Little Fighter 2 1 9c EXEL

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It's been a while since I've been on here, just moved into a new apartment and I started unpacking my Macross Collection. But I've always loved this community, so I'm back. If you were to pick a design from any Macross product (Show, movie, game etc.) To bring up to Advanced Variable Fighter specs, which one would you choose? I'll kick it off. I'd probably choose the VF-0, since it was the first, UN Varibale fighter to see deployment, It seems logical.

Sep 23, 2009. Fire Fighter I Practical Skill Evaluation Sheets Index. NFPA 1001 – 2008 edition 9/23/09. Skill Sheet Title. Objectives Addressed. 2008 Edition. Drags (one person). Carries (two person). 5.3.10A.1 Fire Suppression – Interior Structure At.

That and the fact that it has the original feel with the more modern design cues, it kinda begs to be brought up to spec. Edited January 1 by Valkyrie Driver Thread Title Changed. It's been a while since I've been on here, just moved into a new apartment and I started unpacking my Macross Collection. But I've always loved this community, so I'm back. If you were to pick a design from any Macross product (Show, movie, game etc.) To bring up to Advanced Variable Fighter specs, which one would you choose? I'll kick it off. I'd probably choose the VF-0, since it was the first, UN Varibale fighter to see deployment, It seems logical.

That and the fact that it has the original feel with the more modern design cues, it kinda begs to be brought up to spec. 's actually happened to a few VFs in Macross on a one-off basis officially.

Principally in Macross the Ride. Mind you, it usually bears a somewhat realistic consequence in that upgrading an old design to performance levels well above what the designers actually had in mind makes it awfully unstable. Examples include Hakuna Aoba's VF-0 Kai 'Zeak', his VF-1X++ Valkyrie Double Plus, and Nicolas Berthier's VF-9E Cutlass. The VF-1X++ was so unstable that 'one mistake could turn the airframe into a fireball', and the VF-9E was a planned production model that was scrapped because it had a disquieting habit of exploding in midair. Other attempts to upgrade older VFs to AVF levels don't seem to have had quite so many catastrophic issues. Like the Anthony Clemens' VF-11 Thunderbolt Interceptor (which had a VF-16 engine and barrier, at the cost of sensor issues), or the VF-0 Kai 'Zeak' (which was a VF-0A airframe upgraded with modern materials and VF-25 engines).

I guess I wasn't as clear as I wanted to be. I'm not talking about cramming more powerful engines in the airframe, since doing so would naturally overstress the airframe, I meant taking an old design and manufacturing from the ground up, all new, accounting for higher stress tolerances, without compromising the original design aesthetic. Think F-15SE Silent Eagle. It was built from the ground up to implement those design changes, while using a preexisting design, to cut R&D costs.

That's sort of the idea I had. Still think the VF-0, would be awesome, though the VF-1 would be a good choice too, given it's small size. Bigger ain't always better. Since Macross is fiction, technically this kind of modern AVF re-manufacturing could be done for ANY valkyrie in the Compendium. Anything from Macross Zero to the Macross Plus/Macross 7 era would be game; there'd be no limits or constraints unless the fiction was written as such.

I suppose the one constraint that is already mentioned and is part of the Macross fiction would be an economic constraint. In which case, it would make sense for an AVF Upgrade in the style of a F-15SE Silent Eagle to be proposed for a similar 'workhorse-like' valkyrie. A valkyrie that is very widespread, proven as reliable and for which such a AVF upgrade would be the most beneficial to the greatest number of potential operators for the craft. If we assume the setting is 2059 (the Frontier era), that VF would likely be the VF-11 Thunderbolt.

Individual colony fleets manufactured the VF-11 in the thousands, UN bases like New Edwards were packed with VF-11 craft and they were so numerous that unmanned variants were used in live-fire tests during the 2040s. At least according to the impression given by the trivia and animated series, the VF-11 appears to be the most mass manufactured valkyrie. Such a well used and widely deployed VF would be ideal for an AVF Upgrade program and would benefit/appeal to the most fleets and colony worlds in the UNG. I agree that the VF-11 Thunderbolt would be the most logical and likely choice for such a program, and indeed I'd love to see it.

I'd like to see the F-16 re-manufactured with stealth materials in the leading edges and stealth geometry in the control surfaces, and using an enclosed weapons pod (ala F18E/F Advanced Super Hornet) to take the place of the F-35. But it's not going to happen (Hopefully we procure a low cost fighter to replace the F-16, F-20 tigershark might be back on the table). If I were making the decision, I'd choose to revive the VF-0. Here's why, conventional layout, uses a lifting body design, It's big, plenty of room to pack in all the new AVF systems, It already incorporates some of the Passive stealth geometry, as well as being a combat proven design. Since the R&D work had been done, it cuts costs, and allows the UN Spacy to field a low cost, high performance fighter.

(I also like the VF-0 because it resembles my favorite Battlemech, the Stinger, and it's the only toy I have that does so, my VF-1's are S models). The Dimensions of the VF-0 are not too dissimilar from the YF-19, which is the gold standard in AVF design. Basically, I'm wanting to see what VF's folks want to see reimagined as AVF entries, for the purposes of this exercise, we'll assume the Year is 2038, 2 years before the Project Supernova Trials, Which eliminates some of the later entries (Y/VF-19, YF-21/VF-22, VF-25, VF-29 are already past that spec, and the VF-17 doesn't qualify since it's a special operations mech). And give some in universe reasoning as to why you'd choose that design. Edited February 10, 2015 by Valkyrie Driver. Haven't you heard of the VF-X++ from Macross The Ride? (Note: not Hakuna's subsequent upgrade of that.) 'and as there are organizations who must conceal their identity, such as special forces, who might willingly use it, it is guessed that even though it is one of the VF-1X, this particular craft was improved upon for absolutely secret military operations.

' And, thus, if a story about special forces were ever told we could see any valk return for some reason such as this if Kawamori so chose. Would be a great way to cram a VF-4 back into the mix. I agree that the VF-11 Thunderbolt would be the most logical and likely choice for such a program, and indeed I'd love to see it. I'd like to see the F-16 re-manufactured with stealth materials in the leading edges and stealth geometry in the control surfaces, and using an enclosed weapons pod (ala F18E/F Advanced Super Hornet) to take the place of the F-35. But it's not going to happen (Hopefully we procure a low cost fighter to replace the F-16, F-20 tigershark might be back on the table). If I were making the decision, I'd choose to revive the VF-0.

Here's why, conventional layout, uses a lifting body design, It's big, plenty of room to pack in all the new AVF systems, It already incorporates some of the Passive stealth geometry, as well as being a combat proven design. Since the R&D work had been done, it cuts costs, and allows the UN Spacy to field a low cost, high performance fighter.

(I also like the VF-0 because it resembles my favorite Battlemech, the Stinger, and it's the only toy I have that does so, my VF-1's are S models). The Dimensions of the VF-0 are not too dissimilar from the YF-19, which is the gold standard in AVF design. Basically, I'm wanting to see what VF's folks want to see reimagined as AVF entries, for the purposes of this exercise, we'll assume the Year is 2038, 2 years before the Project Supernova Trials, Which eliminates some of the later entries (Y/VF-19, YF-21/VF-22, VF-25, VF-29 are already past that spec, and the VF-17 doesn't qualify since it's a special operations mech). And give some in universe reasoning as to why you'd choose that design.

