The 'Shroom:Issue 145/Strategy Wing
Hello, readers of The ‘Shroom! I hope that April has treated you well and, if it has not, that this issue of the paper can provide a slight reprieve for you. I don’t have much in the way of announcements this month, but let me take a moment to assure you that we here at Strategy Wing have some projects and events in the works, so be sure to return here each month so you don’t miss anything. In other news, take a look at all those sections in this month’s Strategy Wing table of contents. Yes, we indeed have the full suite of our six active sections for this month! There’s plenty of content here for you this month.
Even with the large number of sections this month, Strategy Wing is always open to new writers and new ideas for sections. Perhaps you’ve found yourself enamored with the indie puzzle game Baba Is You, but the lack of a hint system has left you balking? If so, join in the fun with a section providing hints to make those clever meta-puzzles easier to parse. Perhaps you don’t enjoy videogames all that much, preferring instead to put energy into crafting the perfect dish? If that describes you, consider making a section to teach readers how to make your culinary creations. Whatever your idea is, if you’re engaging in rich analysis or providing instructional content, we can find you a place on the Strategy Wing team. If you’re feeling inspired, read through our sign-up page, and send your application to our Statistics Manager, LudwigVon. Don’t hesitate to contact myself or other members of The ‘Shroom Staff if you have any questions!
Section of the Month
Yoshi876 (talk) deserves congratulations for taking first with his trial run with Mushroom Gorge's Staff Ghost in Mario Kart 7. He also landed second place with his examination of Tapu Bulu's Pokédex entries, sharing the honor with Superchao (talk) and his overview of F-Zero's Bio Rex. Of course, with the voting turnout we're getting, all of our writers benefit. I thank reader and writer alike. Please keep reading and voting!
|STRATEGY WING SECTION OF THE MONTH|
|1st||Racing Like the Staff||7||29.17%||Yoshi876|
|2nd||Mach Speed Mayhem||6||25.00%||Superchao|
Meta Knight searches for hidden Switches in Kirby's Adventure.
Spooky scary skeletons skid at supersonic speeds. Boost your knowledge of F-Zero's The Skull!
Meta Knight's Dream Land Journal
In the next few pages of this journal, I will make a note of the switches that are laid throughout the Orange Ocean and the Rainbow Resort on my adventure. These switches open up new doors in the over-world, and my research shows that it opens various museums, arenas, and other mini-games to participate in. I won't rest until every last switch has been discovered!
I continued my journey in the Orange Ocean. Could it be soda? Or is it orange juice? Whatever the case, it is probably too filthy to drink.
Orange Ocean 1:
I swam my way up and to the right, past a door that was underwater. I followed the pathway down through the door past these slime-like creatures known as Glunks. I was in an area with a clear sky, and there were a series of platforms. When I entered the first door, there was a door underneath blocked by a donut-like block. A Hammer would be powerful enough to destroy the block. My research shows that a mixture of Sparky and Flamer will result in acquiring one, so long as the mixture is not stopped short. Inside the door is another switch that opens a new door!
Orange Ocean 2:
I raced across the platforms past the falls behind. I destroyed a bomb block and went into the door. At that point, I was on some clouds. I flew up, taking care to avoid the dropping enemies. I continued to follow the pathway until I saw a door in a small area. Inside was a wooden pillar blocking a door. It appears that a Hammer or Stone can break through. Conveniently, a mixture of a Sparky and Sparky seems to result in the Hammer power-up. Beyond the door was a secret switch that opens more of the over-world!
Orange Ocean 3:
I shifted on a dock and went right towards a ship past the enemies. I entered the door that was there and below me was Bonkers! Getting a Hammer by defeating him would be crucial for those who do not wield a powerful weapon. Above a ladder was a wooden crate to the right. I destroyed the obstacle and followed the pathway around the outer perimeter. Eventually I came across a bomb block. Triggering the block left a large pool of orange soda, flooding the area. There was a invisible door here though, so I entered it. From there, I was sinking, but I swam up into another door on the left. There was a cannon with a fuse underwater! There happens to be a Hot Head here as well. I suspect the only way to light the fuse would be to swallow the Hot Head underwater. If close enough, the fuse should be able to be lit! The downside to this plan would be that it leaves a small window of time to get to the cannon. A successful launch would lead to the switch of this level!
