This section lists every party member, when you get them, and what they can do for you.
Mario: As the
leader of the party, Mario will participate in every battle and has the
most abilities. He can do the following things:
Jump: Mario will
jump into the air and land on an enemy. This is a more versatile attack
than Hammer as it can hit any enemy opposing Mario except those on the
ceiling and those that are spiked. Does a base damage of 1 HP per jump,
with an extra jump for pressing A just as Mario lands on the enemy the
first time. Base damage increases 1 HP with the Super Shoes, and another
1 HP with the Ultra Shoes. This will not be an option if Mario cannot Jump
on an enemy. If Mario is wearing Badges that give him additional Jump attacks,
you will need to select which to use after selecting Jump.
Hammer: Mario
slams his Hammer down on the head of an enemy. This attack can only be
used against the closest ground enemy, unless Mario is wearing certain
Badges. Hammer does a base damage of 1 HP, with an extra 1 HP tacked on
for not releasing the Control Stick until the light bar hits red. Base
damage increases 2 HP with the Super Hammer and another 2 HP with the Ultra
Hammer. This will not be an option if Mario cannot Hammer an enemy. If
Mario is wearing Badges that give him additional Hammer attacks, you will
need to select which to use after selecting Hammer.
Item: Mario can
use an item that he is carrying. Only items that heal the party or damage
the enemies can be selected. This will not be an option if Mario has no
items.
Star Spirits:
Mario can call on the Star Spirits he has rescued to help him in battle.
This will not be an option until Mario has rescued at least one Star Spirit.
He can use the following techniques:
-Focus: Allows
Mario to recover Star Power much more quickly. Restores about half a unit
of Star Energy each use, but has no direct effect on the party or enemies.
Earned for completing Chapter One.
-Refresh: Restores
5 HP and 5 FP, and recovers from poison and shrink status effects. Costs
one unit of Star Energy. Earned for completing Chapter One.
-Lullaby: Lulls
enemies to sleep if it works. Costs one unit of Star Energy. Earned for
completing Chapter Two.
-Star Storm:
Causes 7 HP to all enemies. Costs two units of Star Energy. Earned for
completing Chapter Three.
-Chill Out: Reduces
enemies' attack power. Costs one unit of Star Energy. Earned for completing
Chapter Four.
-Smooch: Restores
20 HP. Costs three units of Star Energy. Earned for completing Chapter
Five.
-Time Out: Paralyzes
all enemies if it works. Costs two units of Star Energy. Earned for completing
Chapter Six.
-Up & Away:
Removes enemies from battle by turning them into stars. Costs two units
of Star Energy. Earned for completing Chapter Seven.
-Star Beam: Cancels
invincibility granted by the Star Rod. Free to use. Earned for talking
to the Star Spirits in Star Haven.
Strategies: Mario
can choose to run away or change his active party member. If you choose
to run, press A as much as possible on the following screen to increase
your chances of getting away. Note that when you run you will drop some
coins. If you choose to change your party member, Mario will forfeit his
turn in order to exchange the currently fighting party member for another.
You cannot change party members until Kooper has joined you, or when your
party member is injured, and you cannot run during boss battles. Oh, and
you can also choose to do nothing whenever you want.
Field Mode: Mario
can jump to hit blocks or avoid obstacles, or he can Hammer as another
way to avoid obstacles as well as to smash blocks. Jump and Hammer can
also be used to make a First Strike.
Comments: Mario participates in every battle, so you'd better get used to him. In particular, you want to make sure you've mastered the Jump's action command. It's a little more difficult than the Hammer's action command, but Jump is often a better choice because it can hit most enemies and its power increases more than Hammer's does when you're wearing a badge that increases attack power, which is always a good idea. Usually, a quick tap of the A button right before hitting the enemy's head will do it for ya. That tap could be more important than you realize.
Make good use of your Star Power. Star Storm is a powerful attack that can get you out of many jams. Although Smooch can restore a lot of HP quickly and is good in boss battles, if you're patient you can fix yourself up using Refresh and Fresh. When you get weak, find an enemy that can only cause you 1 HP of damage or less. Believe it or not, just about every area has one, if you are wearing defense up badges and block the attacks. Go through a cycle of Refresh-Focus-Focus-Refresh-Focus-Focus, and so on. You can restore 5 HP every three turns this way and only lose 3 HP in the meantime, for a gain of 2 HP every three turns so long as you continue blocking. Soon enough, you'll be at full strength again. Finally, keep in mind that Lullaby and Time Out are not very accurate and don't tend to last very long anyway, so if you're in such a jam that you need to use a status effect, you'd probably be better off using Kooper or Watt.