You could use the failure of the Vf-3000 to justify a space rated VF-0C/D as a fighter/bomber VF. The -3000 was bigger, as is the -0 series. The C/D delta wing allows more ordnance storage, and it has the dorsal hardpoints for extra micromissile pods. For my Mekton conversion, I completely stole the weapons pods from the Advanced SuperHornet for the -0, using them for the big underwing missile pods that held 6 'HAIM-95' that we never see.

Each pod holds up to 4 spaces of ordnance, and the A/B/S can have one under each wing, with one optionally replacing the gunpod, and the C/D can have 2 under each wing plus one optionally replacing the gunpod. And give some in universe reasoning as to why you'd choose that design.Ah, this makes it fun!

So, the universe is a dangerous place. Humanity was rather rudely awakened to that fact when an alien gunship crashed on the Earth and then the planet was on the receiving end of an orbital bombardment. Suffice to say, there's a lot of folks out there who do not come in peace, and they cruise in some really nasty spaceboats. Otherwise, we wouldn't have variable fighters.

Just considering known risks. Some colony fleets may be taking courses that pass near known zentradi patrol ranges.

Some may have inadvertently stumbled upon a zentradi fleet(as the Macross 7 fleet did, if Fleet of the Strongest Women is canon) and are currently engaged in a reeneactment of Space War 1. Some settled colonies may've had problems with space pirates(one of the oldest of genre traditions) that have well-armored raiding ships. All of these situations would make a colonial government interested in a fighter designed to break battleships without resorting to tightly-controlled reaction weapons and their associated risks and drawbacks. Which, as it happens, is exactly what the SDP-1 is designed to do. Though the VF-1 base makes the Stampede a gravely dated vehicle, there's still nothing quite like it.

And even if there was a viable modern replacement, these colonies have already invested extensively in their Stampede forces. Not just in terms of raw materials needed to make the fighter, but in support equipment and training. A refit to bring the Stampede up to modern performance levels would keep it a viable anti-ship weapon for a fraction of the full-on replacement cost, to say nothing of retraining and equipment replacement.

Better yet, much of the necessary work has already been done for the VF-1X upgrade program. While changes would be desired to play to it's unique role and unusually heavy armament loadout, this still makes the Stampede Plus a relatively cheap upgrade to develop. Some colonies may have already gone ahead and taken the stock VF-1X upgrade as-is and applied it to their Stampede squadrons with the ingenuity frontiersmen have alwatys been known for, while others wait for a modified upgrade scheme that better suits their Stampedes. Perhaps another fun and realistic way to look at potential candidates for an AVF Upgrade in the Macross universe might be to examine modern technologies solving the shortcomings that plagued some of the old valkyries. For example, I'm currently in the midst of a complete revision of the VF-3000 Crusader profile and reading the description of the craft, it sounds like the joint problem could be solved with Frontier-era technology.

If the VF-3000 were to be built using ' linear actuators', this could solve the joint slipping issue. I was also thinking about the change in mass/weight and how that may impact revisiting an older valkyrie design.

Again using the VF-3000 Crusader as an example, perhaps some of these variable fighters would excel in a role other than the role for which they were originally designed. While the VF-3000 Crusader was a larger fighter and battroid compared to the VF-1 Valkyrie, the Crusader was actually less massive (11.95 metric tons vs.

The VF-1 Valkyrie weighing 13.25 metric tons). Now at the time (2012-2018), the VF-3000 Crusader was built to replace the VF-1 Valkyrie as the main variable fighter. However, if the VF-3000 Crusader were built today (we'll assume 'today' is 2059), it's weight would more properly classify it as a special operations VF or heavy VF in the same mold as the VF-17 Nightmare (itself a 11.85 metric ton craft). Since the 2030s, nearly all main variable fighters have been in the 8-10 metric ton class.

Any exceptions - like the VF-27 Lucifer - feature far superior engine output to compensate for the added mass above the 8-10 metric ton range. Although the VF-3000 Crusader was originally built as a main variable fighter, a modern rebuild via an AVF Upgrade program might better position the craft as a heavy battroid special operations VF.

As a heavier special operations craft it could excel in that role rather than suffer in a more conventional role where it's heavy mass would lead to underperformance relative to modern main variable fighters. I always had a problem imagining how special operations would use a variable fighter. Fighter pilots are a special breed, and it's hard to determine elite status among an already selective community.

The closest real world model I can find would be the Air Commandos of the USAF 6th Special Operations Squadron. But their job is to teach foreign nations how to train and maintain an air force (Post US invasion Iraq and Afghanistan). That hardly fits in with an overt offensive group like fighter pilots.

Maybe the Wild Weasels would also be a good example, taking on dangerous missions with specially equipped aircraft. As such, would an AVF be used for such a role? I was under the Impression that the AVF was supposed to be a replacement for the mainline fighter.

For Special operations (still don't know how you do covert with a transforming jet fighter) or special missions it would make sense that such a group of pilots would have any number of craft available for use to fit the mission. If a VF-1A would be the best fit for the mission parameters, then they'd use a VF-1A. For an AVF upgrade, what sort of improvements/enhancements would you expect to see, in updating an older design?

Would a VF-11 get smaller engines with equal output to make room for weapons bays? Would a VF-1 get a Pin Point Barrier System? Would there be slight adjustments to control surface geometry to account for added low-observable capability, what kind, if any, signature reduction would be added? Would an improved gun pod be in order? Would a VF-11 upgrade (We'll call it a VF-11E Super Thunderbolt) have a VF-19 gun pod, and internal weapons bays? Would it have the PPBS? Active Stealth System?

What role would a VF-0A upgrade (VF-0E?) occupy? Would it be an air superiority fighter, or would it be an anti-ship attack craft? What is the role of a Heavy battroid?

Is it a ground combat vehicle (Battlemech or RX-79[G]Gundam)? Or is it purely a space combat role? Macross doesn't really focus on anything other than air/space combat, and doesn't really show us what the rest of warfare has become since the introduction of the Variable fighter/Destroid (I realize that in universe the destroid is all but extinct as a combat unit by 2050). What do y'all think? I always had a problem imagining how special operations would use a variable fighter. Fighter pilots are a special breed, and it's hard to determine elite status among an already selective community.

The closest real world model I can find would be the Air Commandos of the USAF 6th Special Operations Squadron. But their job is to teach foreign nations how to train and maintain an air force (Post US invasion Iraq and Afghanistan). That hardly fits in with an overt offensive group like fighter pilots. Maybe the Wild Weasels would also be a good example, taking on dangerous missions with specially equipped aircraft.In Macross 7, they seemed to just be a rapid intercept force. Assuming Diamond Force's use of VF-17s meant anything. Launch the best hardware and pilots you have out of a railgun towards whatever the biggest problem seems to be, and let them deal with it. One would hope Seven Fleet had more than one such force, particularly given how rapidly they comitted Diamond Force to a problem area.

What is the role of a Heavy battroid? Is it a ground combat vehicle (Battlemech or RX-79[G]Gundam)?