Orange Ocean 4:
I moved through a tall hill, past several falling bomb leaves. Eventually, I made it to a doorway that leads to the inside of a flooded cave. It was like a maze as well, since the pathway twisted and turned all around. I dropped down in front of a Shotzo cannon that was by a pool. I followed the pathway and when I was at a split path, I headed right. There was a wooden pillar, and underwater behind it was an alcove that seemed suspicious. It turned out to be a hidden door that led to a switch!
Orange Ocean 5:
I advanced through an icy area, past a couple of Chilly. I was on the bottom of a large hill. I flew up with my wings, taking precautions with the falling enemies. At the top was a door, so I entered before a Bomber could explode. From that point, I was in a frozen enclosure. I detonated a bomb block to set off a water trap. I swam down and around to get back up to a door. The scene around me now had some gray hills. Not too long into my path was a bomb block. It revealed an area below, where there was a Hot Head and a fuse! I knew that meant there was a cannon nearby. I traced the fuse back above and to the right, where another bomb block was. I triggered that one as well, and it led to the cannon. My intuition tells me that this cannon will lead straight for a switch!
Orange Ocean 6:
I slid on a icy slope, but headed up against the hill. When I approached a gap, I decided to drop down and investigate the lower area. I ended up underneath the hill to the left, and saw a door past some icy blocks. I was able to melt them with Galaxia, but I suspect several things can destroy the ice. A U.F.O. is in the room to the right, and a charged shot will certainly do the trick. A Hammer would also work, and there is a way to get a mixture of two Sparky. The Fireball ability would also melt the ice. In the door beyond lies a switch!
As the Orange Ocean was behind me and I was in the starry sky, I could sense my journey approaching an end. With not much more to test my skills, I knew there were only a few hidden switches left.
Rainbow Resort 1:
It was night time as I moved past the steep hills and narrow pathways. There were a lot of slopes useful for rebounding bullets, but I continued onward. Shortly past a Gordo was a door I went into. I was in an enormous room that was littered with blocks. There were enemies all around in this area. I broke my way through the blocks, but when I was near the end, I saw two doors. The above door was blocked off, so it must hold more interesting contents. There were three Waddle Dees enclosed in blocks. I made sure to set them free, but in such a way that there are still enough blocks to stand on where they were. I observed that the blue wall above me could be broken with the Beam ability from Waddle Doo. Unfortunately, when I was just outside the door, there were some stronger blocks. They could not be broken by the beam, but a more powerful ability such as Fireball would do get through without a struggle. In the door was a switch to uncover more territory!
Rainbow Resort 6:
As I went through this area, I couldn't help but feel like it was familiar... Although I cannot say that I was around for it as if I'm feeling nostalgia for something that was before my time. I went along the grassy fields past the basic foes through a door. Then I arrived in a forest area. I analyzed the pattern and moved through the deep woods to enter another door. At this point, I was in some sort of castle grounds with fountains. I passed by the Bronto Burt and the Broom Hatter through the next door. It led to the castle interior, where there were several Shotzo. I continued along the path to the right into the door. This time I found myself around a beach area, with some aquatic foes in the water. I moved over to the next door, which led inside a cave. There were Kabu all over the place, along with spikes, but beyond the cave was some clouds. A squad of Scarfy was in a formation that was threatening, but not really a challenge. When I went through the door, it was there that the goal was above, although I could not see it from my position. I went down through the blocks, and back around. When I saw the goal, I first decided to observe the stars. I went into the night sky, and over to the moon. What I found out is that in the moon is a invisible door! After a brief drop, there was the final switch! Something tells me this won't be the last time that the moon holds a secret.
With all of the switches activated, I knew that all doors were available throughout the over-world. May this record be of use to anyone who may need help discovering the switches for themselves. As I stood at the end of the journey against the night sky, by the Fountain of Dreams. The water revealed the wishes of the people of Dreamland. I saw a reflection of the night sky, and something just felt... off. I gazed into the stars, and the sun and moon were fighting! Was Mr. Shine & Mr. Bright having another feud? Is it because of their defeat at my hand? I must investigate this anomaly before it gets out of hand.
