"Stories of the Past, Technology of the Future."
RttK Logo2
Return to the Kingdom
RttK Logo2
Franchise Mario
Platform Wii U & Nintendo 3DS
Genre Action/RPG
Developer PlayRight Games Inc.
An action game set in an alternate future of the Mario universe. Features RPG elements, special weapons, and an expanded story.

Return to the Kingdom is an action-platformer RPG, and a spin-off from the main Mario franchise. Unlike most Mario games, Return places a significant emphasis on the story and characters, and explores the background of both the Mushroom and Koopa Kingdoms. The game introduces a new main character, Mars, alongside a Luma named Lu. Together they travel across new worlds, encountering original and classic enemies, and defeating the future versions of the Koopalings.


The game begins in the plant kingdom of Floria (known an Sarasaland in the original canon). Toadsworth, the ambassador of the Mushroom Kingdom, arrives from across the sea with dire news- his kingdom has been invaded by the Koopa Clan. The eight royals from the surrounding kingdoms travel to Floria to hold a referendum on how best to respond.. Little did they suspect that the rogue forces have already planned a second offensive…

In the nearby fields of Emerald Evergreen, Mars is practicing his “Jump man” maneuvers with retired Florarian commander Poppy. Just after finishing the day's training, Mars sees smoke rising from the distant castle and decides investigate. Before he sets off, Poppy gives him the Hero’s hat, which he claims to have received from the hero’s brother after his death.

Mars embarks with his new equipment into the woods. As he travels, he sees a bright object fall into the woods nearby. He discovers it is a Luma, who introduces itself as Lu. Lu explains that he was sent to assist “the hero” in preparation for an impending disaster. Lu immediately recognizes Mars' new hat, and determines that he is the one he was looking for. Before he can explain his skills to Mars, airships race overhead, dropping enemy forces all over the plains. The two quickly decide that a hands-on introduction will be needed, and travel on to fend off the invaders.


Returns plays similarly to the mainstream titles, but with more emphasis on combat and puzzle solving. The most obvious change is the introduction of a health bar and special bar, rather than using powerups as health. The gameplay is centered around collecting items in each level, such as star bits, coins, and keys, and using them to reach the end of each level. Along the way, enemies need to be defeated and objects manipulated to reach the goal- this requires the strategic use of Mars arsenal of special moves.


Mars has several basic attacks available at the start of the game, such as his jump, wall jump, and roll. He is also equipped with the corkscrew attack as his default standard attack. In addition, Mars can gain special attacks over the course of the game. Mars gains his first two special moves from Lu in the second level, and the rest from the Crown Jewels at the end of each level. Lu and each Jewel which will let him use two new special attacks- an offensive special (used by Mars for combat) and a strategic special (used by Lu for puzzle solving). Only by working together will the pair be able to conquer the next world and its boss. Special attacks empty the SP (Special Power) meter; he has 120 SP total, and can replenish his supply using Star Bits.

Picture Name Description
Standard attacks
Shoe icon Corkscrew (Standard A1) Mars twirls in midair, dealing more damage to enemies he lands on, and negating the damage of the spiked enemies he hits. Uses no SP.
Dropscrew (Standard A2) The upgraded Corkscrew. If the down button is held while using the move, Mars will fall straight down, breaking through enemies and drilling into tough enemies. Uses 2 SP (60 uses)
Hammer Icon Hammer Slam (Standard B1) Allows Mars to wield a hammer in place of his corkscrew attack. On the ground, the attack deals heavy damage in front of him which can break certain obstacles- in the air, he spins to deal two overhead hits. It can bounce of enemies and spikes, but it is more difficult to time. Uses 0 SP
Magma Mallet (Standard B2) The upgraded Hammer Slam. By holding the attack button, Mars can charge a fiery version of the attack that creates a flaming shockwave. In the air, the attack engulfs Mars in flames, doubling the damage it does in the air. Uses 4 SP (30 uses)
B-rang icon Boomerang Sling (Standard C1) Replaces the corkscrew with a boomerang. When thrown, it passes through enemies until it hits a wall, then travels back. It can be used to grab items from a distance. Using it in the air gives Mars a mid-air lift, increasing his air time. Uses 0 SP
Cool Cutter (Standard C2) The upgraded Boomerang Sling. By holding the attack button, Mars can freeze the boomerang before throwing it- this prevents it from traveling as far, but each enemy it hits will be frozen solid. If thrown at the right distance, it can deal multiple hits to a single target as it turns around. Gives Mars a greater lift in the air. Uses 6 SP (20 uses)
Lu icon
Luma Punch Mars launches Lu from his fist like a projectile. Deals a lot of damage, but doesn't travel very far. The move deals less damage the further it travels. Can be charged to increase its range or angled up and down. Lu cannot hit flaming or spiky enemies, but can attack through shields. Uses 5 SP (24 uses)
Star Gun Launches a single Star Bit from Lu's mouth. The projectile is weak, but uses very little energy, travels a long distance, and fires quickly. Uses 1 SP (120 uses)
Emerald RK
Leaf Tangent Mars swipes in front of himself with a large leaf, launching three leaves in a spread shot angled up and away from him. Both the projectiles and initial slash deal damage. The middle leaf deals the most damage; when in the air, the spread is aimed straight downwards instead. Uses 5 SP (24 uses)
Green Thumb Lu creates a seed in front of himself- the seed deals virtually no damage, but if it lands on a dirt patch it will grow into one of three plants- a bouncy spring flower, a tall vine with leaf platforms, or a spiky bud that injures both enemies and Mars. The seed cycles through the three types while Lu holds the seed up, letting him choose the one he wants. Uses 10 SP (12 uses)
Citrine RK
Rockin' Roll Similar to the Rock Mushroom, Mars forms a rocky boulder around his body and rolls forward at high speed. The boulder can smash through weak walls and roll over some hazards; however, Mars can't stop once he starts rolling, and once it does hit something he must wait to hit the ground before acting again. Uses 12 SP (10 uses)
Brick Block Lu forms a massive block of stone around himself. The block hangs in the air briefly before falling. Once it falls, it can crush tough enemies and activate heavy switches. It can also be used as a platform both before and after it falls. Uses 12 SP (10 uses)
Sapphire RK
Water Geyser Creates a pillar of water in front of Mars that sends water bubbles in all directions, and deals several hits before fading. The geyser can lift platforms, break objects with cracks along the bottom, and extinguishes flames. If Mars jumps on an active geyser, he will be propelled upwards a short distance. Uses 15 SP (8 uses)
Aqua Jet Fires a continuous stream of water from Lu's mouth while Mars rides on him- while it isn't strong enough to lift them very high, it can slow their fall and let them hover a set distance above the ground. It will also extinguish any flames it hits. Uses 4 SP per second (30 seconds)
Ruby RK
Fire Spire Mars spins in place, sending two fireballs twirling upward. The flames can carry enemies above Mars and burn them multiple times- in addition, Mars himself is shielded by flames while spinning, so he deals damage on contact. If used in the air, Mars will rise while spinning. Uses 15 SP (8 uses)
Afterburner Lu charges up power for a second, then blasts himself forward while engulfed in flames, carrying Mars behind him. The move deals tons of damage on contact, and can easily break through tough barriers. The move can only be aimed directly left or right, and can be used to cross long gaps. Uses 24 SP (5 uses)
Time Bomb Mars launches a small, floating orb of energy that explodes when it hits an object or the attack button is released. The orb will travel forward automatically, and can guided up and down for as long as the attack button is held down. The farther it travels, the larger the explosion and the greater the damage. Can be used to break open tough barriers.Uses 20 SP (6 uses)
Supernova While the attack button is held down, Lu will charge power around himself, and release it as an explosion. Mars and Lu both fall more slowly while charging the attack. How large and powerful the explosion is depends on how long it was charged- it is slightly larger than Mars at its lowest charge, and covers the entire screen at max charge. Uses 40 SP (3 uses)
Diamond RttK
Chill Whirl Mars twirls around, surrounding himself in cold air and icy shards. The attack deals little damage per hit, but can rack up damage quickly if all hits connect. The move deals more damage to fire enemies, counter the effects of fire-based hazards, and even reflect projectiles. Uses 12 SP (10 uses)
Bitter Breeze Lu blows a gust of icy air that can be angled upwards or downwards. This move freezes water and cools hot surfaces. It doesn't do much damage to enemies, but freezes them instead. Uses 6 SP per second (20 seconds)
Crystal RttK
Sonic Twister Mars spins rapidly, turning himself into a tornado. While in this form, he can travel freely in any direction, and won't take damage from anything except lava and similar instant-kill hazards. He moves faster vertically than horizontally, and uses up SP very fast. Uses 12 SP per second (10 seconds)
Cloud Cover Lu turns into a small cloud beneath Mars and acts as a platform. When the cloud begins to fade, Lu sends a barrage of rain downwards that injures enemies. There is only one Lu, so only one cloud can be used at a time, but Mars can recall Lu earlier by pressing attack again. Uses 20 SP (6 uses)
Amethyst RttK
Thunder Beam Mars fires a beam of electricity from his palms that deals multiple hits to enemies. The attack can be charged to three levels of power, dealing more damage the longer it is charged. Uses 6 SP (20 uses)
Spark Orb Lu allows a bolt of lightning to strike him, surrounding him in an aura of electricity. The aura damages enemies it overlaps with, gradually losing power until it dissipates. The aura also blocks energy projectiles that hit it, protecting Mars from the front where Lu typically floats. Uses 8 SP (15 uses)


In Returns, there are 8 standard worlds with 8 levels each, and 2 secret worlds with 5 levels each- in total, there are 74 levels. Each of these levels has one of several objectives:

  • Standard Level- the bulk of the levels simply require Mars to reach the door at then end of them. Occasionally the door will be locked, and a key will be needed to open it. In either case, the main challenge is the platforming in the level.
  • Boss Level- Fortress and Castle levels end with battling a boss- Mars fights midbosses in fortresses and the Koopalings in castles. These levels tend to be shorter but more challenging than the normal ones.
  • Prison Level- Each world has one level with a hidden exit- finding and unlocking that exit leads to the prison levels, where Mars must infiltrate a prison to save one of the eight Royals. These levels are as hard as boss levels and as long as standard levels. Each one culminates with a difficult battle against a guard boss. Completing these levels earns Mars new standard attacks and upgrades to existing ones.
  • Challenge Level- Each world also has an extremely difficult secret level themed around that world's weapon. To access this level, Mars has to find all of the Star coins in the other seven levels (including the hidden prison level), thus ensuring it is always the last level to be completed.
  • Vehicle Level- In some standard levels, Lu can transform into one of his four vehicle forms (a StarKart, StarShip, StarDrill, or submarine) to complete the level. These levels have fewer checkpoints, but are otherwise not much harder than standard levels.
Name Locale Description
Emerald Evergreen (World 1)
Hero Hill (W1-1) A grassy hill covered in trees and rocks. The tutorial level- introduces Mar's ability to jump, wall jump, and roll, and also introduces the Corkscrew attack.
Root Canal (W1-2) A dark cave full of pipes, plants, and subterranean rivers. Introduces most of the basic enemies- Goombas, Piranha Pots, and Cheepy Cheeps- as well as Lu's Special attacks. Marks the first appearance of star bits.
Potsy's Pitfall (W1-Fort) An abandoned fortress covered in spiky vines. The first Fortress stage. The spiky vines can be crossed using the Corkscrew attack. Introduces Bloombas and Koopas. The midboss is Potsy.
Woodworks (W1-3) A wooden path built among the tree tops. The first stage with bottomless pits, as well as more aggressive enemy placement. Introduces the Pi switch and Kei Jr. A secret room with a Super Mushroom can be found here.
Branching Path (W1-4) Same as (W1-3) This level contains the first secret exit. On the first playthrough of the level, Mars will be forced to take the secret exit, because the hammer is needed to reach the goal door. Unlike most levels, Kei Sr. will not disappear, no matter how long he is left unattended.
Trunk Top Terrace (W1-Prison) A deserted castle, heavily fortified with Koopas and Bloombas The first Prison level. After completing the stage, Mars will fight the Hammer Guard to free Princess Petalia. Once the level is beaten, Mars will receive a new standard attack- Hammer slam, which allows him to return to W1-4 and reach the normal exit.
Spike Vine Stronghold (W1-Castle) A hastily erected fortification in the midst of a briar patch. The first boss level. The boss is Lemmy Koopa armed with the Goombot machine. Defeating Goombot yields the Emerald Crown Jewel, allowing Mars to use Leaf Tangent and Green Thumb.
Petalia's Rose Runway (W1-Challenge) A giant rose garden, filled with Green Zones. The first challenge level. In this level, Mars can only use the Green Thumb and Leaf Tangent moves. If Mars runs out of Star Power, he fails. Only Piranha Pots and Bloombas appear as enemies.
Citrine Sands (World 2)
Rocky Road (W2-1) A trek through a barren, brick-filled plain. Introduces Poki and Pike, towering cactus-like foes, and Grumba, stone-covered Goomba's that can only be defeated with strong attacks.
Brick Bastion (W2-2) A tunnel constructed out of brick blocks that has caved in at several areas. Introduces Green Zones, areas where Mars can use Green Thumb to grow useful plants, and the Geir enemy, rolling stone enemies that can be manipulated to solve puzzles.
Robble's Residence (W2-Fort) An underground bunker with several darkened areas The area is built out of sturdy brick blocks, which can be broken only with Leaf Tangent. Enemies are a little tougher to avoid in the cramped tunnels. The midboss is Robble.
Sandstone Shuffle (W2-3) An excavation site built in and around an ancient ruin. This level requires strategic use of special attacks to traversing the shifting platforms. The ruin section introduces Thwomps and new subspecies Slamps. The Rotem object first appears in this stage.
Digging in (W2-4) A complex buried in sand, filled with deadly traps. The first vehicle based level. Mars must use Lu's StarDrill form to dig upwards diagonally through the ground, avoiding harmful traps. The Drill can only travel through the dirt and sand, and falls straight down in open areas - usually into a bottomless pit.
Pebble Palace (W2-Prison) A hillside palace with plenty of open balconies. Mars can choose to climb up the walls themselves for a platforming challenge, or fight through the castle for a combat challenge. Either way, he acquires the Boomerang Sling attack from the Boomerang Guard.
Manu Manu Manor (W2-Castle) An massive underground fortress lost to time. The manor is filling up with sand, forcing Mars to climb up to escape. The boss is Roy Koopa wielding an ancient weapon, the Manu Manu Thwomp. Defeating Manu yields the Citrine Crown Jewel, allowing Mars to use Rockin' Roll and Brick Block.
Shale's Sunset Sandbox (W2-Challenge) An indoor sand pit found within Shale's Palace. In this level, Mars can only use the Brick Block and Rockin' Roll moves. Only Grumbas, Thwomps, Slamps, Pokis, and Pikes appear as enemies. The area is full of Heavy Switches, and sand pits that Mar's will sink in if he doesn't use Rockin' Roll.
Sapphire Sea (World 3)
Just Beachy (W3-1) A sandy shoreline, with a few stone ruins themed after the previous world. Introduces Urchie, a round spiky sea urchin, and Speedy Cheeps, which are faster and more aggressive than Cheepy Cheeps. The stage is filled with Barroll Floats, bouyant barrels that spin when Mars is on them, moving them forward; Mars will fall off if he doesn't keep jumping.
Current Event (W3-2) A system of stone aqueducts built into seaside cliffs that funnel water from the top. Introduces the Heavy Switch, which can be activated using Brick Block- in this stage, they are used to redirect water through the pipes. Balance beams also appear, which can be walked across or swung on. The Spear Knight enemy is first seen patrolling this area.
Deepmaw Dive (W3-Fort) An cave cistern connected to the ducts seen in 3-2. The area is filled with deep pools that can drag Mars under- using Rockin' Roll can be used to race over these pools and break weak walls. The midboss is Deepmaw.
Shipwreck Shore (W3-3) A lagoon scattered with wrecked ships and jagged rocks. A vehicle stage, this time utilizing the StarSub. The vehicle can launch small torpedoes that break down the wrecked ships or shoot away enemies. The area just before the vehicle segment introduces Creepy Cheeps, undead skeletal Cheepy Cheeps.
Tidal Terror (W3-4) An open ocean, characterized by powerful underwater currents, with massive warp pipes along the bottom. The area has more Cheepy Cheeps and Creepy Cheeps, and takes place almost exclusively underwater. Mars must use the pipes to travel quickly across the ocean, avoiding hazards within them.
Metal Marine Minefield (W3-Prison) A dark, underwater keep connected to the previous pipes, that is also full of naval mines. The mines can be released using certain special attacks (Leaf Tangent and Brick Block), which is useful for opening new paths. Lanterns are needed in especially dark areas. Mars acquires the Cold Cutter upgrade from the Frost Guard.
Big Bloop Booship (W3-Castle) A mechanized underwater lab built in the remains of an airship, also connected to the pipes. The first appearance of Boos. Introduces lanterns, which Mars can carry into darkened areas. They will eventually go out unless he relights it using another lantern. The boss is Iggy Koopa piloting the massive Gloopler Blooper. Defeating Gloopler yields the Sapphire Crown Jewel, allowing Mars to use Water Geyser and Aqua Jet.
Tidal's Tempest Trial (W3-Challenge) A dark grotto with ancient carvings that is filling with water. In this level, Mars can only use the Aqua Jet and Water Geyser moves. Only Cheepy Cheeps, Speedy Cheeps, Creepy Cheeps, and Urchies appear as enemies. The water is flowing very rapidly, forcing Mars to hover across it. He will also need to lift platforms, then reach it before it falls back down.
Ruby Ruin (World 4)
Barrel Bay (W4-1) A beach connected to a verdant but muddy jungle. Many Spear Knights and Piranha Pots appear in this area. There are also more Barrolls, as well as Blast Barrels and vines to swing on. The level is implied to take place on DK Island, you can even find the banana hoard, with a Fire Flower hidden there.
Coal Cavern (W4-2) A cave filled with flammable ores and smoking ash pits. In several areas chunks of coal will block the path forward, with weak points on the bottom. Using Water Geyser will break them open and clear the way. Aqua Jet is also needed to cross and/or extinguish flaming coals along the ground.
'Cano Core (W4-Fort) A smoldering cavern directly adjacent to 4-2. Fire-themed enemies, such as Pyro Pots and Troopas, begin appearing in this level. Not only are they difficult to attack directly, they can also reignite coals that Mars has extinguished. The midboss is Smeltone.
Flaming Fissure (W4-3) A cliff-side ruin rife with Magma Geysers. The ruin seems to be powered by the flowing magma. Heat Masters, statues that spew fire endlessly unless the are cooled, appear in this level. Magma Geysers also appear, which can lift Mars' Brick Blocks and be used for platforming. Pyro Knights and Flambas first appear here.
Blush Flush Rush (W4-4) An underground mine shaft with a magma flow along the bottom. This vehicle level introduces Lu's StarKart form, which is very similar to the minecarts from DK Country- in fact, Mars occasionally rides on precarious minecart rails in the level.
Warm Up, Lock Down (W4-Prison) A factory repurposed as a prison, characterized by the massive geothermal machines. Manipulating the machinery is essential to succeed in this level - by pumping machines with water, the devices can create steam jets or lift presses. By defeating the Fire Guard at the end, Mars unlocks the Magma Mallet upgrade to his hammer.
Podoboss' Platform (W4-Castle) A fiery castle constructed on the inside of a volcano - yes, it's a literal secret volcano lair. Mar's must avoid a rising tide of magma as he scales the walls beneath the castle. Once inside, he must deal with patrolling fire enemies. The boss is Larry Koopa piloting the Podoboss machine. Defeating it yields the Ruby Crown Jewel, allowing Mars to use Fire Spire and Afterburner.
Duflare's Scorching Speedway (W4-Challenge) A series of rickety platforms built high in the trees. In this level, Mars can only use the Fire Spire and Afterburner moves. Mars must be careful using those moves, as most of the platforms will burn away if lit. Only Pyro Pots, Pyro Knights, Podoboos, and Flambas appear as enemies (they can also burn down platforms!).
Agate Alpine (World 5)
Dynamite Drop (W5-1) A cliffside dig site, lined with tons of explosives. This stage introduces Blast Boxes, which explode when hit with a fiery attack. This can be used to clear out openings in the stage, or defeat tough enemies. Boomers first appear in this stage.
Escalating Excavation (W5-2) A mine shaft with hydraulic elevators set inside deep pits. This stage frequently enters vertical scrolling sections using the StarDrill; Mars must drill upwards across the mine shaft, jumping between masses of dirt carried by the elevators and avoiding falling rocks. When not in the StarDrill, Mars must ride the elevators downwards, kicking enemies off to prevent the lift from breaking.
Buster Bunker (W5-Fort) The entrance to a secret weapons facility built into the mountain. Transitioning into a military theme, Missile Macs and Doomers first appear in this stage. The enemies are usually found in organized groups, so Mars should try to find ways to attack from unexpected directions. The midboss is Admiral Burster.
Scaffold Scare (W5-3) A portion of the base still under construction, held up by flimsy girders. The base is pretty unstable, so Mars must keep moving across the crumbling platforms. Blast boxes also appear in this stage, but often Mars must avoid detonating them in order to keep the platforms intact.
Killer Pillar Hall (W5-4) A trap hallway armed with massive Spike Shafts. The Spike Shafts will instantly kill Mars if he's in the way! In this stage, Mars must keep moving to avoid being crushed, blasting open doors and scrambling over fortifications. He can also find handy areas to hide, but may have to evict the baddies found there.
Arcane Drain (W5-Prison) A subterranean waterfall, with ancient carvings set into the walls. The water flows very fast in this stage- falling in will carry Mars to the start of the room he was in. Explosives can be activated to create more platforms or destroy obstacles. Mars must also climb platforms descending waterfalls. In this stages dungeon, their are two guards- a Hammer Guard and a Boomerang Guard.
