The 'Shroom:Issue 216/Strategy Wing

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Director's Notes

Written by: Hooded Pitohui (talk)

Shroom 2021 Pitohui.png

Hello, all you readers of The 'Shroom! Have you taken a gander at the Moon lately? I keep finding myself drawn to Luna these days. Whether making an appearance in the late afternoon skies or shining beautifully at night, our wonderful Moon has been brightening my days and lifting my spirits. Why, just the other night, the rising Moon took on this lustrous copper color that made it look like a freshly-minted coin just above the horizon. If you find yourself feeling a little unsteady amidst the turbulence surrounding you, or you too are hissing because the nuisance of DST has thrown off your sleep, maybe take a moment to search the skies for the Moon, take a deep breath, and admire the beauty of our cosmic companion.

Then, knowing Luna is keeping a vigilant watch over you, you can dive into a jam-packed edition of Strategy Wing! All of our regular sections await you. Roserade (talk) dips into the unique Awards Randomizer Killing Game (emphasis mine) for Killing the Killing Game Roles this month, while Pokémon Academy follows up last month's wind chime with a bell and Four Steps for a 3D World revisits its roots. By the way, I discovered a fun fact just days before this issue released. With this issue, Pokémon Academy is three years old, Four Steps is two years old, and Octet is one year old. It seems I have a penchant for starting sections in March, I suppose!

Enough about my own work, though! We have some brand-new announcements, and, oh boy, they're exciting ones. First off, Sparks (talk) has brought us a bonus edition of Just Shapes & Beats: The Groovy Guide covering the game's lost chapter. I won't spoil anything, but you indie RPG fans out there may just get a kick out of one of the tracks featured in this edition... That isn't all from Sparks, though! Strap on your life vest and climb aboard Shipshape Island, because Captain Sparks is taking us on a boss-fighting tour of Concordia in the Brothership Boss Battle Guide.

In addition, we have a sequel to one of our older sections. You may remember So You Want to Conquer Japan? from 2021. Well, our resident warlord Shoey (talk) has returned, and, displaced in time and space, he has found himself in China during the decline of the Han Dynasty, just a bit before the later struggle for domination between the states of Cao Wei, Shu Han, and Eastern Wu. With such a fractured polity, he'll have his work cut out for him to carve out his own territory and re-unify China under his rule, and you can follow his efforts in So You Want to Romance the Three Kingdoms?. Despite the name, there's not a dating sim component, but we do have a lot of eligible men to choose between in this first edition...

That's all I have in the way of announcements, so bask under the moonlight, enjoy what our writers have put together for you, cast a vote and write in a Poochy's Pick, and if you're feeling inspired at the end of it all, you can always send in your application to join the team!

Section of the Month

I'm ringing out every bell in Strategy Wing to express my thanks to all of you for making the Chimecho-focused Pokémon Academy February's section of the month. Coming up behind the oddly rare Generation III Pokémon, there was a lot of enthusiasm for Roserade's (talk) thorough analysis of the management-heavy Latuschels role from AKGO. For those of you who enjoyed Why Are You So Shaped?, I'm still keeping an eye out for your applications with your analyses of Mario enemy designs!

STRATEGY WING SECTION OF THE MONTH
Place Section Votes % Writer
1st Pitohui's Pokémon Academy 6 35.29% Hooded Pitohui (talk)
2nd Killing the Killing Game Roles 4 23.53% Roserade (talk)
2nd Why Are You So Shaped? 4 23.53% Hooded Pitohui (talk)
3rd Just Shapes & Beats: The Groovy Guide 3 17.65% Sparks (talk)

Guides and analysis
Tonight only! The Rumble on Rumbla! The Mario Bros. vs Gorumbla!
What kind of level design hides in the darkness of Shadow-Play Alley?
You thought it was over? Here's a bonus chapter to ensnare you once more.
"I love democracy." - The Proposal Wizard.
♪ Bron- ♪ -Zong ♪ The witch is dead! ♪
Conquering China is like real estate - all about location, location, location.
Wait, elemental runes? AKGO ENA, is that you?

Brothership Boss Battle Guide

Written by: Sparks (talk)


Greetings everybody! It's me Sparks, your local pony and Mario & Luigi: Brothership enthusiast, with a brand-new section - Brothership Boss Battle Guide! Every month, I will discuss a boss in the game, telling about their stats, abilities, and how to defeat them. I will go through them as they are encountered in the story, but I will include optional battles in the spots I think they'd fit the best in.

For March 2025, we will analyze the first main boss of the game - the big strong troublemaker that is Gorumbla! After finding Billdit and Maykit, Mario and Luigi receive news that Rumbla Island is under attack by Gorumbla and his gang of Guardarms! The brothers must put a stop to Gorumbla's antics.

Let's take a look at his stats so we know what we're dealing with.

Gorumbla's stats

Gorumbla
Image Level Location HP POW DEF SPD Type EXP Coins Item(s)
Gorumbla in Mario & Luigi: Brothership 7 Rumbla Island 480 26 5 8 Normal 200 130 Super Mushroom
Notes This enemy uses his arms as shields and takes reduced damage if attacked from the direction the arms are held in.

Gorumbla's abilities

Gorumbla guarding during the battle against him in Mario & Luigi: Brothership.
Do you think the Guardarms learned everything they know from this guy?