PK144's Course Corner
PK's Course Corner - Issue 6 - April 2019 - "I can see the light... oh nevermind it's just a lamp post..."
Happy April, I guess! Everyone's favourite month, with.. rain.. and really bad corporate April Fool's jokes... What a time to be alive! Well, as I like to keep it relevant here, I should probably look at that whole entire new Yoshi game that came out maybe like two weeks ago, huh. Well instead because my policies are gruesomely we're gonna take a look at the original Yoshi's Island, because I haven't been able to buy Crafted World yet. Yep, I bought New Super Mario Bros. U Deluxe Turbo: HD Remix: Rainbow Edition on day one, but I haven't got the entirely new Yoshi game yet. My cash priority is about as straight as a goddamn bendy straw at this point...
|Oh boy, what we got here...|
|Touch Fuzzy, Get Dizzy|
|World||One, can't ya read?|
|Game||Yoshi's Island (Advance 3)|
|Time limit||Smell the roses, it ain't finite!|
|Boss||Kamek must have forgot about down here...|
|Notes||Mr. White's favourite place.|
Yep, the butt of many drug jokes, "Touch Fuzzy, Get Dizzy"! This stage has some... questionable design. Sure it has some of that timeless design, like for example, at the start there's a slope with a Melon Bug who just goes Sonic style at Yoshi and rolls down towards you. This right off the bat shows their behaviours, which allows you to play around them for the rest of the stage. The stage then continues with more slopes, and more Melon Bugs, with even some Smiley Flowers, tucked in corners for the player to find. Then they introduce Tap-Taps that you can take out with the Melon Bugs, but then the stage completely loses focus. They have an area where they just throw crap all over the walls like a seven-year-old with a Wii U Gamepad and Super Mario Maker. Like seriously, it's cramped, and there's Tap-Taps stuffed in here, and breakable spongy blocks all around in there. It's pretty bad. Then there's the Middle Ring, followed by probably the easiest Smiley Flowers in the game. Like they just put them in your path, you don't have to work for them. The stages becomes an easy running stage, and then the Fuzzies come in! Now I really like the Fuzzies, but they don't really do a whole lot with them. They just kinda fly from the sky. Sure, touching them gets Yoshi the biggest sip of Kool-Aid he's ever drunk, (I like to think that he hears "Lifting You" by N.E.R.D. when he touches a Fuzzy!) which is pretty damn funny, but where's the obstacle here? They don't do damage, and the platforming in this stage is so easy at this point anyway, that you can beat the stage even with the massive dizzy debuff. After leaving that area, there's another straight line with some weird bendy bridges, and then the goal. Huh. Also, there's a secret up on top on a slope, which I see how you were supposed to find that, but could have been a little more alluded to. And then the level just sorta ends.
I get that this level is iconic, and the name and idea have been referenced in other media, and even in the Mario franchise itself, but the stage is, quite frankly, not that good. It feels like a mishmash of good ideas that were never given the time to be developed into something more. Heck, a Melon Bug never even appears again after the start of the stage. Overall, an iconic stage, with questionable rights to hold its high praise.
Anyway thanks for reading! There are a few people I'd like to thank before I go: Pito, my director, for allowing me last month off, and giving me that cool new PitoTech infobox you saw earlier. Cheers! Anton and Superchao, for giving me the request for Touch Fuzzy, Get Dizzy. If you got any stage requests, just DM me on the boards! Cya!
Racing Like the Staff
Hello readers and welcome to Racing like the Staff, a section where I do 150cc on different Mario Kart games, but the twist is, I take on the Grand Prix by using the combination that a staff and expert staff member used in that Cup. If you're still a little confused, by this I mean if the track is in the Mushroom Cup, then that's the Cup that I race in. Unfortunately, I don't have copies of the Mario Kart games before Mario Kart 7, so it's only that, 8 and Deluxe that will be getting this treatment.
