1, two Toads in World 2, and so on. In World 8, Mario frees Princess Toadstool. If Mario frees Toads, they will say their signature sentence "Thank you, Mario! But our princess is in another castle...".

[edit] Modes

After beating the game, the player is given the option to start the game again in "Hard Mode", where all Goombas are replaced by Buzzy Beetles, and all enemies walk faster. In addition, some of the elevator-style lifts are about 60% their original size.

[edit] List of Enemies

[edit] List of Levels


World Level Setting Enemies found
World 1 1 Ground Goombas, Koopa Troopas
2 Underground Goombas, Koopa Troopas, Piranha Plants
3 Heights Goombas, Koopa Paratroopas
4 Castle Firebars, False Bowser
World 2 1 Ground Goombas, Koopa Troopas, Piranha Plants
2 Underwater Bloobers, Cheep-Cheeps
3 Seaside Jumping Cheep-Cheeps
4 Castle Firebars, Podoboos, False Bowser
World 3 (takes place at night) 1 Ground Goombas, Koopa Troopas, Koopa Paratroopas, Piranha Plants, Hammer Bros.
2 Ground Goombas, Koopa Troopas, Koopa Paratroopas
3 Heights Goombas, Koopa Troopas, Koopa Paratroopas
4 Castle Firebars, Podoboos, False Bowser
World 4 1 Ground Piranha Plants
2 Underground Goombas, Koopa Troopas, Piranha Plants, Buzzy Beetles
3 Heights Koopa Troopas, Koopa Paratroopas
4 Castle Podoboos, Firebars, False Bowser
World 5 1 Ground Goombas, Koopa Troopas, Koopa Paratroopas, Piranha Plants, Bullet Bills
2 Ground/Underwater (secret) Goombas, Koopa Troopas, Koopa Paratroopas, Piranha Plants, Buzzy Beetles, Bullet Bills, Hammer Bros. (Bloobers, Cheep-Cheeps)
3 Heights Goombas, Koopa Troopas, Koopa Paratroopas
4 Castle Podoboos, Firebars, False Bowser
World 6 (takes place at night) 1 Ground Piranha Plants, Bullet Bills
2 Ground/Underwater (secret) Goombas, Koopa Troopas, Koopa Paratroopas, Piranha Plants (Bloobers, Cheep-Cheeps)
3 Heights Bullet Bills
4 Castle Podoboos, Firebars, False Bowser
World 7 1 Ground Koopa Troopas, Koopa Paratroopas, Piranha Plants, Buzzy Beetles, Bullet Bills
2 Underwater Bloobers, Cheep-Cheeps
3 Seaside Jumping Cheep-Cheeps, Koopa Troopas, Koopa Paratroopas
4 Castle Podoboos, Firebars, False Bowser
World 8 1 Ground Goombas, Koopa Troopas, Koopa Paratroopas, Piranha Plants, Buzzy Beetles
2 Ground Goombas, Koopa Paratroopas, Piranha Plants
3 Near the castle Goombas, Koopa Troopas
4 Castle/Underwater (secret) Bowser

[edit] Glitches

There are many glitches in Super Mario Bros. Here are a few:

Super Mario Bros. Title Screen.
Super Mario Bros. Title Screen.

[edit] Alternate Versions

  • 1985 - Original release (US/Japan)
  • (Year Unknown) - Ported into the American arcade machine, the Nintendo Playchoice-10.
  • 1986 - Re-released on the Famicom Disk System in Japan.
  • 1988 - Re-released on the NES in the US as part of the 2-in-1 Super Mario Bros./Duck Hunt compilation, packaged with the NES Action Set.
  • 1990 - Re-released on the NES in the US as part of the 3-in-1 Super Mario Bros./Duck Hunt/World Class Track Meet compilation, packaged with the NES Power Set.
  • 1993 - Remake available on the SNES as part of the Super Mario All-Stars compilation (known as Super Mario Collection in Japan). Graphics and sound were updated, and many glitches were removed.
  • 1994 - Remake available on the SNES in the US as part of the Super Mario All-Stars + Super Mario World compilation, packaged with the SNES Mario Set.
  • 1998 - Remake released on the Game Boy Color as Super Mario Bros. Deluxe. The game featured the original game's graphics but loads of additional content.
  • 2001 - The original game is available as an unlockable NES game in Animal Crossing. Unfortunately, it can currently only be unlocked using an Action Replay cheat. It has been speculated that the item that allowed players to play the game would be activated via a code released in Nintendo Power, as other such items had been. This was one of many items left unrevealed.
  • 2004 - The original game was re-released on the Game Boy Advance as part of the NES Classics / Famicom Mini collection, celebrating 20 years of the Famicom in Japan.
  • 2006 - Available on the Wii as part of the Virtual Console.

[edit] Trivia

  • Contrary to popular belief, it is possible to jump over the flag in certain levels. When this happens, the level will go on indefinitely, only stopping when the timer runs out.
  • The Super Mario Bros. Stamps set was released in Japan at the end of May, 2007. The stamps feature sprites of characters and items from this game.