Party Members: All party members can use Strategies to forfeit their turn in order to exchange themselves with another one of Mario's party members, or to just do nothing at all. Party members also have up to four Abilities as well as a Field Mode Ability, detailed below.
Goombario:
This young Goomba joins Mario in Goomba
Village when Mario is about to head down Goomba Road towards Toad Town.
I think he's the president of the Mario fan club.
Regular Attack:
Headbonk: Functions the same way as Mario's Jump. Does a base damage of
1 HP, with damage doubled when you press A just as he lands on an enemy.
Increases by 1 HP with each level up.
Special Attack:
Tattle: Goombario will tell you about the selected enemy, including HP,
attack power, defense power, and other special notes. An HP bar will be
displayed below all enemies of the same species for the rest of the game.
This attack is free to use.
Super Attack:
Charge: Makes Goombario's next attack 2 HP more powerful than usual. Costs
1 FP.
Ultra Attack:
Multibonk: Goombario can repeatedly Headbonk until you miss the action
command. The strength starts at 3 HP and each consecutive jump gets 1 HP
weaker, to a minimum of 1 HP. You'll need to get at least four jumps to
cause more damage than with Headbonk. Costs 2 FP.
Field Mode: Goombario
will tell you about the area you are currently in. What he says may help
you figure out what you need to do next, but then again, so will this walkthough.
Comments: Goombario starts out fairly weak, but because Headbonk can hit more than just the first enemy in the row he's more versatile than your other early friends. Plus, because his attack works like Mario's Jump, he gains more than just 1 attack point when he gets a level-up. In fact, at Ultra his 6 HP attack is the strongest of Mario's friends' basic attacks. Tattle is a great tool, just so you can see how the battle is going for you. His other attacks are pretty much useless, though a Charge-Multibonk combination could work well. His Field Mode Ability is the only one that's not required, but one day when you're bored, go through all of the game's panels and see what he has to say. Some of it's interesting.
Kooper:
This blue-shelled Koopa Troopa joins Mario when Mario retrieves his shell
from the Fuzzies in Koopa Village.
Like Goombario, he is president of a fan club, but he idolizes Kolorado.
I have no idea why, but the same goes for Goombario.
Regular Attack:
Shell Toss: Damages the ground enemy closest to Kooper. Does a base damage
of 1 HP, with an additional 1 HP for not releasing the Control Stick until
the light bar turns red. Damage increases 1 HP with each level up.
Special Attack:
Power Shell: Functions like Shell Shot, but damages all enemies on the
ground. Costs 3 FP.
Super Attack:
Dizzy Shell: Confuses ground enemies if it works. Is more likely to work
the more often you press A. Costs 3 FP.
Ultra Attack:
Fire Shell: Fire-based attack that causes up to 7 HP for moving the Control
Stick back and forth rapidly. Costs 5 FP.
Field Mode: Mario
can kick Kooper a short distance away and then have him return like a boomerang.
If Kooper hits an item, it will be brought back with him. This can also
be used to hit Switches and gain First Strikes on enemies.
Comments: Shell Toss has one of the easiest action commands so you'll probably want to use Kooper early in the game. He really shines in battles where there are lots of ground enemies because he can do good damage to all of them for a reasonable price, again with an easy action command. However, he can't hit air enemies with any of his attacks, and his attack power can't match that of some of the later party members. His last two attacks will probably get little use.
Bombette:
This pink Bob-omb joins Mario after she accidentally releases herself from
the prison in Koopa Bros.
Fortress. Apparently she is the only female Bob-omb, making her very
much sought for. Yet, she remains uninterested in her suitors.
Regular Attack:
Body Slam: Damages ground enemy closest to Bombette. Does a base damage
of 1 HP, with an additional 1 HP for holding A until the blue bar hits
the red light. Damage increases 1 HP with each level up.
Special Attack:
Bomb: Damages ground enemy closest to Bombette. Does more damage the more
you press A, for a max of 5 HP. Max damage increases by 1 HP with each
level up. Costs 3 FP.
Super Attack:
Power Bomb: Damages all ground enemies between 1 and 6 HP based on how
quickly you press A. Max damage increases by 1 HP with level up. Costs
6 FP.
Ultra Attack:
Mega Bomb: Causes between 1 and 7 HP to all enemies, based on how quickly
you press A. Costs 8 FP.