Yes, it is another Mario Kart 7 combination that we will be looking at this month, honestly, I will try and bring you another game soon. I am quite the fan of Mario Kart 7 but I did not particularly enjoy when the game decided to bring in some Mii tracks, personally I did not think that they fit well with the rest of the courses, so we will this month be looking at the first of the two Mii tracks, Wuhu Island Loop.
The combination for normal staff for Wuhu Island Loop is Princess Peach with the Standard Kart, Sponge tyres and Peach Parasol, and the stats are as follows:
- Speed – Three bars
- Acceleration – Just over four bars
- Weight – Just under two bars
- Handling – Three bars
- Off-road – Just under four bars
Wuhu Island Loop
I thought my start was good, but I was only in seventh by the first set of Item Boxes, and I only really overtook people ahead due to Item and Car-based shenanigans, rather than my own driving, but I was eventually dueling with Lakitu for the lead. We swapped a couple of times, but I finally got the lead, when I had him run into the Banana I was trailing behind me. For some reason he did not use his Red Shell against me, otherwise, with no defenses, he might have actually won.
I managed to keep my lead at the beginning, despite the overabundance of Fireballs being thrown around, but eventually, after the mushroom platform, I was hit by a Red Shell, demoting me to third. Thankfully, Donkey Kong had my back as he threw a Bob-omb, taking out both first and second place, allowing me to get my lead back. Despite challenges from both Lakitu and Mii, I managed to hold them off, and they dropped away on the final lap giving me another win.
This is not a race I thought I would end up winning. I got off to a good start, but unlike last race, Donkey Kong did not have my back, and he hit me off the track, putting me into last place. Triple Red Shells and some solid driving had me up into fourth, but a Bob-omb took me down to sixth. I was really struggling on the second lap, as I missed successive Item Boxes, but I was still able to navigate around my rivals, and eventually managed to drive a Green Shell into Metal Mario to regain the lead just before the final lap. And with only a brief challenge by Mii at the end, I held on for victory.
Although I kept the lead, it was not for long, as I was hit into a wall. However, before the end of the cave section, I was up into second place, but after that, I just could not catch Metal Mario, not even with a Lucky 7 I got after falling down to fourth. Thankfully for me, a Blue Shell took him out on the gliding section, and I soared past, and kept the lead for the rest of the race.
I love the Sponge tyres, I really really do, but this combination was not for me. I have no idea how I gained the places on Melody Motorway because I did not have the speed for Alpine Pass to catch others. Similarly, as much as I had a lead, I never felt comfortable in the way that I had it, and I think on every race victory had I made a small mistake, I would have lost that lead at the last second. Honestly, I should not have gotten a three-star rating with the number of times I was not leading the race until crucial moments.
The expert staff combination is Princess Peach with the Pipe Frame, Slick tyres and Peach Parasol. The stats are as follows:
- Speed – Four bars
- Acceleration – Just under four bars
- Weight – Just over two bars
- Handling – Just under two bars
- Off-road – One and a half bars
Wuhu Island Loop
I thought my start would be a lot better, but I was still only seventh by the first set of Item Boxes, and with no outside shenanigans, I had to rely on snaking behind someone to get up into fourth, before overtaking to challenge Donkey Kong for the win. I just managed to get past the monkey, but he got a Mushroom allowing him to retake the lead. Thankfully, a Bob-omb from Lakitu took DK out, and I was just on the outskirts and was not affected, allowing me to get a more comfortable win.
I kept the lead for a good while, but some clashes in the air left me vulnerable, and Koopa Troopa eventually used my trick of getting ahead and drive item into them on me, demoting me to third. However, despite Lakitu warding me off with a Tanooki Tail, I regained the lead just before the Mushroom platform on lap 2, and did not have to worry about the pair for the rest of the race.