Grind in a Bind (W5-Castle) The heart of the enemy weapons facility. Each room of the base is armed to the teeth with Missile Mac launchers, enemy Boomers, and dozens of others foes. Each set of rooms is themed after one of the past four worlds- Grass, Earth, Water, and Fire. By using past abilities efficiently, they can be cleared quickly. The boss is Morton Jr., with his massive Shell Grinder assault mech. Defeating him earns Mars the Agate Crown Jewel, and Mars learns the Time Bomb and Supernova techniques.
Napalm's Destructive Dig (W5-Challenge) A military testing building where new armies are trained. In this level, Mars can only use the Time Bomb and Supernova moves. Boomers, Doomers, and Missile Macs appear as enemies. The doors here only open once all enemies are defeated, so the costly special attacks must be used precisely to succeed.
Diamond Drifts (World 6)
Bamboo Breeze (W6-1) A mountaintop forest with an oriental theme. The wind has a tendency to pick up throughout the level, making jumps and aerial maneuvers difficult to time. Fortunately, Mars can grab hold of the many Bamboo Poles to stabilize himself in the air. Ninja Knights first appear in this level.
Cool Mint Mist (W6-2) A treacherous foggy cliffside lined with massive bamboo poles. The heavy fog and high winds make an already hazardous level even more difficult. The stage is mostly vertical, so falling down will only cost Mars time. Introduces Icicles, which fall down when Mars uses a powerful attack.
Jitsu Village (W6-Fort) A small village erected in a snowy valley. While advancing through this level, Mars must constantly avoid ninja stars and bombs thrown from an unknown assailant. While the attacks are a nuisance, he can bounce on the ninja stars using Corkscrew to reach distant areas, and redirect bombs for his own advantage. The mystery attacker is Jitsu, the midboss of the level.
Glass Gate Gauntlet (W6-3) A series of defense towers built into the mountainside. This level introduces the last vehicle type- the StarShip. Mars must pilot it around incoming fire and destroy the defense towers to open the gates. As the name implies, many of these gates have reflective mirrors that will rebound his shots.
Snow Sculpture Citadel (W6-4) A fortress constructed out of ice and crystal. Icicles make a return, along side Gongs, which can be rung to knock them down. Strategically using the Icicles is key to collecting all the items. Also introduces Ice Sculptures, which can only be destroyed by using Time Bomb or Supernova. Mr. Chilly and Sir Frosty first appear here, and a hidden vault contains a Starman.
Gemstone Jail (W6-Prison) A prison where decorative gemstones are being mass produced. This level combines icy platforming and hazards with lava flows being used to make hot gemstones. Mars needs to bounce over the gems to reach new areas, and break through the ice strategically. The Dungeon also has two guards- the Fire Guard and the Ice Guard.
The Ice Queen's Throne (W6-Castle) A hall within the icy fortress. There are several enemy rushes in this stage. In each room between the long, empty halls, Mars will be subjected to waves of enemy attacks. The boss is Wendy O., with her cleverly disguised Ice Queen IV. Defeating her earns Mars the Diamond Crown Jewel, and the moves Chill Whirl and Bitter Breeze.
Fractal's Deep Freeze (W6-Challenge) A climbing tower carved out of a frozen waterfall. In this level, Mars can only use Chill Whirl and Bitter Breeze. Ninja Knights, Mr. Chillys, and Sir Frostys appear as enemies. Mars must freeze enemies and projectiles to use as platforms, and may need Chill Whirl to reflect projectiles while crossing gaps.
Crystal Cumulus (World 7)
Bell Tower (W7-1) A series of bell towers erected high in the clouds. The level has a variety of fountains that can be frozen and used as platforms, but the ice shatters if the massive bells are rung. Bells can also stun enemies very close to them. Mage Knights first appear in this level.
Stringing Ringing (W7-2) Music themed city in the sky. Magic Carpets appear in the level for Mars to ride on. Each one can be steered for a short time before the fall to the ground. The stage has almost no solid ground to stand on, so Mars must balance across wires to get between carpets.
Bridge Ridge (W7-Fort) A long stone bridge connecting the classical and techno regions of Crystal Cumulus. The stage is relatively uneventful, with a few enemies and platforming segments. Most of the level is spent getting to the middle of the bridge. The midboss of the stage is.... a parakoopa? (Actually, Kalmant cuts down the bridge, leaving Mars to fall to his death)
Grave Rave (W0-0) The afterlife- a gloomy cavern full of spooks. Mars was killed by the fall in W7-Fort, so he is just a spirit. In this form, Mars can only use the corkscrew attack, but he is lighter and has better air control, allowing him to traverse otherwise impassible areas. The actual midboss is Spooker Sr. (Mars is revived by Lu after the level is completed.)
Techno Deck (W7-3) A modern city themed after techno music. Mars must first climb the cliff he fell down, using the bridges remains. Once he reaches the city, he must deal with Rhythm Blocks that appearing and disappearing with the music. Mobile Platforms also fly in from off screen. Boom Beats first appear in this level.
Auto-Tomb (W7-4) A haunted rock concert hall. Twooks and Portrait Spooks appear in this level. The level is shrouded in darkness, reducing visibility. Mars must freeze crystals to redirect light and fend off the ghosts. The second half of the level is a StarKart segment that has the same darkened hazards.
Prism Prison (W7-Prison) A maximum-security prison constructed using diamond mirrors. The mirrors can reflect attacks, often useful for hitting distant targets and activating doors. Mars can also use them to snipe enemies before he is seen by them, as some areas will be sealed off if he is spotted. A new guard, the Sledge Guard, is the boss of this level.
Center Stage (W7-Castle) A massive cathedral-like concert hall. The level has few enemies, and is mostly a platforming challenge filled with tricky timed maneuvers. Mars must also memorize the background music of each area to correctly time his jumps. The boss of the stage is Ludwig V. Koopa, riding the MotorKoopa. Defeating him reveals the Crystal Crown Jewel, and the moves Sonic Twister and Cloud Cover.
Solarya's Sky Sanctum (W7-Challenge) A golden cathedral built high above the clouds. Only Sonic Twister and Cloud Cover can be used in this stage. There is wind in this stage, which can be used to push cloud platforms once they are made. Mars must also traverse massive open spaces with Sonic Twister, and will fall if his SP runs out. Boom Beats, Mage Knights, and various Spooks appear in this level.
Amethyst Alternator (World 8)
Abhorrent Torrent (W8-1) A toxic marshland and underground pipe system polluted by neighboring factories. The toxic waters make the pipes dangerous and reduce traction on soiled platforms. It can be avoided using his new techniques. Mars can walk on the platforms if Cloud Cover is currently raining on them (since the sludge returns quickly if he uses Aqua Jet). Partway through the level, a leak causes the cavern to fill up, forcing Mars to escape the flood of deadly sludge.
Runaway Runway (W8-2) Military factory constructing airships, complete with an air force. The first half of the stage takes place in the factory, with Joules making an appearance. Hydraulic Presses appear as hazards in the area, that can be deactivated for a short time with a surge of power. The second half comes after a brief area on the runway. This section is a StarShip assault on the flagship of the new fleet. The level ends after destroying the ship's primary power source, allowing Mars to land. Rocket Rons and Launcher (Alpha) appear in this level.
Archie's Air Armada (W8-Fort) The Bullet Flagship's interior. Because the ship's rooms are so confined, it is often advantageous to sneak past enemies rather than try to fight them. On some external portions of the ship, Cloud Cover and Sonic Twister must be used to cross wide gaps. The midboss of the level is Archie, the backup power source.
Mechanical Miracle (W8-3) A minion factory with both magical and technological elements. As the primary source of the clan's forces, Mars is faced with swarms of enemies while traversing the area. A new enemy, Heavy Knights, appear for the first time. Gyro Generators also appear throughout the stage- using Sonic Twister inside of one can power machinery or open doors.
Aether Engine (W8-4) A magical power plant, which is essential to fuel all the surrounding factories. Laser Blocks and Joule Chains appear in this level. The lasers deal very high damage, but can be deactivated for a short time. The exit to the level is guarded by the midboss Plasma Sumo.
Assault Battery (W8-Prison) A series of backup batteries, sealed within maximum-security complexes. Mars must clear each of this level's rooms within a time limit, otherwise the gate at the end will close, and deadly lasers will activate. He can still use explosive attacks to break the doors down, but Star Bits are few and far between; he can only break down three doors this way before running out of SP. The guardhouse has two Sledge Guards this time.
Kalmamt's Kontrolroom (W8-Castle) The computer room at the top of Aether Engine, monitoring all derivative factories. The level itself is only a short climb to the top of the facility, defeating a couple of Mage Knights outside the boss room. The level's Boss is Kalmant- he possesses the Amethyst Crown Jewel, and Mars learns the Thunder Beam and Spark Orb moves from it.
Teslam's Test (W8-Challenge) A simulation deck stored within a supercomputer. In this level, Mars can only use Thunder Beam and Spark Orb. Heavy Knights, Joules, and Rocket Rons appear as enemies. Mars must quickly cross each area and use an electric attack to keep the program running, otherwise the digital platforms will disappear.
Onyx Order (unlocked by finding all the Star Coins in Worlds 1-8) (World 9)
Bone Barracks (W9-1) A ghastly wasteland covered with bones, and filled with soldiers. The level is filled with endless waves of enemies swarming the desolate plains. Mars must fight through them in some places, but there are many hidden tunnels and paths in the level that the troops haven't found yet. There are also machines that Mars can activate with electric attacks to clear out enemies quickly. Mars even encounters tanks in this level!
Rib Crib (W9-2) More bone-filled wasteland, but with pools of murky water and smoggy clouds. A vehicle level that uses all four of Lu's forms at some point in the level. In between, Mars must face enemy rushes themed after air, land, sea, or space. The rickety bones often crumble, forcing Mars to react quickly to keep moving.
Resurrection Insurrection (W9-Fort) A lab built into the Koopa's central castle. Mars must face off against duplicates of four past midbosses. The four he faces is determined by the path he takes. Since they do not have the power of the Crown Jewels, they have much less health than before, but use their advanced techniques from the start. If Mars has not saved all the Royals, he cannot progress past this level.
Lava Lake (W9-3) A fiery moat and the castle it surrounds. Once Mars enters the moat through a pipe, he must climb up the side of the castle as the moat rises. He battles through four towers of the castle itself, facing of against each Guard Bro. one last time.
Bowser's Balcony (W9-Castle) The castle's balcony, overlooking the courtyard and central tower. Mars simply enters the throne room leading to the balcony before challenging Bowser II.
Chaos Crisis (W9-Final) The top of the highest tower in Bowser's Castle. After Kalmant tries to use the Legendary Crown to resurrect Bowser, Shadow Crown reveals its true nature, drawing power from the Crown Jewels Mars has with him. It's up to Mars and Lu to defeat it atop the castle. If Mars doesn't have all the Star Coins, he cannot progress past this level.
Ammolite Apex (unlocked by finding all the Star Coins in Worlds 1-9) (World 10)
Rainbow Race (W10-1) A race up a rainbow road, very similar to the actual Rainbow Road from Mario Kart. Mars must use Lu's StarKart and StarShip forms in this level. It is even harder than Rib Crib before it, requiring near perfection to complete the level.
Twilight Flight (W10-2) A regal tower in the sky at night. The second hardest platforming level in the game. Almost no enemies appear in this level, with all the challenge coming from the climb itself. Since the level is mostly vertical, falls can mitigated with quick thinking. There is a crosswind near the top.
Trial of Eight (W10-3) A series of rooms built within the tower. Each room is designed to require one of the eight Crown Jewels to progress, much like the Challenge levels before it. Each room also features enemies from the eight other worlds.
Starfall Hall (W10-Fort) A hall with stained-glass windows and gilded torches. After climbing up disappearing platforms, Mars must fight a copy of Shadow Crown in a more difficult arena.
Meet and Beat (W10-Castle) The top of the tower, with four stained glass windows inside it. A the apex of the tower, Mars must fight glass copies of the figures in the windows- Toad, Princess Peach, Luigi, and Mario.
Hero Heaven (W10-Challenge) A cosmic path far above the planet. In this level, Mars can only use the Star Gun and Luma Punch attacks. This is the final and hardest level in the entire game, with no way to refill his SP meter and no checkpoints. Mars will be required to make the most of each Star Gun shot- he has 120 shots total, and can only afford to miss 15 of them!