At the start of the battle, Gorumbla uses his arms to protect his head, much like Guardarms do. If he is protecting the front of his face, hammer attacks will deal much less damage than usual. If the boss guards the top of his head, then jump attacks are ineffective. If struck with the correct attack, Gorumbla will move to his other guarding stance. While guarding, he can perform two attacks, and both are avoided by jumping:

  • Gorumbla can slide towards Mario or Luigi, similarly to how a Guardarm does. He can be counterattacked if his head is stomped on, but the proper timing is needed. Landing on his back deals no damage as he guards the blow.
Shows an attack from Gorumbla from Mario & Luigi: Brothership.
Gorumbla must be so powerful if he can send out waves like that.
  • Gorumbla also slams his hands down on the ground multiple times, sending out waves towards the Bros. The waves can only be avoided, and the speed and when Gorumbla slams the ground varies. Sometimes he sends out multiple shockwaves in quick succession, but other times he delays his attacks.

After enough damage is dealt, Gorumbla fully stands up and takes less damage from all attacks, but he no longer guards. In this state he has two attacks:

  • Gorumbla jumps near a brother and swings his arms twice before headbutting them. This attack is avoided by jumping. The swipes can only be dodged, and the headbutt is not immediately after the second swing. If timed right, a counterattack can be done by landing on Gorumbla's head during the headbutt.
Gorumbla's rock attack in Mario & Luigi: Brothership.
It's raining rocks!
  • The boss flings several rocks upward, and then they fall one by one. Hammers are used to defend against this attack. Colorless rocks fall around the brothers, but never on top of them. Red and green rocks are what need to be countered. Red ones fall on Mario, and green ones are for Luigi. Before a colored rock falls, Gorumbla looks above a character, indicating where a rock will fall. Countering a rock will send it at Gorumbla, dealing some damage back at him. After multiple rocks, the attack ends.

After the rock attack is finished, a yellow rock falls on a statue in the background. This gives Luigi inspiration for a Luigi Logic!

  • In this Luigi Logic, Luigi jumps onto the background statue and swings back before sending himself and the rock towards Gorumbla. However, the big guy catches both of them with one hand before throwing them at Mario. Mario must hit the rock at the right time by pressing A Button. This will stop it in place, and Luigi jumps off it before preparing to swing at it as well. After pressing B Button, both brothers will hit the rock back at Gorumbla, dizzying him and incapacitating him for a few turns. While dizzy, he will take higher damage than usual from attacks. Basically, attacks performed become critical hits.

After recovering, Gorumbla will go back to protecting himself, restarting the cycle. If the Luigi Logic is failed, Gorumbla still fully stands up.

Tips and tricks

Everyone has their own playstyles and strategies, so this part is more of a recommendation. Try to get the best gear for Mario and Luigi (So-So Boots, So-So Hammer, and So-So Wear) and have whatever you want for gloves/accessories. Because Gorumbla is level 7, try to match or surpass his level. I fought a lot of enemies when I first played, so I was level 9 when I reached the boss. Nothing wrong with being too safe!

Be sure to use the correct attacks when Gorumbla guards himself. If he is protecting his face, jump on him. When he has his hands on the top of his head, use hammer attacks. You can use whatever attack you want when he stands up and is dizzy. You don't have Bros. Attacks yet, so just get EXCELLENTS on your main attacks.

Try to counter Gorumbla's attacks whenever you can! The only one that cannot be countered is his wave attack. It never hurts to deal more damage to the boss. If you're low in HP, simply use Mushrooms/Nuts to heal. BP isn't an issue here, so don't worry about that.

The Luigi Logic during the battle with Gorumbla in Mario & Luigi: Brothership.
Gorumbla would make for one heck of a baseball pitcher!

The timing for the Luigi Logic is later than you'd expect. I have seen multiple people miss the timing because they swung too early. Keep a close eye on Luigi and the rock and you'll be fine.

Gorumbla dizzy after a successful Luigi Logic in Mario & Luigi: Brothership.
A rock to the head would give anyone a nasty headache.

When Gorumbla is dizzy, go all out! Take the time to deal massive damage to him. Use the attack you feel more comfortable getting EXCELLENTS with.

This is an easy boss because it's the first one in the game.

With this information, you'll take down Gorumbla in no time! Not much to say about this guy, but when we get to the later bosses that's when I'll go into more detail. Thank you for reading and tune in next time where I'll look at Gobblick! Bye-bye!

Four Steps for a 3D World

Written by: Hooded Pitohui (talk)

Hello, all you readers of The 'Shroom, and welcome back to Four Steps for a 3D World, a section in which we look at levels from a selection of 3D Super Mario titles through the lens of a design philosophy Koichi Hayashida discussed in an interview.

In brief, 3D Mario game levels in certain titles are designed around an introduction that lets a player learn a mechanic in a safe environment, further development that builds on what the player is learning and introduces more complicated aspects of a mechanic, a twist that adds some kind of significant wrinkle or challenge to force players to consider the mechanic from a new angle, and a conclusion which gives players one final satisfying chance to show they've mastered the mechanic. We look at 3D Mario levels and see if they conform to this model while trying to get some insight on how a good level is constructed.


Based on feedback, it seems that covering Red Coin-centric missions in this section isn't what readers want, and that's fair enough. We've gone all over the map with this section now, covering plenty of games that were made well before Hayashida was a game director and before the interview where he spoke on the four-step model. This month, I thought we'd go back to the one game that we know was developed with this model firmly in place - Super Mario 3D World.

Now, as with most Mario games, 3D World prioritizes gameplay over spectacle, but that doesn't mean it shies away from having levels built on visual appeal entirely. A prime example here is World 2's Shadow-Play Alley. Did this focus on spectacle override the four steps we're accustomed to, or was it built atop them?

