|"Stories of the Past, Technology of the Future."|
|Return to the Kingdom|
|Platform||Wii U & Nintendo 3DS|
|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. [Note- The full story will be updated on a separate article, I promise this time!]
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.
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.
|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!|
|Emerald Evergreen (World 1)|
|Goomba||Walks back and forth, 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, Bloomba 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, bouncing off before the counter can hit him.|
|Koopa||Walks along platforms, turning at the edge of each one. It will ignore Mars until it is hit. The shell protects its back from attack.||Because it moves quickly, it is difficult to attack it head on- jumping on it is the best option, plus it allows Mars to use the shell afterward.|
|Piranha Pot||A small clay pot that launches a Piranha plant. The plant will fly quickly up, 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 pot will spawn another soon after. Instead, attack the pot to destroy it. Keep in mind that the piranha can be jumped on while it travels down.|
|Cheepy Cheep||This small fish just wants to swim around pools of water. It won't even notice Mars if he's close by. 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 (duh), 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 used as a platform by jumping of it.|
|Citrine Sands (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.||It's body can be hit with projectiles, but only hitting the head will take it down for good. Fortunately, its head has no spikes, so that's easy to do. To reach the head, some segments may need to be taken out. If there are body segments left when it's defeated, they will fall over- be sure to not get hit!|
|Pike||That's pronounced Pi-kee! Unlike its cousin, Pike has spikes all over its body.||The same strategy applies here, except that it can only be safely attacked with projectiles. It's head can be safely bounced on using Corkscrew, and the Dropscrew will kill it outright!|
|Thwomp||This solid block of stone maintains the family tradition of slaming 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 Mar's between them when they clap.||Slamps are almost invincible- not even the "fall of the map" trick works on them. However, the powerful Bomb Spell and Supernova attack 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 joins it's partner in death. So do yourself a favor and take them both out at once.|
|Sapphire Sea (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 attack from below.|
|Urchie||These complacent balls of pain 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, their is no real reason to attack them unless they are blocking your way- they can even help you if you trick other enemies into touching 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 can easily 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, wether he's
facing them or not.
|Creepy Cheep||These skeletal fish behave exactly like normal Cheeps, swimming around idly on a set path.||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.|
|Ruby Ruin (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 Piranhas- except they are on fire.||They cannot be touched physically, so only projectiles can harm them. While they can be defeated, the spiky pots that spawn them are invincible.|
|K. Troopa||These advanced Koopa's 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. Between those jumps, the Troopa will engulf itself in fire- jumping off the shell gives Mars enough air time to avoid the flames. When hit, the shell will leave a fiery trail after a short distance, and cannot be stopped by jumping on it again.|
|Pyro Knight||The second iteration of the Knight series of enemies. This vigilant knight patrols a small area, and approaches Mars slowly, striking out with its flame sword when it gets close.||The Knight will block any projectiles that come its way, so don't use any until after it attacks.|
|Agate Alpine (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- these will detonate it in a single attack. Wether 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.|
|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. But Missile Macs are fast, so aim carefully!|
|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)|
|Ninja Knight||The third iteration of the Knight series. These stealth soldiers hide before launching a barrage of sharp needles. If the Ninja Knight hit with a weak attack, it will attempt to trick Mars into thinking he is defeated before attacking from behind.||Ninja Knights will regain their health unless they are killed in one hit, so they can really bother Mars if they aren't taken care of. It's worth it to use a strong attack to finish them off.|
|Mr. Frosty||This snowman is no jolly fellow. Mr. Frosty throws snowballs at approaching enemies. If he is hit with an attack, he collapses into a pile of snow, reconstituting a few seconds later.||Mr. Frosty can only be killed with fire attacks, otherwise he will simply reconstruct himself. The snowballs don't do damage, simply knocking Mars backwards.|
|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)|
|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. Don't be distracted by its minions! Take it out first to avoid being overrun.|
|Boom Beat||Bouncing musical notes that move to the beat. Every time they hit the ground, they produce an explosion 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 they don'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 you in the eye. It will pursue Mars with much more ferocity than a normal Spook.||It takes lots of force to separate these kindred spirits. If hit with a sufficiently strong attack, it will split into two normal spooks. Simply using lots of weak attacks won't work, though.|
|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 weak enough to kill with most attacks, but they will be produced endlessly until the source is destroyed. The painting is remarkably resilient- unless it suffers fire damage, in which case it goes down quickly.|
|Amethyst Alternator (World 8)|
|Rocket Ron||The Koopa Troop were pleased with the Missile MAcs, but didn't approve of their lack of direction. So they created Rocket Ron to fix the problem. Ron homes in on his target, constantly gaining speed as he goes. They also produce larger explosions.||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 the increased blast radius, he can lead them into tough obstacles and enemies blocking his way.|
|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. Talk about hoist by your own petard!|
|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!|
|Heavy Knight||The fifth and final knight- Heavy Knight! Wielding a plasma sword and an energy cannon, it is a 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!||While its armor is its greatest strength, it is also its only weakness. Sneaking up on Heavy Knight from behind and hitting it hard enough will often knock it to the ground, leaving it open to attack. Dealing enough water or electric damage will also short out the armor, leaving it open to attack. Don't give up!|
|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!|
|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.|
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! There must be some reason why he keeps it around...