Field Mode: Bombette
can destroy cracked walls and some rocks by exploding, and then somehow
restores herself. She can also hit Switches and gain First Strikes this
way.
Comments: I rarely use Bombette because she has the same attack power as Kooper but her action command for Body Slam is just a little bit harder to pull off, in my opinion. In fact, Kooper's Power Shell probably surpasses Bombette's Power Bomb; pick your choice: 4 HP to all ground enemies for 3 FP, or 1-7 HP to all ground enemies for 6 FP. Unless I was desperate, I'd go for the sure, cheaper thing. Bomb is a solid move, probably the best in her repetoire. Mega Bomb inexplicably costs more than Parakarry's Air Raid but does the same thing. Even if they cost the same, I'd probably have Parakarry in because his other attacks can hit all enemies whereas Bombette is stuck on the ground.
Parakarry:
This Paratroopa joins the party at Mt
Rugged because he has carelessly dropped Letters
all across the Mushroom Kingdom. Sounds like a bad reason to me. Still,
delivering all those Letters is
great for your Star Piece count.
Regular Attack:
Sky Dive: Does a base damage of 1 HP to any enemy. Does 1 HP more if you
press A just before he kicks his target. Damage increases by 1 HP with
each level up.
Special Attack:
Shell Shot: Does a base damage of 5 HP if you hit the target by not releasing
the Control Stick until the cross hair is over the target, but does nothing
if you miss. Damage increases by 1 HP with each level up. Costs 3 FP.
Super Attack:
Air Lift: If successful, removes an enemy from battle. Press A quickly
to increase your chances. Costs 3 FP.
Ultra Attack:
Air Raid: Causes up to 7 HP to all enemies based on how quickly you press
A. Costs 6 FP.
Field Mode: Parakarry
can carry Mario over a short distance. Useful for getting over gaps, but
can't go as far as Kooper's Ability. Flight can be canceled by pressing
Cv again.
Comments: I find that the action command for Sky Dive is the most difficult one to use, I am not consistant with it at all. As a result, I usually stick to Kooper, who has the same attack power and an easier command. However, Parakarry can hit any enemy in the row, including those on the ceiling, so he is the most versatile of your first four party members. Only spiked enemies present a problem for him. It's too bad, then, that there aren't more ceiling enemies, as his value would increase. Shell Shot is an excellent move for the price, even though it's risky, because the bosses you'll probably want to use it against are usually large and easy to hit. Air Raid has its uses as well, though it can be pricey and I'd probably use Star Storm first.
Bow:
The Boo princess joins you after forcing you to solve the riddle of Boo's
Mansion. She is the third member who is president of a fan club- her
own.
Regular Attack:
Smack: Does more damage the more times you wiggle the Control Stick left
and right, for a max of 4 HP. Max damage increases 1 HP with each level
up. This is the strongest free attack of any of the party members, but
it is one of hardest to pull off and doesn't work if the enemy has defense.
Special Attack:
Outta Sight: Bow covers Mario and protects him from the next round of enemy
attacks. Costs 2 FP, and Bow cannot attack next round.
Super Attack:
Spook: Scares enemies away from battle if it works. Press A quickly to
make it work better. Costs 3 FP.
Ultra Attack:
Fan Smack: Works like Smack, but is stronger and more difficult to use.
Causes 2 HP up to five times. Costs 5 FP.
Field Mode: Bow
can cover Mario and make him transparent. If Mario's on a moving platform,
he can use this technique to pass through certain obstacles. This can also
be used to avoid guards. Moving or pressing Cv again cancels this ability.
Comments: At Regular and Super levels, Bow's basic attack power is unmatched, and at Ultra only Goombario can cause as much damage. However, Smack is a difficult attack to use to perfection, so you are likely to use Bow at less than full strength, especially after you grow tired from too much battling. Bow can attack any enemy on the screen, including spiked enemies, but can't deal with enemies that have even one point of defense. Fortunately, there are fewer of these than you might think, and as a result I tend to use her almost exclusively until Chapter Eight. Outta Sight, though not a damaging attack, is incredibly useful at times, though her other abilities probably won't see much use.
Watt:
This young Sparky is very strong for her age, and it's surprising that
she let herself become a prisoner in Shy
Guy's Toy Box. Her mother must be quite formidable.
Regular Attack:
Electro Dash: Does a base damage of 1 HP, and 3 HP for not releasing A
until the blue bar hits the red light. Damage is regardless of enemy's
defense. Max damage increases 1 HP with each level up.