Or is it purely a space combat role? Macross doesn't really focus on anything other than air/space combat, and doesn't really show us what the rest of warfare has become since the introduction of the Variable fighter/Destroid (I realize that in universe the destroid is all but extinct as a combat unit by 2050).The destroids always struck me as vehicles that were very much at home on the ground. Yes, there IS a flying Monster, but. That's only really useful to rapidly move it from point A to point B. Once it gets to point B it lands, finds secure footing, and blows the everloving hell out of something. Mobile Artillery: The Next Generation.

If anything, a conventional destroid is at a disadvantage in space, where it's confined to the surface of a ship. I assume a heavy battroid would fill a similar role to a Tomahawk or Spartan(at several times the cost). Special operations is a very broad category of military mission and doesn't necessarily mean valkyries running around in black balaclava's and gun pods with suppressors But seriously, special operations is basically just unconventional warfare conducted in cases where larger, more conventional forces would actually hamper the mission objective. Entire conflicts have been fought via special operations; arguably much of the real world conflict in the middle east is far more special operations than open war. So special operations variable fighters could be used for almost anything, especially since the very nature of variable fighter technology (Battroid, GERWALK, Fighter) would allow them to perform in a vast array of roles.

I'm not sure I'd classify ALL pilots in Macross as elite, especially since piloting in the Macross universe happens on a far larger scale than anything in our current world militaries. A single colony fleet has more pilots operating more aircraft/spacecraft than the entire military of most modern nations on Earth. The official trivia for the variable fighters (like the VF-171 Nightmare Plus) seem to imply UN variable fighters are designed specifically for average skill pilots. Hell, there's even construction valkyries and variable police mecha, as seen in Macross 7. The technology of variable vehicles has become ubiquitous in the Macross universe, a stark contrast to the very limited numbers of jet fighters in our current world.

The official trivia describes the VF-17 Nightmare as possessing ' strengthened armor in Battroid mode equal to Armored Valkyrie'. So it's likely the role of a heavy variable fighter/battroid is to partially field the firepower and enhanced armor of an armored valkyrie without the need for an armored pack. So any updated design would be relegated to secondline use?

Well, it would be consistent with the official (or semi-official) examples of older designs being updated for ongoing use in the (New) UN Forces in the main series timeline. Typically, the upgrades are made to keep older aircraft viable after the latest and greatest envelope-pushing fighters come out. Macross Frontier had examples of this in the VF-171EX Nightmare Plus EX, a remodeled VF-171 that had been enhanced with tech and materials from the latest and greatest VF the government had earmarked to replace it, which pilots criticized as noticeably stop-gap in its engineering despite significant gains over the base model. Mind you, there are examples of modernized older designs fighting just fine on the front lines (like the VF-1P/X, VF-4G, etc.), but sometimes the design just isn't able to adopt every new advance. Like the VF-171EX not being compatible with the inertia store converter, or the VF-9E, which became dangerously unstable in the process of being upgraded to AVF levels. Incidentally, I thought of another example of this kinda thing happening in canon.

The VF-1R 'Refined Valkyrie' family of designs from the Macross II prequels. It was a VF-1 airframe that'd been modernized in pretty much every respect, with postwar technological advances and Zentran/Meltran tech which shared the main variable fighter role with the VF-4 through the 2020s and 2030s. The command variant, the VF-1SR, was the player character mecha in Macross 2036 and the signature mecha of Komilia Maria Jenius. In that case, assuming that the VF-1 and VF-0 were updated, and put into circulation by a colony force, what roles would you see the colony using them in? My gut feeling on an emigrant fleet using an upgraded VF-0 or VF-1 would be that it would probably be upgraded to fill a particular niche in operations.

Like the VF-1X+'s use in 'covert' operations*, or the VF-171EX's filling an immediate need for an anti-Vajra fighter. And thus would probably land in the hands of some smallish specialist unit like Diamond Force or Round Table in limited numbers. * I just can't say 'covert operations' in the context of a twelve meter tall robot with a straight face. Gotta admit, the only VF-1R I was familiar with was the one that showed up in the Robotech: Battlecry video game.

I have seen pictures on the internets, and entries on Sketchley's stats, that show SMS VF-19's. Where and when did those show up? I see some specialized variants but have no idea what they're for, or where they came from. It was my impression that the VF-19 was too expensive to produce (hence going with the VF-171 in frontier), and so it was not done in large numbers (*cough* F-22 *cough* F35 *cough cough*). So where did these come from? Are they dumbed down?

The VF-25 surpasses the VF-19 in performance, and I get the feeling that piloting a VF-19 pushes the limits of human ability, hence why the VF-25 has some sort of inertial damper. That's got to be the one thing I don't like about the VF-25, is the Inertial damper system, that feels a little too far from the original concept, not to mention that variable fighters were always supposed to be based on science we actually understood (If a bit impractical). It was my impression that the VF-19 was too expensive to produce (hence going with the VF-171 in frontier), and so it was not done in large numbers (*cough* F-22 *cough* F35 *cough cough*). So where did these come from?

Are they dumbed down? The VF-25 surpasses the VF-19 in performance, and I get the feeling that piloting a VF-19 pushes the limits of human ability, hence why the VF-25 has some sort of inertial damper. Well, real-world fighters can exceed human tolerances. Not as dramatically as Guld's death in Mac+ Movie Edition, but. The inertial damper was needed to excuse why we didn't just move to fleets of drones, remote-piloted or otherwise. It was my impression that the VF-19 was too expensive to produce (hence going with the VF-171 in frontier), and so it was not done in large numbers (*cough* F-22 *cough* F35 *cough cough*).

Well, there were a variety of reasons behind the VF-171 being adopted over the VF-19 in most regions. One of the big ones was loss-of-control issues when they were in the hands of inexperienced pilots.

Isamu's VF-19EF/A (also sometimes known as VF-19 ADVANCE) was sort of a special case, and was financed privately for Isamu's use with only two units produced. Macross the Ride, Macross 30, and the novelization of Macross Frontier all depict limited numbers of VF-19s in SMS's hands, but mostly they're the dumbed-down 'monkey model' units. I think the largest number mentioned in connection with adoption of the VF-19 is the 154 VF-19EF Caliburns the Frontier fleet built for its NUNS forces and SMS in the 2050s. So where did these come from?

Are they dumbed down? The VF-25 surpasses the VF-19 in performance, and I get the feeling that piloting a VF-19 pushes the limits of human ability, hence why the VF-25 has some sort of inertial damper. They're usually 'monkey model' variants produced locally by one particular emigrant fleet or planet for their own use, such as the Frontier fleet's VF-19EF Caliburn family or the Galaxy fleet's VF-19C/MG21. Others, like Aisha Blanchett's VF-19E, Isamu's VF-19 ADVANCE, and Chelsea Scarlett's VF-19ACTIVE Nothung are proof of concept machines, one-offs, or generally encompassed under the umbrella of 'Ace custom'. (If there are any specific variants from sketchley's site you want sourced or would like more info on, he or I can happily do that for you.). That's got to be the one thing I don't like about the VF-25, is the Inertial damper system, that feels a little too far from the original concept, not to mention that variable fighters were always supposed to be based on science we actually understood (If a bit impractical).

's not actually a new technological development in Macross. The Inertia Store Converter is just the Queadluun-Rau's/YF-21's/VF-22's inertia vector control system on steroids. Tech's been in the setting for ages. Supposedly the ISC's backwards compatible with the VF-19 too, but wasn't adopted on such due to economic concerns. Little bit of notekeeping here.