|Robble is a magically enhanced Grumba. He sports all the standard features of inexpensively buffed enemies- larger size, more health and moves, and- of course- lots of spikes.|
|Potsy can be damaged directly, but his defense is too high for this to be effective. Attacking his pot will do more damage, but Potsy will block attacks directed there unless he is in the middle of, or just finished, an attack.||Robble has very high defense, so the only way to damage him reliably is to use the melee attack in Leaf Tangent. This is easier to do if Robble isn't attacking, but the best 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 outside of the water. Even so, many of his attacks involve spraying water as a weapon. No one knows how he stores all that water in him.
|Smeltone is a sentient rock, somewhat reminiscent of a volcano. He certainly knows how to give a warm welcome- will Mars be able to take the heat, or is Smeltone too hot to handle?|
|Deepmaw's attacks are hard to avoid, but weak. Using Brick Block will shield Mars from Flood, and Rockin Roll will knock Deepmaw out of Maelstrom, stunning him.||Smeltone is a predictable opponent, but his moves do lots of damage. Using water attacks while Smeltone is under the effects of Heat Wave will extinguish him, weakening his attacks. Water will also put out the flames produced by his attacks.|
Admiral Burster may be the bomb, but he isn't prone to blowing his top. Rather, he is a suave and clever tactician, using explosives strategically in battle. But if he falls, he will make sure his foe goes down with him!
|A silent blade in the night... Jitsu's benign appearance belies his deadly skills as an assassin. His swordplay alongside his ice powers makes him a force to be reckoned with. Rumor has it he is also great at ice sculpting.|
|Burster has lots of health, but fire attacks weaken him much faster. When he uses A. Airstrike, counter with Fire Spire to knock him back to the ground. While A. Grapple and A. Farewell are difficult to dodge normally, it is much easier if he is hit with Afterburner during the dash.||Jitsu's fast attacks make him difficult to hit, especially since he cannot be hit between his attacks. However, Mars' Time Bomb and 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 pick him out from the fakes.|
Archie + Arc Reactor
The strongest of all the spooks. He has set up his residence at the only exit from the afterlife, and he won't let Mars through. He can't leave himself, so there is no real reason for him to be so difficult. Time to teach him a lesson!
|Mars may have destroyed the main power grid, but the airship has a backup power source. Archie diligently charges the entire ship, completely by himself. On his first day on the job, his ship is attacked by some annoying kid and his starling friend. He is not ok with this at all.|
|What makes Spooker so tough is that he can't be directly harmed in his spectral form- but in kind, there is little Spooker can do to harm Mars, even as a stronger spirit. Mars must wait for Spooker to inhabit a physical object, then attack that object, specifically during Grave Earth and Dead Ringer. Mars must be careful, since these attacks are much stronger.||The Arc Reactor is extremely vulnerable to quick bursts of Sonic Twister, which is also needed to phase through Beam. Mars needs Cloud Cover to avoid the floor during Grounded Circuit. When Archie prepares to use Overheat, Mars can counter with Bitter Breeze, then destroy the frozen armor to prevent the attack. In his final form, he is vulnerable to Chill Whirl.|
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.
|An ancient defensive system commandeered by the Koopa Troop. It is in the possession of Roy Koopa. While it is tough, it is difficult to maneuver. It has two additional hands that can be activated in a pinch. How would one control all three parts at once...?|
|Goombot's most obvious weakness is its rolling attack. It can be stomped on with the Dropscrew after this move. It is not stunned after using it's upgraded version, but it takes a moment to restore its protective flower. It can still be stomped during this time, but the window of vulnerability is shorter. Luma Punch can also rebound the spikeless balls sometimes launched during Spike Ball, stunning the bot in the process.||Manu is vulnerable to Leaf Tangent, but this isn't enough to break through its armor. When it uses Boulder Bomb, dirt clods are produced. Mars can grow spiky flowers on these clods using Green Thumb. Mars can then guide Manu into landing on it, which both weakens its armor and traps it in place for a moment. This only deals a little damage, but each time its armor is weakened, Leaf Tangent will deal more damage. Be aware that if its hands crush the flower, no damage is dealt.|
The latest creation of Iggy Koopa. This massive machine dwarfs those of the other commanders- it fights from the background, extending its tentacles towards Mars. Despite taking its name and appearance from the Blooper species, it has only five tentacles instead of ten. Budget cuts, I'm sure.