Name Description Strategy
Emerald Evergreen (World 1)
Enemies World 1
Goomba Walks back and forth, and will charge at Mars if it sees him. Pretty much any attack will take it out- finishing it off with a Luma Punch or another similar attack will knock it away, and it will damage any enemy it hits.
Bloomba Unlike the Goomba, Bloombas will stand still at all times. Jumping on it will provoke a counter-attack. Because of its defensive flower, its best to hit it using projectiles; if Mars must attack from above, he can use the Corkscrew to bounce off before the counter can hit him.
Koopa Walks along platforms, turning at the edge of each one despite its green shell. It will ignore Mars until it is attacked. The shell protects its back from attack. Because it moves quickly, it will plow right through head on attacks, so jumping on it is the best option; plus it allows Mars to use the shell as a weapon afterward.
Piranha Pot A small clay pot that launches a Piranha plant. The plant will fly quickly up with its mouth open, then drift back down slowly. The Piranha itself is protected by thorns from the side and it's teeth from above, so it is very hard to attack directly. Even if it is defeated, the magic pot will spawn another soon after. Instead, attack the pot to destroy it. Keep in mind that the piranha can be jumped on with a corkscrew, so check around before offing it.
Cheepy Cheep This small fish just wants to swim around pools of water. It won't retaliate if Mars if attacks it. If Mars finds one out of water, it won't even do damage on contact. If you really want (or need) to kill this guy, almost any attack will do it in- except for water attacks, which only push it around. If one is found on the land- or if Mars forces one out- pushing it into water will cause it to swim close to the surface- it can then be bounced on for extra height.
Citrine Sands (World 2)
Enemies World 2
Grumba Walks in the same way that Goomba's do. It has a tough stone helmet that protects it from above and the sides! There are two strategies. Mars can bait out a dash attack from it, then attack it when it falls over, revealing its weak spot. The second option is to use piercing attacks like Leaf Tangent to break its helmet, reducing it to a normal Goomba. Keep in mind that, since it won't die when jumped on, it serves as a reliable platform.
Poki Shuffles back and forth over a small area. It has small needles protecting most of its body, so no melee attacks here. If one segment is somehow separated, it will slide until it hits something solid. Its body can be hit with projectiles to knock them away, but it will eventually regenerate them. Only hitting the head will take it down for good; fortunately, the head has no spikes, so it's easy to attack, although some segments may need to be removed first. If there are segments left when it's defeated, they will fall over, so be careful!
Pike That's pronounced Pi-kee! Unlike its cousin, Pike has spikes all over its body. The same strategy applies here, except that even the head can only be attacked with projectiles. It's head can be safely bounced on using Corkscrew, and a well-aimed Dropscrew will kill it outright!
Thwomp This solid block of stone maintains the family tradition of slamming itself into the ground to attack Mars. Some varieties move sideways, and particularly creative ones may even move in- squares (gasp). They're rock solid and covered in spikes. The only way to kill them is to force them to fall into a pit or lava. Until then, their spikes can be bounced on like all other spiky foes.
Slamps A new addition to the Thwomp family! Slamps always come in pairs, and attempt to catch Mars between them when they clap. Slamps are almost invincible- while they won't fall off the map like Thwomps, the powerful Time Bomb and Supernova attacks can kill them, as will exploding crates. But be warned- killing only one of the pair will send the other into a rage, causing it to pursue Mars until it is defeated. Do yourself a favor and take them both out at once.
Sapphire Sea (World 3)
Enemies World 3
Spear Knight These elite soldiers patrol a small area around them- if approached, they will either throw spears at Mars or execute a stabbing combo, depending on how close he is. These guys are very hard to approach, and even harder to hit- their spiked helmets negate attacks from above (even the Corkscrew!) and they can use their spears to protect their front. The best strategy is to wait until they turn around and attack from behind, or use armored attacks like Brick Block.
Urchie These complacent creatures don't really try to attack Mars. They are content to float around whatever water current they find themselves in, or float on the surface of the water. Urchies cannot be attacked directly because of their spikes, but most projectiles will kill them. That said, there is no real reason to attack them unless they are blocking your way- they can even help you if you push other enemies into them!
Speedy Cheep These aggressive Cheeps will swim around a section of water until the spot Mars- then they charge at him, and won't stop! Speedy Cheeps, as their name implies, are very fast- so fast that they can catch up to Mars no matter how quickly he swims. In addition, they can do a spin attack to deflect weak projectiles. The trade-off is that they are weak, and will be knocked out if they run into a wall. This leaves them defenseless, at which point they can be easily defeated by any attack.
Spook Boo! These ghosts like hovering around idly and chasing silly heroes. They aren't very scary- on the contrary, they are actually pretty intimidated by Mars. They stop in their tracks if he looks at them. Spooks are invincible, so the only real strategy is to avoid them. They don't like lights, so they won't approach Mars if he's standing in a lit area or holding a lantern, whether he's