According to all official trivia, we don't know how widespread or ultimately successful the VF-19 Excalibur was as the main variable fighter of the UN Spacy. It could have been very widely adopted and successful.or it could have been very limited and neglected.or something in between. All we do know officially is that the VF-19 Excalibur was adopted as the UN Spacy main variable fighter in 2041. We also know from official trivia that the mass production models VF-19F and VF-19S were designed specifically with stabilized engines and a simplified airframe that allowed average pilots to control it.

The Macross 7 Fleet adopted the craft for mass manufacture in small numbers (and adopted it for special operations in Sound Force). And of course, the VF-19P Excalibur was seen deployed in Macross Dynamite 7. Official trivia about the VF-171 Nightmare Plus indicates it was first flown in 2046 and was declared as the main force VF of the New UN Forces sometime in the 2050's (no specific date is given). The only thing we do know for certain is that the VF-171 Nightmare Plus had to be adopted as the main variable fighter sometime in the 2050's and before 2059, since by that year it was already known as the main variable fighter used by the New U.N.

Outside of the official trivia, the Compendium states the following about the VF-19 Excalibur and the VF-171 Nightmare Plus. According to Kawamori, the VF-171 appears as the standard main variable fighter in the 2059 timeframe of Macross Frontier because the previously designated U.N. Spacy main variable fighter, the VF-19 Excalibur, looks too much like a 'hero' unit for the role. He also wanted a fighter that was clearly distinguishable from the hero unit of the series, the VF-25. So the reason we didn't see more of the VF-19 Excalibur was strictly a creative decision made for the Macross Frontier TV series audience; there is no official in-universe declaration for any explicit exclusion. Edited February 16, 2015 by Mr March. I'm finding new stuff every day.

I really liked the VF-19, I just wish the only toy I had of it wasn't the VF Hi-metal. When I get my tax return back, I think I'm going to finally break down and get the Yamato 1/60 YF-19, that I have been wanting for the past 3 years, just so I have a good one. After that I just want n SV-51, and My collection will be well rounded. But that aside. I didn't realize that the Inertia Store Converter was something in universe already. So I'm gonna keep making an arse of myself with questions.

Is the EX-gear something that would be incorporated into an AVF design, bringing it up to 2059 spec? If so, what exactly does the EX-gear do? Is it akin to the Master-Slave operating architecture of an Armslave (from Full Metal Panic!)?

Or is it something else entirely? I always sort of wondered about that.

The Armslave, and EX gear were drastically different concepts of what a Mecha was to me, having come from Battletech to Gundam, and to Macross. Is the EX-gear something that would be incorporated into an AVF design, bringing it up to 2059 spec? If so, what exactly does the EX-gear do? Survey says 'Yeah, probably'. The Macross Frontier VF-19EF Caliburns in Macross the Ride that were built for SMS and the NUNS in 2058 were built with EX-Gear cockpits, though that may have partly been because they were using them to evaluate equipment for the YF/VF-25 as on the VF-19ACTIVE Nothung. That said, the VF-171 Nightmare Plus variant in use in 2059 was an AVF as well, but did not possess EX-Gear until it was retrofitted to accept it in the VF-171EX upgrade.

EX-Gear is a sort of improved cockpit system. It uses a combination of a learning computer and monitoring of electrical impulses in the pilot's muscles to greatly improve the precision and ease of control of a VF, supposedly to the extent of providing a control feel almost like 'wearing' the VF. It's also got some survival kit features like a simple cold sleep function, small medical kit, and distress beacon, while also functioning as a sort of 'self-rescuing' ejection seat that turns into a flight-capable powered suit. I think the way one of my friends put it was 'It's a core fighter you can wear'.

Mario & Luigi: Superstar Saga + Bowser's Minions (known as Mario & Luigi RPG1 DX in Japan ) is a game for the. It is an enhanced remake of the 2003 game,. The game has an added story called Minion Quest: The Search for Bowser. The game has support for the Minion Quest mode, where the,, and amiibo are compatible. The game is the first remake of the, the third game in the series to be released for the Nintendo 3DS, and the sixth game in the series overall.

Despite being a Nintendo 3DS game, it is only playable in 2D. The graphical changes between both versions, showing Bowser literally breaking the. The remake of Mario & Luigi: Superstar Saga has updated graphics, soundtrack, and controls, looking visually similar to and. The story is mainly the same as it was in the original game. However, some additions and alterations to the gameplay have also been made. List of changes •,, and enemy stats were changed. • Mario and Luigi will now twice on an enemy if a solo jump's action command is entered correctly, just like in previous installments since.

• The from is added. • The Solo-Attack- is replaced with separate Command Blocks for,, and. • Many bosses now drop new gear such as dropping the or Rookie dropping the. • can now be obtained throughout the entire game and not just from.

• Advanced are now separately selected and cost more to use. • Mario & Luigi now make sounds whenever they are hit in battle as well as during Bros. • The level of an enemy is now displayed next to their name when targeting them.

• The game now has a lot of new features due to the added second screen. • Mario & Luigi's passports showing their level and stats are displayed in battle. • A tutorial for attacks is displayed in battle similar to the one in Mario & Luigi: Paper Jam. • In the overworld, the touch screen can be used to switch between moves like the or the.

• The player can also press a button on the touchscreen to display a map where they can also put markers. • are present in every version of the game unlike in the original, where only the Japanese version featured them, and are far more numerous.

• Similarly to and Mario & Luigi: Paper Jam, saving can now be done at any point on the overworld. • Cutscenes can be sped up with, or with the icon on the touch screen. • Mario & Luigi's positions can no longer be switched manually. Instead, they will switch automatically when selecting a move. • Pressing in the overworld will make both Bros.

Jump simultaneously. • The line of the Koopa Troopa originally telling the player about switching places was changed to inform about this mechanic. • The menu screen features a guide option, showing how certain actions are performed similar to Mario & Luigi: Paper Jam. • This function is also available in battle via the bottom screen.

• The percentage of and found can also be viewed in the menu screen along with a summary of the current story. • A option was added.

Unlike in, it's not accessible from the title screen but from the in-game menu screen. It can be viewed with? Blocks and Chuckle found. • Options have also been moved from the title screen to the menu screen. • Four new were added in, at the Platform at Base, in near, and at the start of the surfing minigame in. • The time limit to collect ten in Hoohooros's minigame has increased from 30 seconds to 35.

• ' was renamed to '. • Many character sprites are apparently derived from the sprites of Mario & Luigi: Dream Team and Mario & Luigi: Paper Jam, causing their appearance to be different with respect to the one of the original game. • are bipedal rather than quadrupedal. • The take on their modern designs rather than their original designs. • The NPC from the no longer wear flight uniforms. • The in and are now regular Toads with differently colored spots and vests rather than differing in height and clothing. • The cannon that Bowser gets stuck in during now flies away upon firing him out, rather than blinking away after the camera pans back to Mario and Luigi.

• The that block paths have been redesigned to be. • Several cameos have been added to the • There is now a trophy from on a shelf and a hanging next to it. • Mario's tennis racket and golf club can be seen on a shelf above and leaning on Mario's bed, respectively. • Mario's hardhat and tool belt from is hanging beside the workbench on the first floor of Mario's House. • is now on the clothing line outside of the house rather than on the coat-stand inside, fixing a minor continuity issue when Mario puts on his clothes. In the original game, his cap suddenly appears on his head once he's all dressed up.