Shadow-Play Alley
Step Notes
Introduction
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The level begins with some Potted Piranha Plants and a few breakable blocks, with the Piranha Plants clearly casting a shadow on the back wall. Pillars close to the camera cast shadows back there as well, creating a sense of depth which welcomes players to walk behind them. The Introduction really comes together, though, when offscreen coins and a Green Star cast shadows on the wall behind some of the pillars, prompting players to explore the foreground beyond what the camera shows, using their shadow as a guide. In a completely safe environment, players learn to use the shadows on the wall to find hidden depth in the level and to judge what exists out of the sight of the camera.
Development
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Moving forward, players begin to encounter dangers such as Fuzzies, moving platforms, and Fire Piranha Plants. The shadow aspect doesn't come into play with these dangers all that noticeably. It is there and it could arguably be helpful for judging your distance to an enemy, but at no point are you required to use it to, say, avoid an off-screen enemy shooting projectiles or to sneak around Fuzzies that move in and out of the camera's view. Considering this is a World 2 level, that's understandable. What does get expanded on in this stretch is using the shadows as a guide to find hidden depth in the level, with the shadows showing these passages behind the back walls of the level which players need to pass through. This ends off with a checkpoint flag and a door.
Twist
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Entering the door brings the players to a section of the level seen entirely in silhouette. From using the shadows to find hidden depth, identify objects, and find their place in the level, players go to relying on the shadows to navigate in every way. That's a solid Twist! This is a small section that's very linear, without a lot of depth or freedom of movement. Players willing to explore or tempted by the shadow of a stamp will find a path under the large Piranha Plant here is filled with breakable crates. Hitting the Piranha Plant from below reveals it's on a ? Block and knocks it away. Unfortunately the section ends shortly after it begins, but it does force players to interact with the shadows in a new way and makes for a memorable part of the level.
Meandering
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Now back in the light, there's a short section where the level... just kind of meanders? It throws together Fire Piranha Plants, Fuzzies, and moving platforms in quick succession, but it doesn't do anything that the stage hadn't done previously. There is a hole in the wall blocked off by Blurkers which leads to a small puzzle room. That puzzle room more strongly ties to the level's core concept, changing the camera angle so that the shadows on the wall show a path to a hidden Green Star under the stage, but the rest of this section feels... tacked-on. There is something to be said for the level offering Potted Piranha Plants repeatedly, but I don't feel like that mechanic gets developed over the course of the level. It's just... there. A Potted Piranha Plant is even waiting in this very area. It almost feels like they made this just to have a place to stick the puzzle box for the second Green Star, rather than fitting it organically into the level.
Conclusion
216SW4Steps-5.jpg
Finally, attentive players will notice a gap in the wall just before the door to the last stretch of the level. Entering this gap, players find Captain Toad cowering in fear, as a shadow of Bowser looms over him. Following the lessons of the level and stepping into the foreground, that shadow turns out to be of not Bowser himself, but a wooden mockup. This does fit the criteria of a Conclusion section by offering a final chance for players to show they have been paying attention to using shadows to find hidden depth, but, honestly, this part is more about a laugh.
Ending
216SW4Steps-6.jpg
Finally, the level ends with players exiting a building and finding the flagpole. If they walk in the other door at ground level, they exit on the upper level, making it easier to reach the top of the flag. It's a bit of a damp squib. I understand an outdoor section can't have the same dramatic lighting, but it still feels disconnected from the rest of the level.

In the end, for all its focus on spectacle and visual appeal, Shadow-Play Alley still kept the core level design philosophy of Super Mario 3D World intact. A few bits felt disconnected from the rest of the level, the emphasis on Potted Piranha Plants was odd and went nowhere, and the Conclusion section is tucked away, but the four steps still stand. Back in issue 200, we talked about when it's okay to ditch or loosen the four steps for the sake of aesthetics or level concept, and we've talked about the role of spectacle. While those give us cases of spectacle being prioritized over the four steps or feeling disconnected while still being within them, here we see an example of where spectacle and these steps are interwoven. This level uses its big "wow" moment to create its Twist section, and it's all that much more memorable for it.

With four rows of Blurkers, three Green Star silhouettes, all of this in World 2, and one amusing wooden cutout, this has been Four Steps for a 3D World. See you next month!

Just Shapes & Beats: The Groovy Guide

Written by: Sparks (talk)

Played by Sparks on the Nintendo Switch

Welcome back to Just Shapes & Beats: The Groovy Guide! What?

That's right - we're not actually finished with this game! In July 2021, just three years after the release of this game, a new chapter was added to the story mode, titled The Lost Chapter. It was originally cut during development, but it's now here and fully playable! I'm sorry to those who expected me to start my Mega Man 3 walkthrough; you'll have to wait until April to read part one.

Now, let's dive in!

The Lost Chapter

So we beat the boss and restored everything to normal. Afterwards, he suddenly reformed and threw a massive party for everyone right? True! However, there was a chapter excluded from the main story. By rewinding back in time, we can now experience it! This takes place between the tutorial and paradise worlds.

There's a reason why it's called the "Lost Chapter".

After clearing "Long Live The New Fresh", the three Tree Triangles all formed together to create paradise… or so you thought. In actuality, a spider jumped towards the Triangles during their formation and separated them! Only one of them managed to escape. We need to find the other two Triangles and reunite them. How hard can that be?