facing them or not.

Creepy Cheep These skeletal fish behave exactly like slower Speedy Cheeps, swimming around idly on a set path when not pursuing him. Just like Spooks, these fish bones can't be defeated. They also don't mind swimming in lit water, so they can't be repelled either. If they hit a wall, they will be temporarily knocked apart, but will recover after a bit.
Ruby Ruin (World 4)
Enemies World 4
Goomburn Goomburns are real hotheads! Their fiery heads are resistant to all vertical attacks. They are understandably freaked out over being on fire, and constantly run around, turning at every wall they find. Goomburns cannot be jumped on safely, so they best option is to attack them with projectiles. If they are hit with a water attack, they will revert to normal Goombas.
Pyrona Pot They Pyrona Pot behaves in the same way as normal Piranha Pots- except they are on fire. They fiery plants cannot be touched directly, so only projectiles can harm them. While they can be defeated, the spiky pots that spawn them are invincible.
K. Troopa These advanced Koopas are more proactive than their milder counterparts- they will attack with a fiery dash attack whenever they see Mars. They will also pursue him over the edges of platforms. They can be jumped on to force them in their shells, but it requires two consecutive jumps. The Troopa will engulf itself in fire after the first hit- bouncing off the shell gives Mars enough air time to avoid the flames. When kicked, the shell will leave a fiery trail a short distance behind it, and cannot be stopped by jumping on it again.
Pyro Knight The second iteration of the Knight series of enemies. This vigilant foe patrols a small area, and approaches Mars slowly, striking out with its flaming sword when it gets close. The Knight will block any projectiles that come its way, so don't use any until after it attacks. It can also launch flaming blasts from the sword that can be reflected.
Agate Alpine (World 5)
Enemies World 5
Boomer This bombs behave a lot like Bob-ombs... in fact, they probably are Bob-ombs! They stroll along in a straight line, only turning around when it hits a wall. On occasions, they can be found floating to the ground with parachutes. Defeating them will make them explode, but it takes several attacks unless Mars uses fire attacks. Whether this is good or bad is entirely situational. Bombs that are weakened can be knocked into an advantageous position before the explode simply by walking into them- they deal no contact damage.
Doomer The clan has made several improvements to the Boomer- these action bombs don't walk around as much, and their spikes only protect them from melee attack. However, what it lacks in versatility it makes up for with volatility! When it explodes, the blast fills the entire screen- Mars will take damage if the Doomer is still in sight. For once, not attacking is by far the best option. Seriously, just leave them alone- or, you can attack a Doomer in a room full of enemies, then bail before it explodes!
Missile Mac Missile Macs have a one track mentality. Once fired, they will continue in a straight line until they hit something. They explode on contact with a wall or other obstacle, but the explosion is small compared to Boomers. Jumping on Macs is risky, but rewarding- the blast send Mars a little higher than jumping on most enemies. These guys fly quickly though, so make sure not to miss.
Launcher (Beta) Missile Macs like to take all the attention- but its the Launchers that give them a sense of direction. Launcher (Beta) does little more than aim and fire Macs. All day and all night. These guys deserve a medal. No matter how many Macs are defeated, they will keep coming unless Mars also defeats the Launcher. Launchers are so tough, only the explosive Time Bomb and Supernova attacks can even damage them. These moves take lots of energy, so prioritize which Launchers actually need to be eliminated.
Diamond Drifts (World 6)
Enemies World 6
Ninja Knight The third iteration of the Knight series. These stealthy soldiers hide before launching a barrage of sharp needles. If the Ninja Knight is hit with a weak attack, it will drop a deceptive clone to try and fool Mars, then attack again. Ninja Knights will hide and regain their health unless they are killed in one hit, so it's worth it to use a strong attack to finish them off. There is one easy and satisfying way to kill them off - reflect their needles back at them!
Mr. Frosty Mr. Frosty is no jolly fellow, preferring to spend his time limply throws snowballs at approaching enemies. If he is hit with an attack, he collapses into a pathetic pile of snow, reconstituting a few seconds later. Mr. Frosty can only be killed with fire attacks, otherwise he will simply reconstruct himself. His snowballs don't do damage, instead knocking Mars backwards. This can be dangerous if he's near a cliff, though.
Sir Chilly Mr. Frosty's more professional counterpart. Rather than throw pitiful snowballs, Chilly can create ice blocks that freeze foes solid! No wonder Frosty feels inferior. Like Mr. Frosty, Chilly will rebuild himself after being hit by an attack. Fire attacks do not kill him permanently, but it takes longer to rebuild himself.
Crystal Cumulus (World 7)
Enemies World 7
Mage Knight The fourth iteration of the Knight series. Mage Knight cab launch powerful blasts of magic from far away, and can summon weaker enemies when threatened- these include Goombas, Boomers, and Mr. Frosty. While Mage Knight can deal lots of damage, its relatively weak defense leave it vulnerable to attack. If you don't take it out quickly, its weak minions will overrun you. If there are two in the same area, definitely focus on them first!
Boom Beat Bouncing musical notes that move to the beat. Every time it hits the ground, it produces a blast of sound proportional to its bounce height. It's too focused on maintaining its rhythm to notice Mars, so it never directly attacks him. While it doesn't actually explode as one of its attacks, Boom Beats are still bombs, and will explode when defeated. Take them out from a distance, or just ignore them if you're in a hurry.
Twook The result of bizarre fusion between two Spooks. This beast has twice the brains and guts of a normal ghost, and isn't afraid to look Mar's in the eye. It will pursue Mars with much more ferocity than a normal Spook. A version with three was planned, but the name "Trick" sounded too cheesy. It takes lots of force to separate these kindred spirits. Twooks have no set health, simply splitting when hit with a sufficiently strong attack. The are more aggressive, but are actually slower than Spooks. Keep in mind the Spooks will flee lit areas once separated.
Portait Spook A mystical painting capable of conjuring an endless stream of ghouls. While it sounds terrifying, the spooks aren't as dangerous as normal ones. Once released, they fly in a straight line, homing in slightly toward Mars, and dissipate after a short period of time. The spooks the painting produces are not invincible, and can be killed with most attacks; however, they will be produced endlessly until the source is destroyed. The painting is remarkably resilient to attack, but goes down quickly to fire attacks.
Amethyst Alternator (World 8)
Enemies World 8
Rocket Ron Rocket Ron homes in on his target, constantly gaining speed as he goes. It will explode when it gets close enough to Mars. Despite their improvements (or is it because of them?), Rocket Ron provides a greater opportunity for Mars to traverse the stage. While he can no longer jump on them due to their preemptive explosions, he can lead them into tough obstacles and enemies blocking his way, as their blast is even stronger than the Tim Bomb.
Launcher (Alpha) Much like Launcher Beta, these turrets aim and fire Rocket Ron at Mars. They are made of slightly tougher material than their predecessor. Because of their armor, it is pretty much impossible to beat Launcher Alpha. In fact, the only thing capable of destroying them... is Rocket Ron itself. Getting Ron to u-turn is really hard, but is sometimes worth the effort. Just make sure you won't need it later!
Joule No, not the scientific term. Our Joules are different! Joules are essentially floating electric balls. You'd think all that power would go to their head, but shockingly enough, they are pretty laid back. They shrug off any attack that hits them, responding only with that blank, soulless stare. What made them lose that spark in their eye? (That's the last joke, I promise!) Joules are really only a danger if Mars jumps into them. Otherwise, they can be ignored. They can even help Mars on his way- if he freezes them, they can be used as platforms for a short amount of time. If they are frozen in the right place, they can also complete broken circuits.
Heavy Knight The fifth and final knight- Heavy Knight! Wielding a plasma sword and an energy cannon, it is a real powerhouse- and its armor makes it extremely tough to beat. Standing at its post, it will meet intruders with powerful laser orbs from afar and devastating sword slices up close. It can even reflect projectiles with its sword! Never use electric attacks against this enemy- it only powers up its formidable armor! While that armor is its greatest strength, it is also a potential weakness. Sneaking up on Heavy Knight from behind and hitting it hard enough will knock it to the ground, leaving it briefly open to attack. The armor also isn't waterproof, so repeated water attacks can stun it. Don't give up!