• A carpet in front of the Bros.' Beds looking like a has been added. • A pendulum clock has been added to the wall. • When Mario & Luigi enter for the first time, the devastation theme keeps playing instead of the Beanbean Castle theme. • Instead of the music stopping when Peach's Castle explodes, the music keeps playing as it explodes. • 's design has been changed from his original -like appearance to that of a generic crew member. • The destruction of is now caused by Fawful's minions from Mario & Luigi: Bowser's Inside Story.

• is now taken from rather than being a remix of his theme from the. • The posters in, which used to reference other Nintendo franchises such as Kirby,, and The Legendary Starfy, are now replaced with new posters depicting films involving,, and, a invasion, and. • no longer explains the minigame,, with a disembodied text bubble replacing him. This is likely due to licensing reasons, as owns the character of Geno.

• replace in. From the original game are now named. And are treated as a separate species to the standard Mushroom Kingdom ones (which are found in Minion Quest).

They also drop Oho Gear. • Mario and Luigi are now able to swim high while underwater. • Rather than 's music playing after the S.S.

Chuckola moves out of and into the ocean and crashes, no music plays. • and are replaced by with the same behavior.

• Several enemies that had duplicate names but different palette and stats have been renamed to be 'Elite' versions, akin to what was to. These include,,,, and. • now heal 30 HP instead of 25. • Similarly, heal 15 BP instead of 20. • The now resembles the and gives the traditional item jingle from series. • are now known as bean hollows.

• Invisible that can be found by or the are now made visible. • Each blend in requires less beans, from 25 (25 for single bean, 15/10 for two beans) to 10 (10 for single bean, 6/4 for two beans), and the stat boosts given are reduced by half. • There are now only two save files instead of three. • Cackletta's soul is now larger than in the previous version; has a blue jewel on her forehead; has light yellow eyes instead of darker yellow, bloodshot ones; has arms that are now color coded to match, and is now a 3D model instead of a 2D sprite (as with ). • When low on health Cackletta's entire body turns bright red, the eyes and heart turn green, and the jewel becomes gray. • The ground during the final battle now has a design of Cackletta's grin. • Cackletta raises her index finger rather than her middle finger when using her spinning fire attack.

• Bosses now turn red (or different colors) when low on health, as in Paper Jam. Some bosses now have altered attack patterns or new attacks: • When low on health, covers the tree on his head with both hands, making it impervious to attacks. • Sledge and Mallet now inform Mario and Luigi that they've moved after defeating Mom Piranha and tell them to come. • They are also not in the cave until then. In the original, they could be visited any time after Oho Oasis. • The top faces of appear to have happy faces rather than sad ones, as the mad faces on the bottom stay the same.

• now take critical damage from Mario's Firebrand attacks, especially the attack. • Various music has been replaced as well. The music for the Star 'Stache Smash has been replaced with a remix of Mario & Luigi: Paper Jam's mini-game theme, the music for the Barrel mini-game is replaced with a remix of Mario & Luigi: Dream Team's mini-game theme and the tutorial music is a remix of Mario & Luigi: Partners in Time's tutorial music.

• 's unique voice and roars are replaced with Bowser's growls. • The original game featured a cutscene upon entering Bowser's Castle, where Fawful informs Bowletta about the arrival of Mario and Luigi, and she summons the Koopalings. This cutscene is missing from this game, since in Minion Quest Bowletta disguised as Bowser orders and the other minions of Bowser to attack Mario and Luigi instead.

• The Koopalings are now given a full amount of dialogue since they do not have any in the original game. • The battle music that was used for Fawful in Bowser's Castle is now the battle music that was used for Cackletta in Woohoo Hooniversity just like in the original game's Japanese release. • The game is no longer included. • The post-battle screen is now similar to the ones used since Mario & Luigi: Bowser's Inside Story and this time, the player should press to collect the EXP and coins. • The game can now be saved after defeating the Final Boss. • The Game Boy Horror SP now only applies to the bro who has it equipped, rather than affecting both regardless of who has it equipped.

The bro who doesn't have it equipped now can only force a rare drop through a Bros. Attack, or countering a counterattack caused by a Bros. • Each area has a unique stamp when the game is saved, whereas in the original, there was only one stamp. For example, Peach's Castle has a mushroom stamp whereas the Koopa Cruiser has Bowser's head as a stamp. • The monitor that Bowletta uses to communicate with the heroes in is now a (blue the first time and pink the second time), rather than the original game's.

• When getting a game over, an arrangement of the classic death jingle can be heard, while in the original game, there is no music. • sound effects are added when fighting in Woohoo Hooniversity. • When the KOs Mario and Luigi during the Bowletta battle, the music stops, then the same music plays again. In the original game, Cackletta's theme plays both times. • There is now a character in that allows the player to scan compatible to obtain stamps.

• The 'M' and 'L' on Mario and Luigi's respective caps are now red and green respectively, instead of both being black. Minion Quest: The Search for Bowser. The logo for Minion Quest: The Search for Bowser. This previously untold adventure develops alongside and with the main Mario Bros. Story, and it involves 's minions battling the enemies of the to rescue Bowser, after he is knocked out from the, led. The battles are the two armies automatically fighting against each other, though the player can choose which characters to send in, give more power to critical attacks by performing certain actions such as repeatedly pressing a button, pressing a button with the correct timing or aiming correctly at the enemies, and choose one of the actions available to the captain, the latter of which costs CP.

At the end of a battle, if any of the opponent's allies had survived, they will join the player's team. There are three types of troopers: Melee (who only fight physically), Ranged (who fight exclusively with projectiles), and Flying (physical fighters who fly). The types follow a rock-paper-scissors triangle of strength and weakness, with Melee units being strong against Ranged units but weak against Flying units, Ranged units being strong against Flying units but weak against Melee units and Flying units being strong against Melee units but weak against Ranged units. Story The story of Minion Quest is shown as a movie, just like the main Mario Bros. Story, in the. The story of Minion Quest starts off right after the Mario Bros. Have defeated the first two enemies in the game, the two Goombas.

After they are defeated, they are placed in barrels, and the one on the right complains about how he got trounced by the Mario Bros. Again, with the one on the left saying that it's about time the Goombas rose up and made a name for themselves. Unbeknownst to anyone in Bowser's army, these two Goombas would eventually become and over the course of their adventure. They are taken care of by the Koopalings,, and, who tear into them and mercilessly taunt them about how useless, expendable, and trash they are and proceed to give them orders, but before they can do so, the Koopa Cruiser gets attacked by and starts to sink into the area around the border between the Mushroom and Beanbean Kingdoms, just like in the main story, and every one of Bowser's army of baddies is thrown clear of the wreckage. Captain Goomba regains his consciousness and awakes in a cave. He attempts to see if there is anyone nearby, but he can hear no answer, so he looks outside and finds that he is on a. He sees Bowser, who had just been shot out of the cannon in, fly through the air into the distance.

Deciding to rush after his leader, the captain of the Goombas warms up for some action and takes off in pursuit of Bowser, and thus begins the untold adventure. After beating two Beanies who come across his path, Captain Goomba comes across some of his fellow kind arguing over who should be the captain and lead the rescue. Overcome with joy, he meets up with them, where they explain the situation to him, and after he convinces them to join him on the adventure, they officially make him a captain and give him his flag. Initially they only agreed to this because no one else wanted to, but he slowly starts to win their sincere support and respect and prove himself a true captain.