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We're at the "Long Live The New Fresh" stage, where the boss has been sealed away. A new path opens, leading the way upward. This is an underground cavern with pink crystals and stars we must navigate through to move forward. After jumping across several gaps and some climbing, we reach a bird cage containing, well, birds. They're trapped inside it, so they must be freed! The path to it is blocked because of a spider web, but thankfully a stage is nearby, so maybe the small triangle can get rid of it! This stage has the song "Airborne Robots".

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Airborne Robots, by F-777

This stage contains three checkpoints, so there are four parts.

The first section has lines of squares that leave behind temporary trails while flying in from the right side of the screen. There are also shorter, smaller ones with increased speed. The edges of the screen then get covered in squares while squares fly by, shooting out small projectiles towards the center. Afterwards, a large, rotating square appears in the center, shooting out small squares in all directions, as well as one normal-sized square in each of the four directions. Lines of squares then start flying in from all sides of the screen.

When the second part starts, everything disappears before big squares zoom by the bottom, top, bottom and middle sections in that order. The top and bottom edges get covered in squares, while tiny squares continuously block the center area, so try to stay away from there. Additionally, horizontal lasers strike and more lines of squares zoom by. It's not as bad as it sounds!

The third part has two squares on opposite sides, taking turns firing small projectiles in front of them at various angles. Oh, and there are more square lines too. At the end of this section, squares cover most of the screen, with the ones in the opening shooting small squares to the music.

When the final section starts, everything disappears once again and now square lines cover the top and bottom of the screen while small trails fly across the center and the top and bottom, with those ones shooting out tiny projectiles in the opposite direction. Then, the walls close in on the center while more projectiles are fired. You must dash very quickly and precisely to avoid all of this! Afterwards, the previous pattern repeats before squares cover the screen in the same way they did at the end of the third section, with more squares fired before the song ends. That is super difficult to put into words!

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The small triangle we obtain clears out the spider web, allowing us to knock down that birdcage and free the birds! One of them adds a line to a dot, enabling us to jump across a gap we couldn't before! After more jumping and climbing (while avoiding more crystals as well as stars which appear and disappear), we encounter a friend, or in this case a soon-to-be friend - the sad square! He's trapped in a spider web, so we must play the nearby stage to free him - with this stage featuring "Interlaced", a song made specifically for this game!

That must be a very sturdy web.

Interlaced, by MDK

This song has two checkpoints, making for three sections.

The first part has these "walls" that drop down before moving in the direction of the rough side, leaving behind lines of various heights that disappear after a second. Some of these walls start at a far edge; then they move, bombs appear in front of them, and explode the bombs explode to send out tiny projectiles. After a few walls go by, thin ones begin to fly across the screen at a fast pace, signaled by the bright triangle pattern the lines form. At the end of this part, several slow-moving walls make their way towards the left side while lines appear at various heights, but no lines appear in the center, so try to stay in the middle of the screen. The walls then start at the left and repeat the pattern. Try to dash through two walls at a time to avoid more precise moves.

In the second part, walls emerge from the center of the screen, although some start at the left and right sides. This leaves two open spaces for the players where lines appear in the center-ish area of each side, so be sure to react quickly whenever you see danger. All of the hazards then disappear, and another wall falls down on the far right side of the screen, this time "pushing" itself towards the left while sending out walls to the right. Every two beats, lines appear throughout the screen, with less of them appearing to the right of the main wall. Once the big wall exits the screen, two more walls appear and cover everything but a large chunk of the top left corner. They send out walls that slow down as they progress, so be careful! After a few walls, the pink uncovers two areas behind the walls (except for the bottom right corner, where there are lasers) and they get pushed backwards. Afterwards the conditions flip; the old walls disappear but new ones arrive and move towards the top left side! These are very tight spaces, so precision is key.

The third section starts when the moving walls reach the top left corner. In a series of rapid-fire moves, walls appear in various places and travel across the screen, and lasers take up most of the screen when walls aren't seen! It goes by really quickly, so I won't waste your time on so many details. The last segment is almost identical to the beginning of the stage, so it should be easy.

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With the small triangle now obtained, it destroys the web and frees the sad square! He jumps for joy, but is unaware that he is shaking the ground and accidentally causes a cluster of crystals to fall, destroying the ground we're on. Fortunately, he has quick reactions and saves us (giving us a hug afterwards! Awwww)! Together, we explore more of the cavern and come across a wide gap. Encouraged a by a bird, the sad square jumps with us in hand, landing on an unsteady platform with crystals growing underneath. The impact from the landing causes cracks to appear, but nothing else happens. Phew! The terrain going forward becomes more difficult to navigate, so only we can move forward. We come across an area where one of the Tree Triangles is, also entangled in a spider web. To free it, we must get another small triangle from the stage close to it - "Last Tile 海底撈月". Yes that's part of the title and. I copy/pasted the foreign text. Is it Chinese or Japanese?

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Last Tile 海底撈月, by Kommisar

This stage has two checkpoints, meaning there are three parts.

In the first section, pistons fill the top and bottom edges of the screen and stay. Circles appear in the middle section and get "popped" by spikes, releasing hexagon projectiles in many directions. There will then be two sets of pistons (each one consisting of two each) moving from the left to the right of the screen, pausing along the way.

The second part has more circles that get popped, but they appear all throughout the middle area, so finding the safe spots and dashing through the projectiles is the way to go. There will then be two more sets of pistons; this time, however, the first set emerges from the right instead of the left. While they move, vertical lasers strike at specific points. After both sets of pistons have passed, the screen clears up before hexagons rain from the top of the screen and more pistons fall. With them comes a wheel of pistons, stopping in the center.