|A flaming assault weapon, piloted by Larry Koopa. The device is almost always engulfed in flames, and can shoot fire from its mouth. He has named each of his moves and yells them in combat, apparently inspired by anime. Larry claims his robot has no weak spots, but isn't it obvious he's lying?|
|Because Meglooper is so big, only its tentacles can be damage. When it uses Ink Jet, counter with Brick Block to crush the tentacles. When it switches to Ink Wave, instead use Rock Roller to hit them. The only way to damage Meglooper directly is to use Brick Block when it uses Great Whirlpool or Dark Whirlpool. Keep in mind that if the water is dark, it may be better to let it use the Whirlpool moves.||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 its heat- while it is covered in flames, it can only be damaged by hitting the crown, but they can be reduced, and eventually extinguished, by using Water Geyser and Aqua Jet; Fire Wire and FLARE BEAM can be cancelled this way. Once the flames are gone, Podobot takes damage regardless of where it is hit.|
Ice Queen V
A heavy industry device designed for excavating and piloted by Morton Koopa Jr.. Equipped with missile launchers, flamethrowers, giant claws, and circular saws, this machine is not to be taken lightly- especially since only its head can take damage. It is poised above a mining shaft with three levels.
|A machine of royal proportion, under the control of Wendy O. Koopa. Originally disguised as a massive ice sculpture, the robot slowly pursues Mars down a long icy corridor, with a bottomless pit at the end! The machine can launch ice crystals, blast frosty air, and spawn drones to attack.|
|Heavy G is the toughest machine of the lot- in fact, none of Mars moves can damage it. To attack, MArs must knock the machine down to his level. The only way to do that is to hit its Drill Missile with Fire Spire before it is released, causing it to explode. Once Heavy G is down, hit its head with Afterburner to deal damage quickly. Be careful- every time the bot goes down, it will knock the floor out- if this happens three times, Mars will fall into the mining shaft.||The real danger when fighting Ice Queen V is being cornered at the end of the hall; most of Mars attacks are too weak to defeat her in time. Use Time Bomb when it attacks with Mega Crystal- hitting it while the hatch is still open will not only do lots of damage, but also knock it back a short distance. Counter Royal Charge with Supernova to knock the machine back, and prevent it from moving for a while; this can be a lifesaver if Mars is trapped between it and the pit.|
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.|
|The MotorKoopa is fast and dangerous, but it can be disabled to land attacks. Using Bitter Breeze will freeze the ground, causing MotorKoopa to spin out when it uses Rocket Start. This will not work if the wheels are still blazing. Chill Whirl can reflect the Missiles that are fired, both damaging it and gaining SP. Ice attacks also negate the bouncing fireballs, but not the blue ones. Lastly, the Motor Koopa's mouth can be frozen shut during Koopa Laser, damagin the mech instead.||Kalmant mostly attacks using Midboss copies, but his own attacks can be dangerous if left unchecked. When he uses Axe Dash, counter with Cloud Cover to blind him, leaving him open. He can be attacked while using Spark Sphere with Sonic Twister; this can also destroy the moving sparks created by Drop Spark. Lastly, each card he uses can be attacked- doing so will cause the midboss to emerge weaker than usual.|
King Koopa II
The King of all the Koopas, known as Bowser Jr. He still values the so-called "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 is a being that feeds on strife and hate, and plans to send the entire planet into an endless war. It can draw power from the Crown Jewels, and use their power against Mars!|
|While riding the Clown Copter, Bowser is tough to get at. While in the sly, Mars can hit him using Spark Orb's lighting bolt- this is especially helpful if he is using Clown Crusher, as he will fall to the ground. Once he abandons the vehicle, most attacks will be blocked when he is idle. Landing enough electric attacks will stun him; electric attacks are also strong enough to 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 is weakest to 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.
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 Rockin' Roll or Afterburner; he is also left open after a missed Hip Drop. When he uses the Propellor Drop, knock him out of the air with Spark Orb or 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 bomb. A full-screen explosive attack 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.
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 spike flowers. His Green Missile attack will leave him stuck in Mars' Brick Block if he hits it, leaving him vulnerable for a while. His 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 able to hit Mario in this form, and deals much more damage than usual.|