Donkey Kong once again made things hard for me this time around. Although he did not hit me off the stage, as I tried to avoid his Bob-omb, I drove into a wall, allowing Koopa Troopa and Lakitu to overtake me. I got past Lakitu as he went into the air, and Red Shell sealed the fate of Koopa Troopa. I thought I was doing well, but then DK threw a Blue Shell my way, allowing Koopa Troopa to get ahead. I struggled to get past him, until Blooper hit us, as it seemed to make him slow down. I kept my lead, despite Koopa being on my tail, but had Honey Queen thrown her Blue Shell earlier, I think Koopa could have gotten the win.
Not a lot to tell in this section. I kept the lead for most of the race, bar a time I fell down to second because of a Blue Shell on the gliding section. But I won, so there is that.
This set is so much better than the original set. Although there were times I felt like I was struggling to catch up, I did not have to rely on outside influences to get past people, I was able to overtake on my own merit. I also felt more comfortable in my victories, especially on Mario Circuit where no one was featured on my minimap. My three stars were deserved this time around.
I hope you enjoyed this section, and I'll see you next month where I'll take a look at a combination from Mario Kart 8, probably. If you've got a combination you'd like me to review next, feel free to private message me on the forums.
Mach Speed Mayhem
Hello, 'Shroom readers! Welcome to the latest edition of Mach Speed Mayhem! Before I kick this one off, I'd like to give a couple of shoutouts. First, to Delsait (talk), who alerted me to F-Zero Climax having extra information about the anime timeline. Second, to 2257 (talk), who's translating the Climax bios for me. You two are cool, thanks for the help! Anyhow, on to this month's character. Rising from his grave so he can race forever, we've got #16: The Skull lined up for in-depth analysis!
Two hundred years before the current F-Zero Grand Prix, there were many great drivers, but one man stood above the rest. The ravages of time claimed him like everyone, though, and he passed from this world... but in his case, that wasn't the end. With the powers of both science and black magic combined, the man returned from the dead as The Skull and began to compete in the modern races. And... that's all we learn about him in F-Zero X! Once a normal man, his resurrection after so long left him a skeletal driver. In F-Zero GX, his biography actually doesn't add that much compared to some of the other GX expansions, primarily pointing out he's got good technique and decision-making skills. It does, however, name the previous competition; the F-MAX Grand Prix, the racing league of choice in the 24th century. Unfortunately, we don't learn much about F-MAX; most of The Skull's interviews revolve around his discussion of after his death. He now races in the netherworld Grand Prix, and they were the ones who made him an even greater racer than he was before he died. He also wants to visit his own grave (to laugh in the face of death?) and enjoys taunting other racers about joining him in the netherworld, but he's actually a pretty chill guy, and Mr. Zero isn't freaked out by him at all the way he is certain other villains. Interestingly, two of those villains (Blood Falcon and Deathborn) both participate in an underworld Grand Prix, with the only course seen of it set in what looks more like Hell than anything else. The same competition under two names, or two different ones? You decide.
Oh, and the dead are health freaks now. He doesn't say why.
The Skull only makes one appearance in the F-Zero GX story mode, but it's a doozy. Joining everyone else who appeared in X for the big race in Chapter 7, The Skull is not, on the face of it, a threat on the level of Black Shadow or Blood Falcon, since he's not given extra health and boost power the way that they are. However, once someone gets the hang of eliminating them, he's one of the racers that keeps the chapter from being a cakewalk even without them to ruin your day. The Skull's Sonic Phantom is VERY good at boosting, and it is entirely possible for him to boost at the last minute and steal a hard-earned victory by crossing the finish line out of nowhere JUST before Captain Falcon does. Scenarios like that are heartbreaking. While he makes no other appearances in-story, trust me when I say that if you play Very Hard Chapter 7, you will come to dread his presence.
As for his ride! The Sonic Phantom was constructed by an entertainment company, Abinus. They're known for using science and black magic together, but what role they played, if any, in The Skull's resurrection is unknown. The Sonic Phantom itself uses aura engines, the first of their kind in F-Zero... probably because they use the energy of living organisms. Nobody's certain where exactly they GET that energy, but there's a dark rumor that it's actually the audience, The Skull using black magic to drain their energy during races. Where does it all go? Into the boost. This lightweight machine has listed stats of A in Boost, C in Body, and D in Grip, and in F-Zero X, that remains accurate. The machine skids wildly and is hard to control, but if you can make it work, it can achieve some high speeds. Conversely, in GX, the Sonic Phantom actually gains a strong grip to go with high top speed and a still-powerful boost. About the only thing, it doesn't have is body, sacrificing all its durability for speed and control. It's a risky tradeoff, fitting for a dead man, but if you can avoid getting hit then the Sonic Phantom can easily take the lead even in Master mode.