The final section is super chaotic, but I'll do my best! The edges get covered in pink, forming an octagon shape in the center. The wheel of pistons sends out circles in eight directions one-by-one, moving clockwise starting with the top. After all circles are sent out, eight spikes appear and shoot out at the circles in the same order and rhythm, popping them and releasing hexagon projectiles with each circle. Lasers then expand from the center and the piston wheel splits up into eight separate pistons. The edges move closer to the center, forcing the players to the center of the screen as a result. The eight pistons then move to the opposite side before the edges retract, and the eight pistons now "orbit" around the screen. Four spikes then get launched to the center, one at a time and diagonally. The impacts send out hexagon projectiles and the piston wheel returns, with the separate pistons disappearing now. Eight circles appear close to the wheel. What follows is basically the beginning of this section, but now there are rotating lasers involved! These lasers change direction midway through, making for some very difficult and precise reactions. At the end, the lasers stop and move around. The piston wheel also splits into two, each one having their own lasers. The two then merge and everything disappears. It's over!

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This small triangle destroys the web, releasing the Tree Triangle! It flies out of the cavern and reunites with the other free one. Now to find the last one! We climb some more and break another bird cage. The birds trapped inside provide a flying platform for the sad square, allowing for him to escape with us! After jumping across more gaps, we break yet another cage, but it falls on that unsteady crystal platform from before. The impact frees the birds but breaks the platform, causing the crystals to fall and land on the "Long Live The New Fresh" stage, opening it up and freeing the boss! He roars with anger and uses his two arms to climb upward.

How did all of these birds get imprisoned here anyway?

Pursuit

The birds provide a transportation method for us as well, but unfortunately the boss has reached our location and gives pursuit while awesome music plays. This section is similar to that Volcano section (where we went upward and dodged obstacles + that corrupted flower), but we only have three platforms instead of six positions. The boss attacks by firing lasers at the platforms and slamming into the walls, causing rocks to fall. Both attacks have warnings and getting hit results in breaking apart, but that really doesn't matter because the game will immediately pick right back up at where you are. About midway through the chase, the boss sends out many arms at the platforms, also with warnings. This entire section lasts for about a minute and a half.

These birds can withstand many lasers from this guy? Respect.

We all escape and reach the surface, but the boss catches up to us too! He once again roars with anger, but this time the tables will turn. He is in an inconvenient spot, because a spider cuts a web above him, making crystals fall and burying the boss. Only one of his arms sticks out, which would later cause an issue in the story…

Anyways, with him out of the way, we can safely continue our search for the last Tree Triangle. Conveniently, it's right here! The Triangle is trying to break through a rock wall to reach the others, so we must assist it, oddly enough with a small triangle. As you'd expect, we have to clear another song. This one is "Born Survivor".

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Born Survivor, by Shirobon

This song has two checkpoints, making for three parts total.

The first section has these awesome-to-look-at circle groups appearing close to the edges of the screen, which wavy square lines fly towards. One of these circles release the wavy square lines instead of capturing them. There will then be lasers that send quick squares towards the circles, while wavy squares fly around the edges of the screen, so try to stay closer to the center. The next segment has more squares flying past the center of the screen while circles around the diagonals release many square projectiles in many directions. This pattern repeats four times, with the circles moving around the screen after each pattern.

When the second section starts, one circle groups moves directly in the center of the screen before exploding, creating a line horizontally dividing the screen. This line looks like one of those audio graphs with colors (I forgot the name of them…) and moves with the music, so try not to be near it. The top half of the screen gets "attacked" with circle groups and squares before the same thing happens to the bottom, so dash upwards at the right time! Horizontal lasers then strike both halves of the screen, sending out squares that explode when they reach the other side. This part is pretty easy actually.

The last part is another crazy one: the line disappears and circles move across the screen horizontally before disappearing. The top half of the screen then becomes uninhabitable because of another line that splits in two. At the same time, the bottom has circle groups that send out squares in many directions. Afterwards, lasers strike the screen at various angles, sending out squares that create more squares that travel in the opposite direction of the impacts. Two lines also appear at the top and bottom sections before disappearing. The center becomes dangerous because of circles and squares while more lines appear at the bottom and top, this time with wavy squares close to them. These lines disappear and the pattern repeats, this time with the obstacles starting on the opposite side. This time, however, the lines merge into one before imploding. The song then ends. Whew! That's hard to follow, isn't it?

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After getting through all of that, the small triangle we obtained destroys the rock wall, allowing for the final Tree Triangle to join the others. They then spin and combine, but instead of forming a tree, they form a black hole instead! Everyone hangs on for dear life but a spider detaches from its web and gets sucked in. A path then forms to the black hole, meaning we have to stop it. As we head towards it, we lose our grip and get sucked in as well! Oh boy.

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Spider Dance, remixed by Shirobon (original by Toby Fox)

Boss stage and, by the way, yes, this is a remix of an Undertale song! More specifically, it's the battle against Muffet.

At the beginning of the stage, spiders crawl upwards from the bottom of the screen before a lot of them emerge from the center, traveling across lines of web. The pattern repeats, although this time spiders descend from the top as well. After the second "spider attack", webs fill the screen, but they are harmless… that is, until they glow! Webs "strike" at various locations of the screen to the music. They all vanish before smaller webs do the same, albeit at a faster pace. Afterwards, a giant spider swings in the center of the screen while more spiders descend. The large spider also spins at one point, sending out many spiders in various directions. It then disappears (and laughs like Muffet does!) before columns of webs appear and disappear.