Main Characters
Mars Pinup
Lu Pinup
Toadsworth Pinup
Captain Toad Pinup
Captain T.
An aspiring jumper, hoping to take up the mantle of the legendary Emerald Knight. He didn't expect his chance to come so soon, but he isn't backing down! A messenger from a distant galaxy, sent to guide the budding hero; he ends up being used as a living projectile. Whatever works. An emissary from the Mushroom Kingdom. He came to request aid from the local royals- since that failed, he is now assisting Mars on his journey. Captain Toad has come a long way from his years of simple treasure hunting; he is now the head of the kingdom's military! He failed to stop the Koopa's once- but not this time!
Royal Characters
Petalia Pinup
Shale Pinup
Tidal Pinup
Duflare Pinup
Princess of Emerald Evergreen. She is related to Daisy from Floria- she certainly inherited her personality. Her kingdom has close relations with the Mushroom Kingdom. Prince of Citrine Sands. He is pretty lazy, preferring to sleep during the hot noontime hours. Since his realm has relatively few inhabitants, he has plenty of time for that. Princess of Sapphire Sea. She doesn't deal with unexpected problems, and can easily fall into depression. She won't bother others with her emotional problems (even if she should). Prince of Ruby Ruins. He's a loner, and no one really knows him. He is closely affiliated with the Shy Guys, but even he has never seen one unmasked.
Napalm Pinup
Fractal Pinup
Solarya Pinup
Teslam Pinup
Princess of Agate Alpine. She prioritizes efficiency and security, with an emphasis on national defense. Her kingdom was supposedly the most difficult of the eight to conquer. Prince of Diamond Drifts. He's a bit of a romantic, with artistic skill and a chivalrous spirit. His snowy mountain and ornate palace are popular tourist attractions. Princess of Crystal Clouds. She usually has a sunny outlook, and fails to plan for potential misfortune. What she lacks in preparation, she makes up for with social connections. Prince of Amethyst Alternator. His realm is technologically advanced, much of it due to his own ingenuity. He had a trade deal with the Koopa Clan, and was deeply hurt by their betrayal.


Mid Bosses

Note: Bosses only use attacks in bold once half of their health has been depleted.

Once a diminutive seedling, Potsy has been upgraded using green magic. He barely fits in his pot anymore, so why does he bother carrying it around? Perhaps covering a weakness... Robble is a magically enhanced Grumba. He sports all the trademark features of cheaply buffed enemies- larger size, more health, stronger attacks, and - of course - lots of spikes.
  • Pot Pound- Potsy leaps across the stage, and slams into the ground. Produces two shockwaves that travel a short distance away.
  • Seed Shot- Potsy launches a seed across the stage. Can be fired at two different heights; avoided by jumping or ducking.
  • Fluffy Floater- Potsy fires three floating seeds into the air that glide over the stage. When Mars is beneath one, it will drop down, sprouting into a spiky plant when it lands.
  • Leaf Launcher- Potsy fires a spread shot of five leaves upward, then jumps and fires five more downward. Each leaf travels at a random speed, making them harder to avoid.
  • Earth Flip- Robble stomps the ground, causing two large stones to fall from the ceiling. He then rushes horn-first across the stage, flipping stones he hits towards Mars.
  • Boulder Dash- Robble rolls into a ball, and rockets across the stage. If he hits Mars, the force will knock Mars into the opposite wall. He can dash twice without stopping.
  • Arena Change- Robble leaps into the center of the stage and slams downward, creating a shockwave that pushes Mars away. The move also produces spikes along both walls that remain for the rest of the fight.
  • Seismic Roar- Robble lets loose a thunderous roar, that causes rocks to fall from the ceiling. It also pushes Mars away, and can knock him into the spikes if he's too close to a wall.
  • Sharp Shooter- Robble jumps and lodges his horns in the ceiling, before shooting a barrage of rocks at Mars from the air.
Potsy can be damaged directly, but the most effective strategy is to attack his pot. Potsy will block attacks directed at his pot, except during and shortly after an attack. The floating seeds can be destroyed with Star Gun for SP. Robble has very high defense, so the only way to damage him reliably is to slash him with Leaf Tangent. This is easier to do if Robble isn't attacking. Another useful tactic is to trip him when he uses Earth Flip by jumping on him.
While more at home in the big blue, this fish has no problems on dry land. All of his attacks involve manipulating water into jets or bubbles, but no one knows how he stores all that water inside of him. Smeltone is a sentient rock, somewhat reminiscent of a volcano. He certainly knows how to give a warm welcome - once his fire is stoked, his foes will feel the burn. Will Mars be able to take the heat, or is Smeltone too hot to handle?
  • Bubble- Deepmaw launches a barrage of water bubbles, then jumps and launches a larger bubble towards Mars. The large bubble will burst into smaller ones once it hits the ground.
  • Surf- Deepmaw forms a ball of water beneath him, then rides it across the stage like a wave. The bubble gets larger the further it travels, so Mars will be unable to jump over if he waits too long.
  • Flood- Deepmaw launches a massive barrage of bubbles along the ground. Each bubble deals only a little damage, but if several hit the damage can rack up quickly. The move covers so much space it's almost impossible to dodge every bubble.
  • Wash- Deepmaw slams into the ground, launching a row of geysers across the stage. Getting hit by one will launch Mars into the ceiling, damaging him.
  • Maelstrom- Deepmaw forms a large bubble around him, then sweeps across the stage while whirling around in a tornado, creating a powerful pull. Getting hit will trap Mars in the multi-hit attack.
  • Fire Rain- Smeltone launches flaming rocks into the air, which fall slowly down. Each one leaves a flaming patch on the ground.
  • Hot Foot- Smeltone dashes across the stage covered in flames, leaving a flaming trail a short distance behind him.
  • Heat Wave- Smeltone creates an inferno within his body, engulfing him in flames. Mars will take steady damage while standing close to him, and all of Smeltone's attacks will deal extra damage until the flames expire.
  • Flare Pillar- Smeltone leaps across the stage, attempting to land on Mars. Each time he lands, a pillar of fire erupts from his previous position.
  • Chow Down- Smeltone dashes toward Mars with his mouth open. If he catches Mars, he will burn him inside his body before launching him across the stage from his head. If his eyes flash before dashing, he will jump when he gets close to Mars.
Deepmaw's attacks are weak, but difficult to avoid. Using Lu's Brick Block will shield the duo from the bubbles produced by Flood, and Mars' Rockin Roll will knock Deepmaw out of Maelstrom, stunning him as well. Smeltone is an predictable opponent, and his moves do lots of damage. Plus, for as long as he is on fire, Mars cannot jump on him or use Luma Punch. One surefire way to weaken him is to counter Heat Wave with water attacks, which makes all his attacks weaker!
Admiral Burster
Admiral Burster
Admiral Burster may be the bomb, but he isn't prone to blowing his top. On the contrary, he's a suave and clever tactician, using explosives strategically in battle. But if he is defeated, he will make sure his foe goes down with him! Jitsu's benign appearance belies his deadly skills as an assassin. He can be found constanting patrolling the village he was raised in. His swordplay alongside his ice powers makes him a force to be reckoned with. Rumor has it he is also great at ice sculpting.
  • Admiral Bomb- Burster throws bombs that explode when they hit the ground. Some of the bombs are duds, and will only explode when Mars touches them.
  • Admiral Missile- Burster launches custom-made Missile Macs from cannons in the walls. They home in on Mars and the last one travels twice as fast.
  • Admiral Grapple- Burster rushes forward and attempts to grab Mars. If he does, he will punch Mars repeatedly before placing a bomb on him. Mars can shake out of the hold to avoid being blown up.
  • Admiral Mines- Burster throws a set of mines onto the field. They will remain inactive until he uses the move again to detonate them. Each mine produces a multi-hitting explosion when burst.
  • Admiral Airstrike- Burster leaps across the stage while dropping a barrage of bombs from above. He can perform this move two or three times in succession.
  • Admiral Farewell- Burster rushes forward, attempting to grab Mars. If he does, he will self-destruct in a massive explosion. Unless Mars manages to shake free, the move will kill Mars instantly, but if Burster misses, he will self-destruct. He only uses it once he has nearly been defeated.
  • Cloak- Jitsu vanishes in a puff of smoke. This move does a little damage to Mars if he is too close. He primarily uses it to transition into a different move.
  • Blade Dance- Jitsu appears behind Mars and strikes out with his sword. The attack is too fast to dodge one he appears, but can be predicted by looking for the flash of his blade.
  • Needle Storm- Jitsu appears on one of the walls, targets Mars, and throws a barrage of icy needles at him. If any of them hit, Mars will be unable to escape the rest of the attack.
  • Ice Blink- Jitsu appears at one end of the stage, and prepares to attack. He will either throw the star close to the ground, or throw a snowball close to the ground and follow up with a high ninja star. Mars must either jump or duck depending on how he attacks.
  • Snow Sculpture- Jitsu covers the stage with fog, and produces three sculptures that resemble him, creating four shadows of himself. When the fog clears, the three fakes explode into an icy cloud that freezes Mars in place. Jitsu will attack with his sword if this happens.
  • Blade Strike- Jitsu appears on one side of the stage, sword drawn. After a short pause, his blade flashes, and he dashes across the stage at incredible speed. If the attack hits, Mars will take massive damage; if it misses, Jitsu will smash into the opposite end of the arena and stun himself.
Burster has lots of health, but fire attacks are very effective against him. When he uses A. Airstrike, Mats can knock him back to the ground with Fire Spire. While A. Grapple and A. Farewell are difficult to dodge normally, it is much easier if Lu hits him with Afterburner during the dash. Jitsu's fast attacks make him difficult to hit, especially since he disappears between attacks. However, Mars' Time Bomb and Lu's Supernova make quick work of him- the only trouble is finding an opening. Blade Dance is a good time to use Supernova, and Time Bomb can counter Snow Sculpture- if Mars can attack the correct statue.
Spooker Sr
Spooker Sr.
Archie Arc Reactor
Archie + Arc Reactor
The leader of all the spooks. Despite his surname, it is clearly not a position he's held for long. He has set up his residence at the only exit from the afterlife, and he won't let Mars through. Time to teach him a lesson! Mars may have destroyed the main power grid, but the airship has a backup power source. Once the main engine is taken down, Archie diligently powers the entire ship by himself. He isn't going to take Mars' interference lightly.
  • Phantom Fizz- Spooker launches ectoplasmic bubbles that slowly descend, bursting into ghostly flames when they touch down.
  • Brave Souls- Spooker summons five Spooks, then leaves Mars to face them. These Spooks will not cower when Mars looks at them, but they disappear after a short time.
  • Grave Earth- Spooker sinks into the ground, inhabiting a chunk of earth. He then tries to drop on top of Mars using the dirt.
  • Ghoul Loop- Spooker charges toward Mars. If Mars jumps over him, Spooker will loop around and approaches again.
  • Chilling Call- Spooker appears close to Mars, then emits a sound wave. If it his him, Mars will be frozen in place. Spooker then attacks by slamming into him.
  • Dead Ringer- Spooker spawns four floating bells. Spooker ducks into each one, then shakes them to send harmful sound blasts towards Mars.
  • Orb- Archie charges eight spheres of electricity, and launches them at Mars one at a time. Each orb travels faster than the previous one.
  • Beam- Archie discharges a small spark that extends into a vertical laser beam. As the beam travels towards Mars, Archie warps to the other side of the arena and launches another.
  • Missile- Archie launches a barrage of Missile Macs toward Mars. They can be defeated to recharge SP. He always uses this move after his Beam attack.
  • Mobile Power- Archie hovers just off the ground, wraps himself in electric sparks, and hovers across the stage.
  • Grounded Circuit- Archie warps into the center of the arena, then covers the floor in electric sparks for several seconds. Two small homing orbs are also launched halfway through the move.
  • Overheat- After taking enough damage, Archie warps to the center of the stage, and discharges excess heat as flaming waves that emanate outward. The Arc Reactor then explodes, filling the center of the stage with flames.
  • Final Spark- Archie floats in a figure-eight pattern around the stage, launching small homing orbs at Mars. This is the only move he can use without his Arc Reactor.
What makes Spooker so tough is that he can't be directly harmed in his spectral form- but Spooker's attacks are also weaker in this form. Mars must wait for Spooker to inhabit a physical object (as he does in Grave Earth and Dead Ringer), then attack that object. Mars must be careful, since these attacks are much stronger than the others. The Arc Reactor is extremely vulnerable to quick bursts of Sonic Twister, which is also needed to phase through Beam. Lu needs to use Cloud Cover to keep Mars off the floor during Grounded Circuit. When Archie prepares to use Overheat, Lu can counter with Bitter Breeze, then destroy the frozen armor to prevent the attack. In his final form, Archie is vulnerable to Chill Whirl.