Special Attack:
Power Shock: Can paralyze an enemy. Press A quickly to make it more likely
to work. Costs 2 FP.
Super Attack:
Turbo Charge: Briefly increases Mario's attack power by 1. Press A whenever
a red circle lights up to boost Mario's attack for up to four turns. Costs
3 FP.
Ultra Attack:
Mega Shock: Can paralyze all enemies. Press A quickly to make it more likely
to work. Costs 5 FP.
Field Mode: Watt
can light up dark rooms and (somehow) make invisible blocks suddenly visible.
Is she bright or what? Press Cv again to stop using Watt's Ability.
Comments: Watt is the most versatile member of the party because she can attack any enemy on the screen. Unlike Bow, her attacks go right through enemy defenses, so she can cause the same amount of damage no matter who or where the enemy is. Although her attack is not the strongest, it's one of the easiest to pull off. As a result, Watt is never a bad choice to use because she offers a nearly guaranteed amount of damage. The biggest drawback is that you probably won't get much use out of her special attacks. The paralyzing ones can be useful, but they probably won't work against that annoying boss. You can find a lot of cool hidden stuff by walking around with her in Field Mode, just make sure to get the Jump on any enemy that comes near.
Sushie:
This Cheep Cheep grandmother isn't the president of any fan club as she
hates the mischievous Fearsome 5 of Yoshi
Village. Maybe someday someone will tell me what she's doing out of
the water.
Regular Attack:
Belly Flop: Does a base damage of 2 HP, with 1 HP more for not releasing
the Control Stick until the light bar hits red. Damage increases 1 HP with
each level up.
Special Attack:
Squirt: Hold then tap A to keep it as close to the right end of the bar
without touching it to cause up to 3 HP to an enemy. Max damages increases
by 1 HP with each level up.
Super Attack:
Water Block: Raises Mario's defense for up to four turns, depending on
your ability to press A when the red circles light up. Costs 3 FP.
Ultra Attack:
Tidal Wave: Damages all enemies 1 HP for each button you press in the sequence
shown. Costs 6 FP.
Field Mode: Sushie
can carry Mario off a dock and into the water. While in the water you can
press Cv to dive a little deeper or to hop onto a dock.
Comments: Sushie is very useful in the volcano, where her water attacks are effective against the fire enemies, but otherwise I have never found an occasion to use her. Even in Jade Jungle, where she first joins you, Bow is clearly a better choice even though you'll need to do a lot of switching in and out because there's a lot of swimming to do. If you're really good at following a sequence, Tidal Wave could become a very powerful attack. Otherwise, stick with Parakarry's Air Raid. I guess you shouldn't expect a whole lot from a fish out of water.
Lakilester:
This totally uncool Lakitu should get along well with Bow, since he is
also the president of his own fan club. He has trouble remembering his
own name and is a slave to his girlfriend in Flower
Fields, but he has some decent attacks.
Regular Attack:
Spiny Flip: Causes 3 HP if you position the cross hairs over the target
enemy, none if you miss. Max damage increases by 1 HP with each level up.
Special Attack:
Spiny Surge: Causes up to 3 HP to all enemies based on how quickly you
press A. Max damage increases 1 HP with level up.
Super Attack:
Cloud Nine: Makes enemies more likely to miss Mario. Works for up to four
turns, based on your ability to press A when the red circles lights up,
but is not surefire like Bow's Outta Site.
Ultra Attack:
Hurricane: Press A as quickly as you can to blow away your enemies. Costs
5 FP to use.
Field Mode: Lakilester
can carry Mario across dangerous surfaces such as spikes or lava. Pressing
Cv ends the move.
Comments: Whoops,
I was wrong. Lakilester's Spiny Flip, rather than Parakarry's Sky Dive,
has the most difficult action command. I'm not sure what's so hard about
it, but I often miss, though I have been getting better. It's a versatile
attack that can hit any enemy, and if it were stronger I might be willing
to take the risk, but it has nothing on Bow's Smack and Watt's Electro
Dash is much safer. On the special attack front, Spiny Surge is a decent
attack, but by this point in the game you should have enough FP to be able
to afford Parakarry's more powerful Air Raid. Cloud Nine is attractive
because it can last for several rounds and doesn't cost Lakilester an extra
turn, but when the boss is sending a powerful attack my way I prefer Bow's
guarantee. As for Hurricane, it surely isn't going to work when you'd like
it to, and you don't get any Star Points that way. All in all, Lakilester
is as lame as you always knew he was.
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