Captain Goomba learns the tutorials of the game the first few levels. The crew fights various Goombas, and a pair of Hammer Bros. Who were going to live with the The squad comes across two Paragoombas, who take Captain Goomba for an enemy and attack his squad. After defeating them, the now-freed Paragoombas tell him the bad news: Fawful came across Bowser and made plans for him, and the Paragoombas attempted to interfere and stop him, but he brainwashed them with his headgear's smoke and shooed them away to fight his enemies. The minions make fun of the captain's 'aura of stupidity'; this becomes a running gag throughout the story.

And are encountered on the mountain, but they pay the squad no mind as they continue to look for Bowser themselves. Fawful's Decree. Eventually, Captain Goomba comes across Fawful, who has Bowser with him. Before he can do anything, however, Private Goomp arrives to take credit for defeating Fawful. Fawful uses his brainwashing smoke to brainwash Private Goomp, but fails to brainwash Captain Goomba due to his true minion spirit. Captain Goomba and his squad fight against Private Goomp and his brainwashed forces, and after the battle, Fawful knocks Goomp and Captain Goomba off the top of the mountain, and flees to the to retrieve the, once again drawing parallels with the main story. Later, Captain Goomba consults a about Bowser's whereabouts, and jumps off the bridge to the base of the mountain, making a.

Outside Beanbean Castle Town, the Koopalings are discussing their plans about how to find Lord Bowser, and even wonder if he has been kidnapped. They easily dispatch a rowdy group of, but are ambushed by Fawful, who uses a more powerful spray to brainwash all the Koopalings after the normal one proved to be ineffective. Captain Goomba and his squad come across a Shy Guy strolling around, who throws a turnip at Goomba.

Afraid for a second that he might be brainwashed, the captain is ready to fight, but the Shy Guy says they are on the same side, and he was only attacking due to the fact other minions were hostile. Shy Guy joins Goomba's team as a new captain. The two captains and their squad eventually encounter Lakitu, who explains to them that when the Koopa Cruiser exploded, it sent the minions flying across the entire kingdom, and that they will have to recruit all of the minions before taking their last stand against Fawful. Lakitu says he'll scout the nearby areas for any minions, but before he can do so, a brainwashed snatches him away for building Fawful's army. However, the duo of captains are able to rescue him, and they continue their search. The Elite Trio prepare to fight each other.

Later on, the group runs into Prince Peasley, and they ask him if he has seen any Stalking Piranha Plants lately. One sneaks up behind Captain Goomba, and a battle ensues with a few.

After the fight, Captain Goomba humorously sends a Piranha Bean to attack Prince Peasley. The squad then encounters the, with Private Goomp at the forefront. Goomp says he intends to recruit all the minions and get recognition from Bowser, so he, along with and, fight the squad, with Captain Goomba winning the battle. After the battle, the three then argue over why they lost, causing a fight to ensue. The squad decides to ignore them and continue. Eventually, the group confronts Larry, who is ordering his minions to help build a fortress for him, so he can conquer Beanbean Castle Town. In the ensuing battle, Captain Goomba wins against Larry, and convinces him to join their cause, although Larry strongly dislikes taking orders from a Goomba.

He informs the squad that the Koopalings are scattered around the world, knowing the locations of three of the Koopalings: Iggy in, Wendy in, and in. The squad enters a cave filled with, and encounter, who talks about his ghost research and his inventions, including a. They wander into Chucklehuck Woods, where Iggy is busy taking over the forest.

Captain Goomba starts to smell an addictive fragrance that makes him wander off into Bubbles' lair. Inside the cave, they see, who mistakes them for the ones who are causing the turmoil in the forest, and he breaks the floor with his feet, sending the entire squad plummeting down into the underground. Getting out, they encounter, who ask for help retrieving the in exchange for info on Iggy's whereabouts.

Sergeant Guy has split up with the Trio, and attempts to beat the squad alone, but fails and instead joins the squad. The squad soon meets a Boo who becomes another captain (although he just wanted the flag). Finally, at Mother Chuckalola, the squad encounters and defeats Iggy, and he joins the squad's team.

The 'cute battle' contest. In Gwarhar Lagoon, Captain Goomba is swarmed by eager, only for Wendy to appear and taunt the squad.

The Hermie club then attacks Wendy, so the minions give chase. Although she escapes, she has set up a 'cute battle contest' that will determine the cutest group, which the Hermie club plans to join. Snatches a Bob-omb and, a star sprite, to use as decorations for the cute contest, which leaves the rocking starfish dejected. Starlow escapes, and shooes both Hermie and Spangle away, before leaving to possibly enter the cute battle herself. Corporal Paraplonk is encountered training his Paratroopas for the contest, and after a battle, joins the squad.

The cutie battle begins which gives Shy Guy stage fright, and he bails as a result. The minions must get through a few rounds earning points, and eventually Wendy gets fed up and decides to fight early. After, Wendy joins the squad, and after leaving, the star angels (Starlow, Spangle, and two ) end up winning the prize. Popple trips on Bowser. Back at Hoohoo Mountain, Bowser is seen looking for food. The minions lose sight of him, and ask a Hoohooligan what happened to Bowser. He explains that Bowser was able to escape Fawful's capturing, but got struck by a 'hard object' (which made him lose his memory)., who was in the village stealing food, trips on Bowser, causing him to wake up and start following Popple.

Back at Chucklehuck woods, Popple has already made Bowser his, but momentarily loses sight of him. Popple asks the captains for help in finding 'Rookie,' but they intimidate Popple into fighting. Rookie does appear, however, but he does not recognize his former lackeys, and burns Captain Goomba when the latter tries constantly to no end to get him to come back home to the castle before leaving. A hard choice.

The squad makes their approach to Teehee Valley, Where Morton is attempting to take over the. Encountering Private Goomp in the desert, they battle his Goomba squadron and gain him as the last Elite Trio member.

They 'save' a single Toad that works at the arcade at the town, and bribes Captain Goomba into getting an Invincibility Mushroom in a cave in exchange for beans, and in yet another parallel to the main story, it turns out they got a Poison Mushroom instead of an Invincibility Mushroom, which caused Mario to get. Among a group of, a lone friendly Koopa is encountered, and becomes a captain, though his affinity for rhyming is usually frowned upon. Eventually, the group finds Morton and defeat him, and he joins the squad. Popple is encountered again, this time looking for a replacement for the previous Rookie (candidates include a, a Beanie, a, a, and ). Upset that the squad attacked him in the Woods, Popple fights the minions, but is defeated again.

Birdo, the only Rookie left, carries Popple away. Meanwhile, the cutscene where Rookie becomes plays, implying Rookie was just beaten. Lakitu informs the crew that the is being repaired in, but Fawful appears to tell them he took over Bowser's Castle, and that Bowser is 'no longer of this world anymore.' Making their way to Joke's End, they find the Koopa Cruiser in ruins, so they decide to defeat minions to gather tools, unaware they are being spied on by Roy. Once they have enough allies, Roy launches a surprise attack, but soon comes to his senses and joins the squad, telling the squad to stop a bomb the Elite Trio had placed on the cruiser. With the cruiser repaired, the squad flies to Bowser's castle.