The screen then starts autoscrolling to the right while the boss spider gives pursuit. As it does so, more spiders arrive from the left and, eventually, from the top and bottom. While all of this happening, more webs appear and disappear. The big spider then exits the screen while many spiders appear and travel along lines of web. A spider holding a sign with a moving heart appears on the bottom right corner before disappearing, making for another Undertale reference. Spiders then ascend and descend while more appear on lines of web.

The boss spider then returns, appearing in the center before bouncing around the screen, sending out spiders as it does so. The screen moves to the left and right, making for harder concentration. Once again, webs appear and disappear at various places as well. When the song ends, the large spider explodes, sending out many spiders. We did it!

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The black hole is now calmed down, and the Tree Triangles become the big tree, creating the paradise world. So now you know the full story of Just Shapes & Beats! After the title of the game appears, the screens fades to black, and a shooting star flies across the screen. What could that mean?

And so marks the end of an amazing game. Thanks for joining me on this adventure!

Killing the Killing Game Roles

Written by: Roserade (talk)

Welcome back, readers, to another edition of Killing the Killing Game Roles, the section where we analyze various player roles from past Mario Boards Killing Games in hope of answering the question, what makes for a good role? By analyzing what's come before, we can discover some tricks and tips that could even help you design your own roles!

For full transparency with you, readers: right now, I'm moving through a nightmarish finals season, and I need a bit of an easy write-up this month. So I'm going to be rolling back a soft restriction I had on myself and look at a role from an unconventional game: Awards Randomizer Killing Game. ARKG roles started out very simple before getting gradually more complex... specifically as a result of the role we're looking at today. I'll explain later. For now, know that this'll likely be a much shorter section than last month.

This role also doesn't have an official name, so for the sake of having a title to refer back to, I'm going to make something up based on the theming the player applied to it. You can send any feedback to my P.O. box.

ARKG - The Proposal Wizard

Role Transcript
  • +You have the ability to force an election for (almost) anything once per day phase, with binding results.
  • +You have unlimited oxygen and will be able to breathe under any circumstances.
  • -You must do one random act of kindness for another player each night. Failure to do so will result in instant death.

Yep, you're reading that right. That's the entire transcript of the original role. Meaty, I know.

To those uninitiated, I should explain how ARKG roles worked. Before the game began, the general forum populace were encouraged to submit ideas for role attributes to a form. Some traits were beneficial, denoted by a +, while other traits were hindrances, denoted by a -. Then, when the game began, these attributes were randomly pulled from the pool for each player. Everyone received two positive attributes and one negative attribute. In this instance, Fun With Despair (talk) ended up receiving the set you see above. He ported over his Killing Game 8 character, Alexander Wexlyn, and leaned into the wizarding persona the character once adopted. From there, the Proposal Wizard (name pending) was born.

So, alright, we've got our short checklist of mismatched traits. How do these traits actually work out in practice, though?

General Overview

This is where we'd read off the rolecard directly and determine what we can interpret from its language. For this role, I'll approach the overview a little bit differently, because what was submitted to the form needed to be reinterpreted via the host.

To start with, we have the role's most notable ability by a wide margin. In "forcing an election", the role came to be flavored around proposals. At any point during the Day Phase, the Proposal Wizard is able to put forward a formal proposal that every other player could then vote in. If the proposal received a majority "yes" vote, its rule would pass and become a permanent fixture of the game. If the proposal received a majority "no", it would be passed over with no consequence. The "(almost) anything" part is really for the purposes of the host; it gives them a veto in the instance that the proposal would just utterly break the game. Basically: through player agreement, the Proposal Wizard can essentially change the game however you see fit. We'll discuss the particulars of this power and what FWD did with it under ability application.

The unlimited oxygen part is much more straightforward, don't have too much to analyze there. What qualifies as a "random act of kindness" for the negative role trait is a bit subjective, but this can be assumed to mean an unasked favor of some sort. Giving somebody a gift or assisting them if they're ko'd would easily satisfy this piece.

Ability Application

Let's just breeze past the oxygen aspect again. The application is obvious: remaining in precarious situations or spaces longer than you should. Hanging out and exploring the bottom of a lake is a quick example. This aspect mostly has benefits for environmental exploration and kill attempts. Environmentally, to the effect that lore/general investigations can happen in unorthodox places. What if that bottom of the lake houses a sunken treasure that can be uncovered to learn more about the map's past? Kill attempts, the effect that the Proposal Wizard can easily camp out somewhere and wait for the correct moment to strike. What if the bottom of the lake is a perfect spot to await somebody passing along the lake's surface, thus leading to a sick underwater kill attempt? Despite its simplicity, it's a pretty potent ability.

But then there's the proposals. Good lord, the proposals. Here's the thing: any player having the ability to fundamentally change the nature of the entire game, once per day phase, is the kind of absurdist scenario that can only occur in a game as inherently "shitpost"-y as Randomizer. The possibilities for this power are almost literally endless. It's entirely player dependent on which angle to approach this from, as well. There are macro decisions and micro decisions to be made, and either one is just as valid and potent.

Let's look through the list of proposals FWD passed to see examples of the areas of coverage they had.