GP Legend series
In the F-Zero GP Legend anime, rather than being an independent driver who just does his own thing, The Skull is now a minion of Dark Million. He makes two major appearances in this role - the first in episode 8, which doubles as the introduction of Miss Killer, the villain who's a dead ringer for Rick Wheeler's girlfriend in 2051. Introduced by Black Shadow as a master of dark magic, he teams up with Miss Killer to bump off Rick via a curse on the Skull's part and then an old-fashioned assassination on Miss Killer's. The Skull lays down the curse on Rick after bringing up some old bad memories, and Miss Killer goes in for the kill! ...Then Rick gets saved by the proposal ring he keeps, because it's episode 8, you can't kill off the main character this fast. We don't really get to see much of The Skull in this episode since it primarily focuses on introducing Miss Killer, but at least he gets to look cool and spooky... for now.
There's one other major appearance for The Skull, later on in episode 23. In this episode, he breaks out the black magic of his ancestors, which he can only use once in a lifetime... presumably as an excuse to prevent him from just trying the plot again. The plot in question involves possessing Jody Summer's car with evil spirits, letting it come under his control to distract both Captain Falcon and Rick Wheeler! As it turns out, despite this letting The Skull take the lead, the dark spirits are pretty vulnerable to being smashed into a wall. Rick and Falcon force Jody's car to a stop and resume the race, but The Skull's still far ahead! That's when Rick is able to perfect the new technique he's been practicing all episode, letting him BOOST FIRE his way past The Skull, into the lead, and across the finish line. One more plan down the drain.
Outside of these two episodes, The Skull's appearances are all like those of Bio-Rex. He shows up to get wrecked by the good guys, comedically losing in various ways so that we can watch the good guys win. In one episode, he even gets his head cut off by Samurai Goroh - that's just rude! There's not much of note here in the actual anime since he spends all series without any updates or changes. However, F-Zero Climax introduced character bios for everyone, similar to the ones in GX, and for The Skull... it turns out he's still got a similar backstory to his main series self. An amazing Formula One racer from the 20th century, resurrected by Black Shadow as one of his personal projects - dude likes bringing people back from the past. The fact that Rick Wheeler, a Formula One driver from the 21st century, never had any real connection with The Skull or recognized his driving style or anything is honestly a big missed opportunity. But you guys have heard me rant on the anime many times by now, so let's move on!
The Skull's made a couple of appearances in Super Smash Bros. He gets trophies in SSBB and SSB4, both of which play up his legendary status in F-MAX, even stating that he holds numerous records in that competition. And death hasn't slowed him down at all - if anything, it's made him better! He also shows up as a spirit in Ultimate, where his battle is one against Robin, who has increased magic special and favors using the dark magic Nosferatu to drain his opponent's health for his own gain. So really, it's more the spirit of The Skull's car, but that still counts, right? As for his capabilities on your side, The Skull's mastery of black magic boosts the PSI abilities of those who equip him, making him good for just Ness and Lucas. He might be 241 years old, but he can still hang with the youth!
Interestingly, The Skull is not named The Skull in the original Japanese version of F-Zero X. Instead, he's listed as Arbin Gordon, presumably his human name before returning from the grave. For whatever reason, Nintendo chose to rename him to The Skull when they ported the game over to American shores... and unlike the Blood Hawk/Hell Hawk split, where Blood Falcon's car remains Hell Hawk in Japan, The Skull has stayed The Skull. He has never been referred to as Arbin Gordon again, with the Japanese versions of F-Zero GX, F-Zero GP Legend, and F-Zero Climax all calling him The Skull in any and every context. I'm honestly not sure why they chose to drop Arbin Gordon as a name, but at least it means it's easy to refer to this guy in both countries without it getting confusing. That's all I have to say on everyone's favorite skeletal racer, so sit tight until next month - or better yet, help decide who I cover next!