The seven Koopalings. The castle is filled with the hardest enemies thus far. Ludwig and Lemmy are encountered and fought, and once defeated, the Koopaling team is complete. Eventually, as a test of strength, Ludwig orders all the Koopalings to fight at the same time. Captain Goomba defeats them all, and they gain the Koopalings' respect. The group encounters Fawful once again, and although he taunts the squad mercilessly, they defeat him and make their way to Bowser's chamber, where Bowser (seemingly returned), immediately tells Captain Goomba to 'destroy' Mario. It turns out 'Bowser' was actually Bowletta in disguise, and she and Fawful use a trapdoor to send the squad into a dungeon, which turns out to be a factory.

After a long final battle which tests all the skill levels, the minions defeat Fawful one final time and escape the dungeon. It is unknown what happened to Fawful after this, it is presumed he fled and went on to fight Mario and Luigi, once again in a parallel to the main story. The Ending Picture. After Bowletta's, the minions reunite with a returned Bowser, only for the castle to explode sending Bowser and his minions crashing into the screen. Later, Bowser gets stuck in the present in the airplane, and all the minions chase after it on their way home.

Back at Bowser's castle, Bowser begins to promote Captain Goomba, only to realize he was the 'hard object' that fell on Bowser's head and gave him amnesia. Bowser angrily chases after Captain Goomba, and his title and flag are taken away as the story comes to a close. Captains Image Name Type Special Description Strong against Weak against Melee Rocket Headbutt The go-to soldiers among Bowser's Minions. They move fast and charge into foes! Ranged Throw the Fight You can't beat that poker face. They excel at evasion and pummeling Lakitus and Lakipeas with turnip. • • Flying Evasion Cloak For Bowser's sake, they won't be frightened!

Prone to mocking their foes and attacking from above. Melee Rock Solid They look innocent, but their shells provide a tough defense. Dry Bones may share their bone structure, but beware-they know their weakness! • Captain Goomba (Gold) Melee Rocket Headbutt The go-to soldiers among Bowser's Minions. They move fast and charge into foes! Captain Boo (Gold) Flying Evasion Cloak For Bowser's sake, they won't be frightened!

Prone to mocking their foes and attacking from above. Captain Koopa (Gold) Melee Rock Solid They look innocent, but their shells provide a tough defense. Dry Bones may share their bone structure, but beware-they know their weakness! The bottom screen in a level.

With the D-Pad and touchscreen you can select one. CP are used to activate Captain Commands. The higher the Captain's level is, the more CP and Captain Commands he got, there's a total of 10 CP.

After a battle the CP increases, how much it increases depends on the Captain's level. The only other way to increase CP in a level is through the Chance Captain Command, if the player is lucky, they will get 5 CP out of it but to use it, 3 CP must be used. Captain Commands Name CP used Description Deny 1 Surprises an opponent and cancels their Special Skill before they can pull it off. Rally 4 Cheers on the whole squad and raises their SPIRIT for a limited time.

Chance 3 Creates a block that can be hit to score a bonus. Play Dead 4 Feigns defeat on the battlefield so enemies will turn their attention elsewhere. Parry 5 Completely blocks two enemy attacks. Time it perfectly to counterattack! Pass the Bob-omb 6 Starts a game of catch with the enemy captain using a Bob-omb on the verge of exploding. Thwomp Thump 6 Drops a mean Thwomp that deals heavy damage to everyone on the ground! Can be avoided by jumping.

Clash of Captains 6 Exclusive to Goombas. A showdown with the opposing captain. Be mindful of the damage that will be taken from the enemies along the way!

Call for Backup 4 Exclusive to Shy Guys. Sends in one of your reserve troopers to charge into battle and back you up.

Sneak Attack 6 Exclusive to Boos. A stealthy attack from behind an enemy captain. Can it be pulled off against types you're weak to? Shell Shock 4 Exclusive to Koopa Troopas.

A spinning shell attack! Damages all nearby foes. Allies Image Name Type Special Description Strong against Weak against Melee Rocket Headbutt The go-to soldiers among Bowser's Minions.

They move fast and charge into foes! Flying Cranium Crush Goombas who soar the sky with grace. With a spin they can do a Cranium Crush. Melee Spin Cycle Bulky blokes with high POW and HP. They can sweep up foes by spinning their tails. Melee Whomping Wallop They can use Whomping Wallop to attack all foes in front of them. Weak against Boomerang Bros.

Melee Rock Solid They look innocent, but their shells provide a tough defense. Dry Bones may share their bone structure, but beware-they know their weakness. Flying Cranium Crush A harmony of heavy shell and light wings. They spin around in the air and attack their enemies from above. Flying Cranium Crush A harmony of heavy shell and light wings. Strong against Spear Guys and other spear-wielding enemies.

Ranged Chain Shot Their calcium-deficient bodies are weak. They despise losing to Koopa Troopas. • Flying Evasion Cloak For Bowser's sake, they won't be frightened! Prone to mocking their foes and attacking from above. Flying Kaboom Bash A rare type of Boo that explodes! They are especially strong against Ice Snifits.

• Flying Spin Cycle A rare type of Boo with a tail. Getting hit with said tail really smarts! Flying Piercing Projectile A big ol' Boo.

It's slow, but it flies and has incredible HP and POW. Melee Air Bash Those deep red gloves are proof of their strength. They especially like to break mechanical things. • Mecha-Fawful X • Mecha-Fawful Y • Mecha-Fawful Z • Ranged Throw the Fight You can't beat that poker face. They excel at evasion and pummeling Lakitus and Lakipeas with turnips.

• • Ranged Rain of Pain They like to throw their special spear and weave about. Especially strong against Pestnuts, but weak against red Koopa Paratroopas. • • Flying Mega Tackle Shy Guys who fly through the sky. Some say they know the weakness of the Ice Bros. Ranged Throw the Fight Their constant movement masks their lack of power. Just who are those mischievous eyes targeting?! Melee Rock Solid Those hard shells aren't just for show!

They boast the Rock Solid ability, and their defense is airtight. • Flying Dive Attack A veritable flying fortress. Their bodies are protected by a hard shell. Weak against their rivals, the Buzzy Beetles. • Ranged Rain of pain Those Hammers are deadly from a distance.

Their Rain of Pain attack is to be feared! Ranged Rain of pain They throw fireballs as well as a Mario Bro! Burning Fuzzbushes and Pokeys is a cinch, but they're weak to Ice Bros. • • • Ranged Throw the Fight That chilly ice is especially strong against Fire Bros. They're weak against those expressionless Fly Guys. • • Ranged Piercing Projectile They throw boomerangs with ample gusto. Strong against Pokeys and Goomba Towers.

• • Melee Spin to Win They have a hard shell and painful spikes. Though small, their spin attack is mighty! They seem to be weak against Lakitus. • Flying Chain Stomp They hustle about atop a cloud. They're strong against Beanies and Spinies, but their weakness is a Shy Guy's turnip attack. • • • Melee Whomping Wallop They may move slowly, but their HP is their pride.

Watch out for the spines that cover their bodies! Weak against boomerang wielders. • • Melee Charging Champ Unstoppable when they're off their chains. Difficult to control and highly destructive. Melee Air Bash That padding makes for high POW and DEF. They tend to go overboard with their brawm and are weak against Mechakoopas. • Ranged Spitfire Fury They walk about while spitting out powerful flames.