  • Day 1: At the start of each night, each player has a new, randomly selected ability added to their role. This is a proposal that impacted the entire structure of the game, and every player within it. Suddenly, our simplistic three-part roles from the beginning of the game were no more. By the end of the game, everyone had an additional five role aspects to their name, each one randomly selected from both positive and negative trait pools. Was it also a bit headache-inducing from a host perspective to manage several players with eight random role attributes by the end of the game? No comment.
  • Day 2: The EEE OOO Room will be replaced by another randomly generated room. This is a proposal that impacted the game writing for the betterment of everyone, including the host. Required context: the EEE OOO Room was a randomly-pulled room that caused nothing but timelining headaches for every single player alive to witness it, and the host that had to coordinate timelines correctly. This proposal passing was nothing but a blessing, for everyone participating.
  • Day 3: My bedroom moves to my office, replacing Satoru's old room. This is a proposal that impacted literally just Wexlyn. This was passed almost certainly because of its relative insignificance and everyone's appreciation of Wexlyn.
  • Day 4: On the next night, no role powers will be able to be used offensively, only in self defense. Attempting to kill or incapacitate someone with a role power in any way besides self-defense will result in the immediate death of the user as well. This is a proposal that impacted the entire playerbase specifically moving into the following Endgame. Essentially, it ensured that an escape ending was the only way through the finale, unless someone was willing to attempt an entirely role-less kill run.

As you can see, a variety of effects emerged from the Proposal Wizard: two that impacted everyone for the entire remainder of the game; one that only impacted Wexlyn directly; one that only impacted the events of the Endgame phase. These are far from the only things that could've happened, though. The sky's the limit, is what I'm trying to illustrate.

Environmental Functionality

Not so much to report in this category. In terms of environmental interaction, little of the Proposal Wizard's kit requires specific map design to thrive. If you're aware that there's going to be a "can breathe anywhere" role and want to stick some lore somewhere otherwise inaccessible, that can be something to keep in mind. Otherwise, this role works in isolation, regardless of the map you design for it.

Drawbacks & Balances

Regarding balancing factors for the role, there isn't so much baked into the role text itself that acts as a limiter. It is true that the Proposal Wizard needs to do the random act of kindness once per night, but that's hardly a challenge to integrate into a night submission. For the proposals themselves, there is the host's veto, which means that the Proposal Wizard can't do literally anything they want.

However, there is one implicit balancing aspect of the role that I think makes it the most interesting it can be. These proposals are democratic, meaning that whatever the Proposal Wizard puts forward needs to be appealing enough for other players to agree to it. This creates a fascinating game of psychology: how do you ensure that what you're proposing can benefit you and potentially your allies, while also coming across as worthy enough for everyone else to vote yes on it? When considering the playerbase as a whole, this role requires an exact hand to utilize correctly. The Proposal Wizard has to propose the right ideas at the right time to get them passed. FWD performed this exceptionally over the course of ARKG.

Player Responsibility

The player's responsibility with this role is primarily what I said above: determining what the best way to impact the game would be, and then determining how to persuade everyone else into voting yes on it. I would argue that a mind more familiar with the KG format and its workings would be better suited for this role. Giving this power to someone who's never played KG before might result in weaker applications overall, or more instances of denial from the host. Beyond this critical consideration, there isn't so much the Proposal Wizard needs to keep track of, beyond their pseudo-Forbidden Action.

Host Responsibility

The host's responsibility for the Proposal Wizard is simple: make sure it doesn't get too stupidly busted. The host has the right to veto any proposal the player puts forward, so it's on their shoulders to ensure that whatever gets proposed won't royally mess up the rest of the game to follow. Like with the player who receives it, hosting this role is likely best suited for a host with familiarity in KG. Otherwise, it might be too easy to let a proposal pass that would result in disastrous results overall. If the host is willing to permit some fuckery in their format and relinquish some game design power to their playerbase, this role can work out for the better.

Overall Thoughts

If it wasn't apparent before, I love the Proposal Wizard. I think its engagement with the game format as a whole is remarkably inventive and fresh, and the power of the proposals cannot be understated. But within this consideration, a question emerges: should a host ever put a role like this into their game? Is it worthwhile to have a role so potent that it can completely demolish any plans you had for your game? Can it ever work in a format that isn't inherently random and jokey? My answer is: I have no idea! I can't in earnest ever advise anyone to add a spiritual successor to the Proposal Wizard to their KG... but I would be interested to see it in practice. Consider my stance like dangling a sweet treat over a cliff. If anyone wants to plunge for it, I'm excited to see the fall.

That’s all for this month. Tune in next month for more Killing Game goodness!

Pitohui's Pokémon Academy

Written by: Hooded Pitohui (talk)

It seems warm weather is on the verge of sweeping in, hm? Perhaps a few among you tend gardens in the spring, and are preparing even now to sow seeds and nurture your crop. If so, I suspect you may share my appreciation for rain. If only there were some mechanism by which precipitation could be guaranteed, how much easier that would make the work of a gardener! We are not the first to consider such a mechanism. For centuries, the Pokémon Bronzong has been revered as a bringer of rains, so in honor of our antecedents, we shall make Bronzong the object of our attention for this month's class.

Before we get underway, though, for those of you just joining us, you can find our course policies and aims in the first box below and a refresher on frequently-used terms in the second box. By all means, skip them if you're already familiar with what we do here!

First, a Smogon University course, this course is not. No, this academy's lessons are designed to get trainers of any stripe thinking about how they can raise their Pokémon, and, as a result, aren't designed to keep up with the widely-accepted metagame for the series. In some cases, the way I've raised my Pokémon may even flies in the face of conventional wisdom. If you're looking for top-tier strategies, do check out Smogon, but if you merely want to get a little deeper into raising Pokémon while still doing things your own way, feel free to use this section as a reference.

Since we all know the importance of citing our sources, I also need to credit the design of some of the tables used in these lectures to Crocodile Dippy, author of the Pocket Handbook which can be found in early editions of Strategy Wing. Additionally, I'd like to give nod to the Bulbagarden Archives, the source of many images in this section.