It's that time again! A new Shroom means a new Mario Calendar! Enjoy!
|NES||Nintendo Entertainment System|
|Famicom||Nintendo Family Computer|
|SNES||Super Nintendo Entertainment System|
|Wii U||Nintendo Wii U|
|GBC||Game Boy Color|
|GBA||Game Boy Advance|
|Wii VC||Nintendo Wii Virtual Console|
|3DS VC||Nintendo 3DS Virtual Console|
|Wii U VC||Nintendo Wii U Virtual Console|
|Wii U eShop||Nintendo Wii U eShop|
|G&W||Game and Watch|
|64DD||Nintendo 64 Disk Drive|
|MS-DOS||Microsoft Disk Operating System|
- April 1
- 2009 (JP): Mario Clock (DSiWare)
- April 2
- April 5
- April 8
- April 9
- April 10
- 2008 (JP): Mario Kart Wii (Wii)
- April 12
- April 19
- April 21
- April 23
- April 24
- April 25
- 2014 (NA/EU/AU): NES Remix 2 (Wii U eShop)
- April 27
- April 28
- April 29
- April 30
Well, I hope you enjoyed! See you next month!
Hello everyone, it's me, Yoshi876 again with a new edition of Pokédex Power, the section written by the person who wonders what the seafood would be like in the Pokémon world. Now, I'm not a lover of really any form of seafood, so I think I'd be skipping that, but I do wonder what Pokémon are eaten by humans, which I presume some of them are.
Magikarp is ruled out, as I seem to remember the anime mentioning it was inedible, but what about something like a Finneon or Shellder? And I seem to remember that Slowpoke tails were sold on the black market as some form of delicacy.
However, despite this talk of seafood, we're not looking at any Water-type today, instead, we're looking at a Flying-type, the original bird Pokémon, Pidgey. I'm sure growing up, I might've used a Pidgey at some point, and I know in Y I kept a Pidgey around the early game to help out with Bug, Fighting and Grass gyms, bit Pidgey isn't really a Pokémon I use a lot. But does that mean its Pokédex entries are poor? Let's find out!
|Pokémon Red||A common sight in forests and woods. It flaps its wings at ground level to kick up blinding sand.|
|Pokémon Blue||A common sight in forests and woods. It flaps its wings at ground level to kick up blinding sand.|
|Pokémon Yellow||Very docile. If attacked, it will often kick up sand to protect itself rather than fight back.|
|Pokémon Stadium||If at all possible, it will try to avoid battles. Small or weak enemies are blown away by WHIRLWIND.|
Generation I entries aren't typically the most interesting, and these entries do fall into the same category, as most deal with how Pidgey doesn't want to fight, and instead flees. However, I love how this fits in with what real-life small birds too, yes, they don't create whirlwinds, but they certainly would fly off when something approaches, and the addition of blowing sand up is a nice addition. We also learn the rough habitat for a normal Pidgey and it makes sense for the kind of Pokémon it is. I just wish the Stadium entry went with Gust instead of Whirlwind, as I feel a Pidgey is more likely to know the former move if it's out in the wild. But overall, a nice introduction to the basic bird.
|Pokémon Gold||It usually hides in tall grass. Because it dislikes fighting, it protects itself by kicking up sand.|
|Pokémon Silver||Common in grassy areas and forests, it is very docile and will chase off enemies by flapping up sand.|
|Pokémon Crystal||It rapidly flaps its wings in the grass, stirring up a dust cloud that drives insect prey out into the open.|
|Pokémon Stadium 2||It usually hides in tall grass. Because it dislikes fighting, it protects itself by kicking up sand.|
We do get a lot of the same facts from Generation I, but a few new ones pop up. Like most Pokemon, Pidgey can be found in tall grass, and it's nice to see the Pokédex make reference to this. And this generation introduces one of my favourite Pokédex facts when we learn what Pidgey is like in a normal ecosystem, that being a predator that feeds on bugs. But does it feed on Caterpie and Weedle like its evolutions, or are these just generic bugs?