Hey, aren't Fuzzbushes and Pokeys flammable? • • Ranged Throw the Fight They spit up and throw Spike Balls at foes. The larger ones they throw are especially strong. Melee Kaboom Bash They have explosive power upon impact. Handle these Melee troopers with care. Melee Mega Tackle They use their small bodies to bob and weave about.

Especially strong against Chargin' Chucks, but weak against Broozers. • • Flying Chain Shot Magikoopas dressed in blue. They tear into enemies from atop their brooms. • Ranged Feed the Speed Magikoopas dresses in white. They use their magic wands to raise a nearby unit's SPEED!

• Ranged Power Up Magikoopas dressed in red. They use their magic wands to raise a nearby unit's POW! • Ranged Sure Shot Magikoopas dressed in green. They use their magic wands to raise a nearby unit's ACCURACY! • Melee Rocket Headbutt A Goomba with dreams of grandeur. He's quite good at dodging attacks and avoiding being lectured. Flying Cranium Crush An elite Koopa Troopa with big dreams.

The bucket on his head gives him a tough defense. Rockford Fosgate Fnx 2614 Manual Meat on this page. Ranged Sure Shot An elite Shy Guy with big dreams.

His sowardly nature is great for dodging. Ranged Throw the Fight One of the seven notorious Koopalings. Has high ACCURACY and is secretly great at sniping. Melee Chain Stomp One of the seven notorious Koopalings. Moves slowly, but just one attack can break through rock. Ranged Piercing Projectile One of the seven notorious Koopalings. You'll pay dearly if you underestimate her power!

Ranged Power Up One of the seven notorious Koopalings. Powers up characters close to him. Melee Spin to Win One of the seven notorious Koopalings. Quite proud of his incomparably high HP. Ranged Spitfire Fury One of the seven notorious Koopalings. Has increadible high EVASION.

Ranged Chain Shot One of the seven notorious Koopalings. Has a great balance of POW and DEF. Flying Smack Back Attack King Bowser's only son.

Rumored to be especially strong against Magikoopas. • • • • Flying Dive Attack A Star Sprite with unsurpassed SPEED. Rumored to be especially strong against mechanical baddies. • Mecha-Fawful X • Mecha-Fawful Y • Mecha-Fawful Z Flying Charging Champ The dashing prince of the fair Beanbean Kingdom. Rumored to be particularly enjoy conquering Gold Beanies. • Enemies Image Name Type Special Description Strong against Weak against Melee Mega Tackle Enemies frequently seen in the Beanbean Kingdom.

They move and hop about the battlefield. Melee Mega Tackle Rare Beanies with a gloriously golden glow. Defeat one to win lots of EXP. Flying Cranium Crush Beanies that fly through the air. They soar about the battlefield on small wings. Melee Rock Solid Foes that strongly resemble Koopa Troopas. Their body is protected by a hard shell.

Melee Rock Solid They resemble regular Troopeas but are a bit stronger. They're quite proud of that vibrant color. Flying Cranium Crush They strongly resemble Koopa Paratroopas.

The leaves on their head are good luck. Flying Cranium Crush They strongly resemble Paratroopeas.

Full of pride for those bright shells. Melee Rocket Headbutt They resemble Goombas but are.much grittier. Those spears make for powerful headbutts. Melee Spin Cycle They're proud of their POW, despite their small size. Quite speedy, so try to take them down quickly. Melee Snack Back Attack Their bodies are much lighter than they appear.

They change headfirst into foes with great power! Melee Snack Back Attack A more powerful variation of Limbo Bros. Their Smack Back Attack is quite strong. Ranged Piercing Projectile They look like Boomerang Bros., but more stylish. Their sunglasses kind of make them look evil.

Strong against Pokeys and Goomba Towers. • • Ranged Spitfire Fury Fashion-forward Snifits sporting spiffy coats.

They spit out rock-hard snowballs. Weak against Bomb Boos. • Melee Spin to Win Foes that strongly resemble Spinies and are weak against Lakitus. Stepping on those spikes hurts A LOT. • Flying Chain Stomp Though their POW is average, be mindful of their high HP! They hate turnips and the Shy Guys who throw them. • Melee Mega Tackle Mighty dragons that can't fly, despite having wings.

They charge forward when they spot an enemy. Melee Spin to Win They are completely covered in painful spikes. It hurts no matter where they hit you.

Weak against Spear Guys. • Melee Spin to Win Powerful Pestnuts that thrive underwater.

Those sharp spikes are a real threat. Weak against Spear Guys. • Melee Spin Cycle They charge forward wielding a spear. Weak against red Koopa Paratroopas.

• Melee Spin Cycle They resemble regular Chuck Guys but believe themselves to be superior with a spear. Weak against red Koopa Paratroopas. • Melee Whomping Wallop Foes that pride themselves on their POW. They strike the ground with giant clubs. Ranged Spitfire Fury They spit out powerful flames.

Still, they're easily burned themselves, what with being plants and all. Ranged Spitfire Fury Love hurts, and so do those hearts they spit out! Their bodies are among the lightest in the kingdom.

Ranged Rain of Pain They tread lightly on tiny legs. Weak to Fire Bros. And Fire Stalking Piranha Plants. • • Ranged Throw the Fight She wears a pretty red ribbon atop her pink head. Known to build up power and spit out eggs.

Ranged Rain of Pain The greatest thief in the kingdom.or so he says. Recruited the amnesiac Bowser as his underling.

Melee Charging Champ Mass-produced robots that serve Fawful. They charge into foes with their giant bodies. • • Flying Cranium Crush Mass-produced robots that serve Fawful. Those heads are known to fly about. • • Ranged Piercing Projectile Mass-produced robots that serve Fawful.

They fire powerful beams from their chests. • • Melee Chain Stomp Cackletta's faithful underling.

Fights as a Melee trooper. Flying Dive Attack Cackletta's faithful underling. Fights as a Flying trooper. Ranged Chain Shot Cackletta's faithful underling.

Fights as a Ranged trooper. Ranged Chain Shot Cackletta's faithful servant with extreme fury issues. Brainwashes Bowser's Minions to take over the world. Title screen Media Main article: Staff Main article: Quotes Main article: References to other games •: An arrangement of this game's death jingle is heard when getting a game over. •: Larry is the boss of the plains world, Morton is the boss of the desert world, Wendy is the boss of the water world.

• /: Mario's golf club and tennis racket can be seen next to his bed. •: When Captain Goomba and his huge squad confront Private Goomp in Teehee Valley and receive a show of Private Goomp's Goomba army, Captain Goomba asks, 'I only see Goombas.Is this a Goomba gala?' , which may be a reference to.

• /: Goombas have the ability to. •: A poster depicting a movie involving a invasion appears in the redesigned Yoshi Theater. Gadd also mentions he is building a time machine when encountered in Minion Quest. •: appear in Minion Quest.

•: replaces, while,, and cameo on another poster. And also appear. Gadd's theme is directly taken from from this game.

•: Many graphics originate in this game. Also cameos on a poster. •: A trophy from this game appears in the. •: Parts of Mario's Builder Outfit, specifically the hardhat and toolbelt, appear in the.