World Bosses

Note: Bosses only use attacks in bold once half of their health has been depleted.
World Bosses
Manu Manu Thwomp
Lemmy's personal robot. It looks suspiciously like a hand-me-down; still more proof that the other commanders don't take him seriously. Still, it can launch spiky balls, and produce a metal "flower" hatch on its roof for protection. Should be a good warmup for the battles ahead! An ancient defense system commandeered by the Koopa Troop, currently in the possession of Roy Koopa. Its greatest strength is its durable stone plating. It comes with two additional hands that can be activated in a pinch. How are all three parts controlled at once...?
  • Spike Ball- Goombot launches a series of spiked balls from it's mouth. Each ball will bounce when it hits the ground. A couple of smooth metal ball are fired as well, but they roll instead of bouncing. Replaced by Spike Ball X in phase 2.
  • Rolling Mecha- Goombot curls into a ball and rolls ahead at high speed. The mech is stunned after hitting the opposite wall. Replaced by Reverse Roller in phase 2.
  • Goombas- Goombot launches three Goombas from its mouth. Defeating them restores some SP.
  • Spike Ball X- Goombot launches spiked balls from both its mouth and the hatch on its head. The balls launched from the head bounce higher and travel across the stage more slowly. Smooth metal balls are still occasionally launched from both hatches.
  • Reverse Roller- Goombot curls into a ball and rolls across the stage as before. This time, it will turn around when it reaches the first wall and charge again. It will not be stunned when it hits the wall, but it will drop its defensive flower to execute the move.
  • Boulder Bomb- Manu hovers above the stage and drops large rocks from above. Some of the rocks will crack the stone floor, revealing the dirt underneath. Other stones are actually Grumba's in disguise, which restore SP when defeated.
  • Stone Sweeper- Manu drops to the ground and slowly slides across the arena. When it reaches the wall, it slides back the other way.
  • Classic Crusher- Manu hovers above the stage. Once positions itself directly above Mars, it slams down into the ground. The quake will knock Mars upwards and briefly stun him if he is on the ground. Replaced by Triple Threat in phase 2.
  • Manual Lasers- Manu's hands hover palm side up across the ground. As they slide back and forth, they alternate shooting lasers out of their palms.
  • Hand Slam- Manu's hands move to opposite walls and begin to lower themselves. When they align with Mars, they clap together, then slam into the ground. The slam produces a shockwave along the arena floor.
  • Triple Threat- Manu tracks Mars' position, and attempts to crush Mars. It attacks with each hand first, then attacks with the head if the hands both miss. The hands do not create quakes, but the head still does.
The easiest way to defeat Goombot is to wait for it to use Rolling Mecha; it can be stomped on after it misses. Once the flower is spawned on Goombot's head, Mars only be able to jump on it after it uses Reverse Roller, when it is forced to withdraw the flower. Luma Punch can also rebound the smooth metal balls Goombot occasionally launches, which will stun the machine. Manu is most vulnerable to Leaf Tangent, but even this move won't do much until its armor is weakened. To break the armor, Lu must grow a spiky flower using Green Thumb, and then Mars must get Manu to slam onto it - each time he does, Manu will take more damage from Leaf Tangent. The ground is also made of stone, so Mars can only grow plants on the cracks formed during Boulder Bomb. The hands can also be briefly disabled this way.
Megloooper Blooper
Gigooper Blooper
Kelvin Pdodbot
Kelvin Podobot
Iggy Koopa's latest creation. This massive machine dwarfs those of the other commanders - it is so big, it fights from the background of the arena, extending its tentacles towards Mars to attack. Despite taking its name and appearance from the Blooper species, it has only five tentacles instead of ten. Iggy probably couldn't afford that many! A flaming assault weapon of mysterious origin, piloted by Larry Koopa. The device can safely conduct massive amounts of heat, even using the flames as a weapon. Larry has named each of his moves and yells them in combat, apparently inspired by anime. He claims his robot has no weaknesses - too bad for him Mars has the Sapphire Jewel!
  • Great Whirlpool- Blooper draws water into its mouth, pulling Mars in. The move can be activated surprisingly fast, but its eyes will change just before it begins sucking. Replaced by Dark Whirlpool in phase 2.
  • Ink Jet- Bloopers two long tentacles emerge from beneath the stage and shoot streams of ink at him. The Ink does no damage to Mars, but will push him into the spikes above if he doesn't move. Replaced by Ink Wave in phase 2.
  • Mecha Blooper- Blooper launches small mechanical Bloopers that home in on Mars. They leave a trail of toxic ink behind them, and burst into an inky cloud if not destroyed. Defeating them restores some SP.
  • Black Deep- Blooper sprays ink from its mouth, darkening the water and limiting visibility. The ink is cleared out when it uses Dark Whirlpool.
  • Dark Whirlpool- Blooper inhales water like before, but its tentacles also launch inky globs and Mecha Bloopers at Mars. The projectiles can be difficult to see with the dirty water. This move sucks up any ink left in the water, leaving it clear.
  • Ink Wave- Blooper's two tentacles appear on opposite sides of the arena, and launch inky blobs into the water. They then alternate drawing in water, creating a current that moves the blobs back and forth.
  • Lava Landing!- Podobot dives into the lava, creating magma waves that travel across the stage. The bot will regain its fiery armor if it has been extinguished, but the waves are larger if it was still on fire.
  • Fireball!- Podobot launches a barrage of bouncing fireballs across the stage. Each one travels at a different speed and bounces at a different height.
  • Heat Seeker!- Podobot swoops over the stage to ram Mars. It moves faster the hotter its flames are.
  • Minions!- Larry summons Pyro Knights to fight for him. Defeating them restores SP. If they are not defeated quickly enough, Podobot proceeds to its next attack.
  • FIRE WIRE!- Podobot extends four flaming beams from its body, then rotates them as it moves across the stage in a figure-eight. The beams are longer the larger its flames are. Once it returns to the center of the stage, each wire condenses into a fireball and is fired at Mars.
  • BLAZE ROCKET!- Podobot rockets across the stage twice, leaving a trail of fire behind it. It will move faster the greater its flames are. This is the only move where water attacks will have no effect.
  • FLARE BEAM!- Podobot hovers above Mars with its mouth open, then blasts a flaming beam downward. Even if it misses, it creates numerous flaming waves that travel outward.
Because Gigooper is so big, only its tentacles can be damaged. There are two ways to do this - crush the tentacles with a Brick Block during Ink Jet, or ram into them with Rockin' Roll during Ink Wave. Either way, the damaged tentacle will extend fully and be open to further attack. Great Whirlpool and Dark Whirlpool can both be interrupted with Brick Block, but keep in mind that this may prevent the inky water from being cleared out. Podobot's moves are easy to predict because Larry shouts the name of each one and uses them in the same order. It's power is directly proportional to the flames surrounding it, so the best option is for the duo to extinguish them with Water Geyser and Aqua Jet; Fire Wire and FLARE BEAM can be cancelled this way. Once the flames are gone, Podobot moves much more slowly, making its crown easy to hit.
Heavy Grinder
Ice Queen V
Ice Queen V
A heavy digging machine buried within the mountain, piloted by Morton Koopa Jr.. Equipped with missile launchers, flamethrowers, giant claws, and circular saws, this machine is not to be taken lightly. Its armor is so tough, only its head can take damage at all! It is poised above a massive mining shaft with three floors. A weapon worthy of royalty, under the control of Wendy O. Koopa. It was originally disguised as a massive ice sculpture in order to trap Mars. The robot slowly pursues Mars down a long icy corridor - the hall terminates at a balcony miles above the icy depths. It can launch ice crystals, blast frosty air, and spawn drones to attack.
  • Double Saw- Grinder launches its massive saws toward Mars. They have limited reach, so it will use the one closer to Mars. Each whirling saw hits multiple times. Paired with Giant Claw in phases 2 and 3.
  • Boom Hatch- Grinder drops Boomers from its claws and mouth. These can be defeated for SP, and will explode if not destroyed after a short time. Replaced with Doom Hatch in phase 3.
  • Drill Missile- Grinder launches a giant missile from one of its claws or its mouth. The warhead lodges into the ground, and explodes after a short amount of time, usually during a different move has started.
  • Mega Blast- Grinder charges energy, and releases an explosion that engulfs its head. The blast will destroy the floor, sending Mars and the mech down to the next level of the shaft. This move is only used after the mech has been knocked down.
  • Giant Claw- While one claw uses Double Saw, Grinder aims the other one at Mars, and attempt to grab him if he gets too close. The grab is fast, and deals massive damage in a single hit.
  • Fire Triad- Grinder releases streams of fire from its claws, using them to sweep the far sides of the stage. At the same time, the head alternates launching fireballs in spread shots or homing shots.
  • Doom Hatch- The same as Boom Hatch, except one Doomer is released along with the two other Boomers. The Doomer will jump of the stage after sitting for a while. It also gives SP if defeated, but the explosion will also damage Mars unless he is invincible.
  • Mining Beam- Grinder charges up power in three orbs - one in each of its claws and one in its mouth. Two of the orbs fire massive lasers, but the third one disappears just before this happens. Mars must position himself under the defective laser to avoid the attack. Only used in phase 3.
  • Ice Shot- Ice Queen launches an icy projectile at Mars. It explodes into a massive ice crystal when it hits the ground, and freezes Mars if he is close enough. If Mars is frozen, mash buttons to escape.
  • Ice Drones- Ice Queen spawns three drones that hover above the ground and shoot small ice crystals downwards, creating spikes when they hit the ground. They can be defeated for SP.
  • Frost Breath- Ice Queen launches two blasts of cold air from its mouth - one along the ceiling and one across the floor. The blasts create rows of icy spikes, and the ones on the ceiling will fall after some time. They can be broken with explosive attacks.
  • Mega Crystal- Ice Queen launches a massive ice crystal from its central hatch. It is too big to jump over, so Mars must duck instead. Despite its size, it moves very fast.
  • Chest Lasers- Ice Queen fires twin lasers from its two chest plates. Each beam alternates sweeping across the ground in opposing directions. A large electric spark is produced where they hit the ground, which is the only part that damages Mars.
  • Queen Claw- Ice Queen fires its two massive claws at Mars, trying to grab him. Knocking them back grants a lot of SP, but they cannot be destroyed.
  • Diamond Missile- Ice Queen launches two homing missiles made of diamond. The are only destroyed once they hit the ceiling or floor, so they can potentially hit Mars multiple times.
  • Royal Charge- Ice Queen increases speed significantly for a short time. If the balcony is within sight, Ice Queen will always use this attack.
  • Attraction Beam- Ice Queen fires magnetic beams from its eyes, pulling Mars towards it. It is also coated with electric sparks, so Mars will be damaged if he touches it.
Heavy G is the toughest machine of the lot, as its vulnerable cockpit is out of reach. To attack, Mars must knock the machine down to his level by blowing up its Drill Missile before it is released; the only move that can be used to do that is Mars' Fire Spire. Once Heavy G is down, Lu must hit its head with Afterburner to deal damage rapidly. Every time the bot falls down, it will destroy the floor- Mars will only have three chances to destroy the mech before the last floor is destroyed, sending him to his doom. The real danger when fighting Ice Queen V is being forced off the balcony at the hall's end, as this is an instant kill. Ice Queen has high defense, but parts of its body are vulnerable to Time Bomb when using certain attacks - its stomach during Mega Crystal, its head during Frost Breath and Attraction Beam, and its chest during Chest Lasers. Lu can also counter Royal Charge with Supernova knocking the machine backwards in the process; this can be a lifesaver if Mars is about to be forced off the balcony.
Commander Kalmant
A speedy mobile weapon piloted by Ludwig Von Koopa. Even though it has an obvious weak spot, the vehicle's high mobility makes it difficult to hit- especially with it launching fireballs, lasers, and missiles! Ludwig's extensive experience in racing contributes to his skill behind the wheel. The commander of the Koopa Troop, leading their assault on distant shores. He needs no machine to fight, instead using magic cards to summon midbosses Mars has fought before. If those fail, he can fight using his magic axe, as well as channel the power of the Amethyst Jewel.
  • Rocket Start- The MotorKoopa races across the stage at high speed. It will either dash twice or three times. Its wheels are covered in flames, but are extinguished during its last dash.
  • Miniturbo- The MotorKoopa charges energy in its wheels briefly, before launching across the stage. It hops just after the boost starts, making it difficult to avoid by either jumping or ducking.
  • Missiles Salvo- The MotorKoopa fires Rocket Rons and Missile Macs from its cannons, two at a time. The Missile Macs are launched straight forward, while the Rocket Rons are launched upwards at an angle before homing in. They can be defeated to restore SP.
  • Super Horn- If Mars is trying to attack, The MotorKoopa will unleash a blast of wind with its horn, knocking him away.
  • Doughnut Drift- Races across the stage while whirling. It spins so fast it creates a tornado, drawing Mars in. After spinning for a while, its wheels will ignite.
  • Fire Blitz- The MotorKoopa launches waves of blue fireballs from its mouth, while also firing bouncing red fireballs from its cannons.
  • Koopa Laser- Charges and fires a massive laser beam from its mouth. Lasts a surprisingly long time, and deals multiple hits if Mars is trapped in it.
  • Card Trick- Kalmant throws one of his colored cards at Mars. When it hits the ground, it will summon the corresponding midboss. Each one has less health, but will start using attacks from their second phase. Kalmant always uses two cards before attacking himself.
  • Thunder Beam- Kalmant launches a blast of electricity at Mars. Its power and size is determined by how long he charges it.
  • Drop Spark- Kalmant hits the floor with the handle of his axe, creating two electric sparks traveling in opposite directions. These continue to ride on the floor and walls for some time.
  • Axe Dash- Kalmant charges towards Mars, attacking with his axe. He is invincible while charging, and will reflect projectiles that hit him.
  • Backlash- If he is not already attacking, Kalmant counters Mars attacks with a quick swipe of his axe.
  • Magic Wave- Kalmant hovers in the air and activates a spell; he then launches a wave of blasts along the floor. The blasts will freeze, burn, or stun Mars, depending on the spell Kalmant uses.
  • Spark Sphere- Charges a giant sphere of electricity around him, then launches it forward. Most attacks are blocked by the sphere.
The MotorKoopa is too fast to approach and can defend itself with the Super Horn, so it must be spun out to land attacks. To do this, Lu must freeze the ground with Bitter Breeze; unless its wheels are on fire, the machine will spin out when using Rocket Start and Doughnut Drift. Chill Whirl can reflect the Missile Macs and red fireballs. Either ice move can freeze MotorKoopa's mouth shut during Koopa Laser, preventing the beam from firing and damaging it. Kalmant mostly relies on midboss copies to occupy Mars, but his own attacks can be dangerous if left unchecked. His Axe Dash will be stopped if he runs into Lu's cloud from Cloud Cover, since his vision is blocked. He can only be attacked while using Spark Sphere with Sonic Twister; this move will also destroy the moving sparks created by Drop Spark. Attacking his summon cards will make the midboss appear with less health.