Base Stats: Base stats are the values associated with a particular Pokémon species, and are the same across every individual Pokémon of a given species. You have no influence on them. You can think of them as traits tied to a species. A chimp isn't ever going to be able to get as good as digging as a mole will be, and, likewise, an Abra is never going to have the defensive prowess a Shuckle has.

Individual Values (IVs): Individual values, as their name implies, are associated with individual Pokémon. They range from 0 to 31 in each stat, with 31 being considered a "perfect" IV and higher numbers corresponding to different stats. Magikarp A and Magikarp B will have the same base stats, but they may very well have different IVs. To stick with the animal analogy, one mole may be born with larger claws than another mole, and that first mole is probably going to have an easier time digging through dirt than the latter. Individual values are set in stone, strictly speaking, but you can use Hyper Training (from Generation VII onwards) to functionally get a perfect IV in a stat.

Effort Values (EVs): Effort values are the one thing you can easily change. A Pokémon can earn, primarily through battling, but also through means like the use of certain items or mechanics like Super Training, up to a total of 510 effort values, with up to 252 in any given stat. To finish off the animal analogy, no matter what kind of claws a mole is born with, moles who have more experience digging are probably going to be better at digging than moles which have never dug.

Nature: A Pokémon's nature is, more or a less, a stat modifier with a name meant to make it sound like a Pokémon has some personality. Natures will raise one stat by ten percent and lower another stat by ten percent. Some natures raise and lower the same stat, canceling out the effect and leaving stats unchanged. Natures can be functionally changed with the use of special mint items from Generation VIII onwards.

STAB: STAB stands for Same-Type Attack Bonus, and refers to the boosted power of moves that match the type of the move's user. To illustrate this, consider the case of a Lombre, a dual-type Pokémon which is both a Water-type and a Grass-type. Any Water-type moves Lombre uses will have their power boosted by 1.5x, and any Grass-type moves Lombre uses will, likewise, have their power boosted by 1.5x. (There are circumstances where this does not apply, and, while the 1.5x multiplier is typical, some games use other multipliers.)

Typically not what they mean by "rain dance"

Beginning as always with a treatment of Bronzong's base stats, we discover immediately that Bronzong is built defensively. While its offensive stats are not poor, its defense and special defense beat them out by a considerable margin. Interestingly, Bronzong has equal defense and special defense, a boon for our purposes of building a sturdy Pokémon. Unfortunately though, its HP is lacking, so we will need to invest in it to bolster it. Of Bronzong's offensive stats, its attack is slightly higher than its special attack, so we'll throw out the notion of using any special moves. Finally, its speed is... quite low, which suggests that we should consider putting Bronzong in a Trick Room environment. Fortunately, it can learn Trick Room itself.

Taking all of this into account, a picture emerges of a slow Pokémon operating in Trick Room, with strong defenses but few healing options or ways to stall out an opponent, and lacking the offenses to fight on its own. So let's mitigate that by pairing Bronzong with a partner. The exact partner is outside the scope of today's discussion, although a Pokémon with an answer to foes likely to carry Dark-type moves is worth considering. For this session, however, we'll simply leave it at knowing we're going to pair Bronzong with a slow but offensively-oriented partner in a Double Battle, and that it will lead off the team so it can set up Trick Room early.

With our plan established, we can focus entirely on Bronzong's defensive stats, shoring up its HP with maximal EV investment. For the rest of its EVs, we'll split them among defense and special defense, investing more (somewhere around the 160-200 range, higher than lower) into physical defense for reasons we will address when we discuss moves. As for a Nature, since we're using Trick Room, we want a speed-lowering Nature (and speed should be as close to a zero IV as we can reasonably get). Since we aren't investing as many EVs into special defense, we'll choose Sassy to shore it up.

BronzongHome.png Name: Bronzong Base HP: 67
Category: Bronze Bell Base Attack: 89
Type: Steel Psychic Base Defense: 116
Abilities: Levitate Base Special Attack: 79
Heatproof Base Special Defense: 116
BronzongSVPartyIcon.png Heavy Metal Base Speed: 33

Bronzong has three possible abilities, one of which we can immediately eliminate. Heavy Metal only serves to double Bronzong's weight, which benefits it only if it is using the move Heavy Slam. While Heavy Slam can be powerful in the right circumstances, it partially depends on the Pokémon used by the opponent and a boosted Heavy Slam simply isn't as useful as the benefits from Bronzong's other abilities.

Moving on then, Bronzong has a choice between Heatproof, which reduces the damage taken by Fire-type attacks by 50%, and Levitate, which makes Bronzong immune to Ground-type moves. Back before Generation VI removed Steel's resistances to Dark and Ghost, this made using supereffective moves against Bronzong a bit of a gamble. Its only weaknesses were Fire and Ground, and depending on its ability, one of those types would be less effective or completely ineffective. That bit of reminiscing aside, the clear winner here is Levitate, because immunity is better than mere resistance. Plus, Ground is a common offensive type, so immunity to it is a great boon. As such, we'll raise Bronzong with Levitate.

Level: 52 HP IV 31 HP EVs: 252 HP: 180
BronzongSW216.jpg Attack IV 31 Attack EVs: 0 Attack: 113
Defense IV 31 Defense EVs: 172 Defense: 164
Special Attack IV 17 Special Attack EVs: 0 Special Attack: 96
Special Defense IV 31 Special Defense EVs: 86 Special Defense: 167
Nature: Sassy Speed IV 0 Speed EVs: 0