|Pokémon Ruby||Pidgey has an extremely sharp sense of direction. It is capable of unerringly returning home to its nest, however far it may be removed from its familiar surroundings.|
|Pokémon Sapphire||Pidgey has an extremely sharp sense of direction. It is capable of unerringly returning home to its nest, however far it may be removed from its familiar surroundings.|
|Pokémon Emerald||It has an extremely sharp sense of direction. It can unerringly return home to its nest, however far it may be removed from its familiar surroundings.|
|Pokémon FireRed||Does not like to fight. It hides in tall grass and so on, foraging for food such as small bugs.|
|Pokémon LeafGreen||A common sight in forests and woods. It flaps its wings at ground level to kick up blinding sand.|
Ruby, Sapphire and Emerald are also roughly the same fact, and I feel like it's not that interesting a fact. Maybe it's because I remember a bird Pokemon that we've covered before that had a similar entry, or whether it's because I can't imagine a scenario in which a Pidgey needs this ability unless it's released by its Trainer. I guess it's a nice ability for Pidgey to have, but overall I think this was a weak generation for entries.
|Pokémon Diamond||It is docile and prefers to avoid conflict. If disturbed, however, it can ferociously strike back.|
|Pokémon Pearl||It is docile and prefers to avoid conflict. If disturbed, however, it can ferociously strike back.|
|Pokémon Platinum||It is docile and prefers to avoid conflict. If disturbed, however, it can ferociously strike back.|
|Pokémon HeartGold||It usually hides in tall grass. Because it dislikes fighting, it protects itself by kicking up sand.|
|Pokémon SoulSilver||Common in grassy areas and forests, it is very docile and will chase off enemies by flapping up sand.|
Generation IV doesn't really add a lot new, other than the fact that Pidgey can strike back, and that it seems like a dangerous Pokémon when doing so. Although, I can't imagine a sharp beak coming at you at speed is something you'll heal from quickly. But seeing as Pidgey will always flee, when does it strike back? Is it with other aerial Pokémon that can catch it in the air, or if something is endangering its nest?
|Pokémon Black||It is docile and prefers to avoid conflict. If disturbed, however, it can ferociously strike back.|
|Pokémon White||It is docile and prefers to avoid conflict. If disturbed, however, it can ferociously strike back.|
|Pokémon Black 2||It is docile and prefers to avoid conflict. If disturbed, however, it can ferociously strike back.|
|Pokémon White 2||It is docile and prefers to avoid conflict. If disturbed, however, it can ferociously strike back.|
If you liked Generation VI's entries, then you're in luck, because that's all Generation V is giving.
|Pokémon X||A common sight in forests and woods. It flaps its wings at ground level to kick up blinding sand.|
|Pokémon Y||It is docile and prefers to avoid conflict. If disturbed, however, it can ferociously strike back.|
|Pokémon Omega Ruby||Pidgey has an extremely sharp sense of direction. It is capable of unerringly returning home to its nest, however far it may be removed from its familiar surroundings.|
|Pokémon Alpha Sapphire|
Nothing new here.
Conclusion Generation I and II have some decent entries for Pidgey, and through them, I'm able to imagine how this tiny bird Pokémon lives and survives. Generation III is a cool enough fact, but it feels so far removed from all of the other entries that it just doesn't fit in. And Generation IV does give me my only main gripe about the entries. Why would a Pidgey fight back? Like I said in the paragraph my thoughts are maybe defending itself from another flying Pokemon, or defending its nest as I believe the entries for Ekans say that it feeds on Pidgey eggs, and I imagine a Pidgey would not want to abandon its young to be eaten. But overall, despite being a basic Pokémon, I think Pidgey has some good entries.
|The 'Shroom: Issue 145|
|Staff sections||Staff Notes • The 'Shroom Spotlight|
|Features||Fake News • Fun Stuff • Palette Swap • Pipe Plaza • Critic Corner• Strategy Wing|
|Specials||Super Smash Bros. Ultimate Photo Contest|
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