Secret Bosses

Note: Bosses only use attacks in bold once half of their health has been depleted.
Secret Bosses
King Koopa II
Shadow Crown
The King of all the Koopas, once known as Bowser Jr. He still values the Clown Copter that his father gave to him, and has had it upgraded into a battle suit. But even when his ride is down, he can still put up a fight! The true from of the Legendary Crown! Shadow Crown has been feeding on the undercurrents of strife for decades, and now has the power to plunge the whole planet into endless war. It can draw power from the Crown Jewels, and use their power against Mars!
  • Koopa Bomber- Bowser hovers overhead, dropping time bombs from above. Each bomb starts with a different timer, and explodes when it reaches zero.
  • Furious Fisticuffs- Bowser lowers the Clown Copter to the ground, and flies across the stage punching wildly. If one of the punches connects, Bowser will continue punching Mars across the arena.
  • Clown Crusher- Bowser hovers above Mars, and attempts to crush him with the Clown Copter. The boxing gloves allows him to cover more space than one would expect.
  • Cannonball- Bowser launches a barrage of cannonballs from the Clown Copter's mouth. Each one explodes on contact, and the last three send flaming waves across the stage.
  • Guard Summon- Bowser calls in a random Guard Bro, then waits until it is defeated to begin attacking. Each grants additional SP.
  • Abandon Ship- When he loses 1/2 of his HP, Bowser jumps out of the Clown Copter and drops it to the ground. It then explodes, covering half of the stage in flames.
  • Fire Breath- Bowser launches waves of massive fireballs from his mouth. Each fireball will light the ground if they land.
  • Bowser Bomb- Bowser jumps into the air, attempting to land on Mars. The move is surprisingly fast given its strength.
  • Whirling Fortress- Bowser ducks into his shell, and spins towards Mars. He jumps every time Mars does, making the move harder to avoid. While in the shell, most attacks will do nothing.
  • Shadow Beam- Shadow Crown hovers above the stage, shooting beams of dark energy downwards. Each beam pulls Mars in and deals several hits.
  • Warp Blitz- Shadow Crown teleports all over the stage, launching homing shadow spheres. Once it finishes teleporting, it launches a rotating ring of spheres outward. The spheres can be destroyed for SP.
  • Dark Gun Punch- Shadow Crown launches a spray of small bullets from its eight tendrils, before rocketing forward towards Mars.
  • Green Trident- Shadow Crown launches a wave of five leaves at Mars. The central leaf will grow into a spiky vine or a poisonous flower when it lands. Block them using Spark Orb!
  • Brick Roller- Shadow Crown forms a stone shell around itself and hovers over Mars, in an attempt to crush Mars. When it lands, its armor splits into two boulders that roll outward over the stage. Trap him with a spiky flower from Green Thumb!
  • Sea Portal- Shadow Crown spawns several portals on the sides of the arena. Each one launches a torrent of water to the left or right, depending on its placement. Block the water with a Brick Block!
  • Rocket Flare- Shadow Crown flies out of sight before blasting across the ground covered in flames. As it flies, flaming orbs are dropped behind it. Each orb then erupts into a pillar of flame. Extinguish them with Water Geyser or Aqua Jet!
  • Bomb Smelter- Shadow Crown warps all over the screen, leaving exploding orbs behind. Once it stops teleporting, it creates a much larger explosion around itself. Hit it with Fire Spire to cancel the last explosion!
  • Blizzard Trap- Shadow Crown covers the stage in icy fog that condenses into floating ice crystals. They then fall in sequence, starting with the highest one, and send waves of icy spikes along the ground. Shield yourself with Supernova!
  • Storm Twister- Shadow Crown teleports to the center of the arena and launches clouds outward. He then pulls them back in with a tornado. Each cloud drops water bullets as it travels back. The bullets can be deflected with Chill Whirl!
  • Electric Ambience- Shadow Crown launches electric spheres at the corners of the arena, as well as suspending seven more above the stage. A web of electricity then connects all of them. Mars will not be harmed if he uses Sonic Twister!
While riding the Clown Copter, Bowser is a tough target to hit. While in the sly, Lu can hit him using Spark Orb's lighting bolt, and even knock him down when using Clown Crusher. Once he abandons the vehicle, he will block most attacks while idle. Mars can stun him with a fully charged Thunder Beam; Spark Orb's electric projectiles can also penetrate Whirling Fortress. Shadow Crown is tough to beat- when he begins using the Crown Jewel attacks, Mars can counter each with the one before it. Actually, Shadow Crown's weakness is Lu's Star Bullet, but only when not using a Jewel attack. Dodge his attacks, then counter attack when he uses his dark moves.
Stained Glass Heroes

At the top of Ammolite Apex, four stained glass windows can be found. These images immortalize the brave feats of past heroes who will live forever in legend. But it is also said that if a warrior can reach their hall, they will be challenged by these legendary reflections, in order to test the worth of heroes that succeed them.

Stained Glass Toad
Stained Glass Peach
Toad was not always a brave hero, but was inspired to run, jump, and fight in the footsteps of his kingdom's defenders. He was truly a Toad among Toads - his valor was rewarded with a place in the hall of legends, and in the hearts of his people. His example is one the Toad Guard follows to this day.

Princess Peach once needed constant rescuing from her kingdom's tormentors, but once she began to take the conflict seriously her power grew. She matured from her original role as a puppet monarch to a true force to be reckoned with - a leader her adoring subjects could rightly be proud of.

  • Mushroom Dash- Toad charges up power briefly before lunging forward at high speed. The attack knocks Mars back a long way if it hits. Toad will sometimes jump during this attack.
  • Hip Drop- Toad attempts to leap on top of Mars with a diving attack. This move will leave Toad defenseless if it misses.
  • Propellor Drop- Once Toad loses 1/3 of his health, he will use a Propellor Mushroom to take on a new form. Toad can use the Propellor Cap to jump much higher, and execute a spinning Hip Drop similar to Mars' Dropscrew. This attack won't leave Toad open for as long. Toad will lose the cap after taking some damage.
  • POW Block- Toad produces a POW Block and throws it on the ground. The attack knocks Mars into the ceiling with immense force once the block lands, but only works if Mars is on the ground.
  • Mega Mushroom Dash- Once Toad loses 2/3 of his health, he will use a Mega Mushroom to take on a giant form. Toad will begin jumping and dashing all over the arena. If he uses his Hip Drop while in this form, it will produce the same effect as his POW Block. Toad is immune to almost all attacks in this form, but returns to his normal size after a while.
  • Parasol Defense- Peach holds here parasol either above or in front of her, blocking attacks from that direction. Replaced by Parasol Rebuff when she loses 1/2 of her health.
  • Regal Float- Peach uses her dress to hover in the air, tracking Mars position. She will attempt to land on him after a while.
  • Turnip Throw- Peach pulls and throws a salvo of turnips. Each turnip type has a different speed and travel arc. They travel slowly, but are difficult to dodge.
  • Clone Cherry- Once Peach loses 1/3 of her health, she will occasionally use a Clone Cherry to produce a duplicate of herself. Each copy will attack independently, but the fakes deal less damage and vanish when hit several times. Peach can only create three total clones at a time.
  • Parasol Rebuff- Replaces Parasol Defense. Peach defends herself with the Parasol as before, but will counter direct attacks and reflect projectiles. Her clones cannot use this move.
  • Peach Bomber- Once Peach loses 2/3 of her health, she will pull out a Bob-Omb from the ground. She will then dash at Mars and attempt to punch him with it, dealing explosive damage. If she misses a few times, she will just throw the bomb.

Toad has the least health of the four legendaries, but is the fastest. He will jump out of the way of most attacks, so it is best to either overpower his dash attacks with Mars' Rockin' Roll or Lu's Afterburner; he is also left open after a missed Hip Drop. When he uses the Propellor Drop, knock him out of the air with Lu' Spark Orb or Mars' Fire Spire. His giant form is vulnerable to electric attacks, as they force him to shrink sooner.

Peach has the slowest ground speed of the four legendaries, but is the most agile in the air. Her Regal Float allows her to stay in the air for a while, but can be stopped most effectively with Sonic Twister. Her turnips can be reflected with Chill Whirl, but not her bombs. A fully-charged Supernova will make quick work of her clones and can knock her out of the air. If she is frozen when trying to use Peach Bomber, she will be unable to drop her bomb and get blown up instead.

Stained Glass Luigi
Stained Glass Mario
Luigi was once a plumber like his brother, but found his true destiny was to protecting the Mushroom Kingdom from Bowser's forces. He had to overcome not only the Koopa Troop, but also his crippling inferiority complex. While his brother passed on in mortal combat with Bowser, Luigi's fate is unknown.

Mario has seemingly always been a hero - stories recount adventures he faced even during his infancy - but his task was no easier for it. He fought Koopa oppression for his brother, sweetheart, and the liberty of an entire nation. He may have died facing Bowser, but he had lived a full life and become the greatest warrior of all time.

  • Super Jump- Luigi charges up power, then jumps incredibly high. He flutters above Mars for a second before executing a ground pound, producing a small shockwave when landing. While the drop attack is dangerous, the jump itself deals even more damage. Luigi cannot be interrupted by most attacks while charging the move.
  • Green Missile- Luigi charges up power, then rockets halfway across the arena. The attack deals modest damage if hit, and plows through most projectiles. If Luigi's eyes flash after charging, the attack will misfire, launching him across the entire stage at high speed and dealing massive damage.
  • Stone Kitsuni- Once Luigi loses 1/4 of his health, he will use a Tanuki Leaf to change forms. Luigi will now use a spinning dash attack with his tail that reflects projectiles, will hover even longer during his Super Jump, and his drop attack will turn him into stone, making him invulnerable and creating a larger shock wave. Luigi will lose the Tanuki Leaf after a taking enough damage.
  • Thunder Hand- Once Luigi loses 1/2 of his health, he begins using his Thunder Hand techniques to deal electric damage. His Super Jump will now create electric sparks that travel along the ground and ceiling, and his Green Missile will charge and fly faster. Thunderbolts will also randomly fall from the sky.
  • Vanish Cap- Once Luigi loses 2/3 of his health, he will activate the Vanish Cap. Luigi will become intangible and partially invisible while he continues using the same attacks. The cap only lasts about 20 seconds.
  • Ballistic Ice- Once Luigi loses 3/4 of his health, he will use an Ice Flower to change forms. Luigi will begin throwing ice balls that freeze Mars on contact. If it hits, he will either walk up and use his Super Jump, or attack using a misfired Green Missile. The ice can be escaped by mashing the directional pad. Luigi will lose the Ice Flower after a taking enough damage.
  • Triple Jump- Mario jumps while trying to land on Mars. If he misses, he will jump again immediately afterward. He can jump up to three times in a row, each time higher and faster.
  • Italian Tornado- Mario jumps and spins, trying to land on Mars. Mario will bounce off Mars if he lands the attack, and follow up with a homing ground pound.
  • Boomerang Suit- Once Mario loses 1/3 of his health, he will don the Boomerang Suit. He will throw rebounding boomerangs that home in on Mars before returning to Mario. The boomerangs will destroy any non-physical projectile, but not physical ones. He loses the suit after taking enough damage.
  • Hammer Suit- Once Mario loses 2/3 of his health, he will don the Hammer Bro Suit. He will throw hammers in a high arc that deal lots of damage, and execute melee hammer attacks. The hammers will destroy any physical projectile, but not non-physical ones. He loses the suit after taking enough damage.
  • Super Mushroom- Once Mario loses nearly all his health, he will consume a Super Mushroom - this refills all of his health.
  • Fire Flower- Once Mario loses 1/3 of his health again, he will use a Fire Flower to take on his Fire Mario form. He can throw twin bouncing fireballs, charge up to throw a bigger fireball, and perform a fiery punch at close range. His jumping attacks produce large fiery waves as well. He loses the fire form after taking enough damage, but will eventually use another one every time.
  • Super Starman- Once Mario loses 2/3 of his health again, he will use a Starman to become invincible, as well as absorb a Fire Flower if not currently in Fire Mario form. He will dash across the stage, leaving a wake of rainbow flames wherever he goes, and throw fireballs that produce fiery explosions, as well as use faster and more powerful versions of past attacks. The Starman wears off after 30 seconds has passed.

Luigi has the worst traction of the four legendaries, but the best jumping height. His Super Jump is a devastating attack if the first part of the attack hits, but he can be hit out of it with Green Thumb's spiked flowers. His Green Missile will leave him stuck in Lu's Brick Block if he hits it, leaving him vulnerable for a while. His Stone Kitsune form takes massive damage from explosive attacks, and fire tears through his ice form's health. Most of his electric attacks can be blocked using Spark Orb's shield.

Mario has no real weaknesses, but is notable for his high and long jump. His two basic jump attacks can both be countered with Sonic Twister. His boomerang can be knocked away using Aqua Jet or Water Geyser, and his thrown hammers can be frozen in blocks with Bitter Breeze. Ice attacks deal slightly more damage to him when using the Fire Flower. His Starman form cannot harm Mars when using Sonic Twister. Surprisingly, the Star Gun is still able to harm Mario in this form, and deals much more damage than usual.