Hyper Goomba



Hyper Goombas (and the rest of the "hyper" sub-species, for that matter) first appeared in Paper Mario. They live in Gusty Gulch, including the space beneath the Windy Mill. Paper Mario: The Thousand-Year Door introduced a few new "hyper" creatures. Along with that, it revealed that Hyper Goombas and their clan also live in Twilight Trail.

Hyper Goombas have the ability to raise their attack power by 6, allowing them to do a lot of damage. It is highly suggested that they are defeated before they can attack.

Hyper Goombas may be Gu Goombas from Super Mario RPG: Legend of the Seven Stars, or close species.

Hyper Paragoomba
Flying around, outside the Windy Mill, are the Hyper Paragoombas, flying versions of the Hyper Goomba. Hyper Paragoombas attack quickly, making defense difficult. Like their relatives, they can also raise their attack power by 6.

Hyper Spiky Goomba
Hyper Spiked Goombas are Hyper Goombas with spikes on their heads, making jumping difficult. They are also the speediest of the bunch, and are as fast--if not faster--as Mario. They are able to raise their attack power by 6. When it charges up, its Attack goes up to 9!

Hyper Goomba

 * HP: 7
 * Attack: 1
 * Defense: 0
 * Location: Gusty Gulch
 * Tattle: This is a Hyper Goomba. Hyper Goombas are crazy, uncivilized Goombas living in Gusty Gulch. They sometimes charge their power before attacking. That charged attack will take away 8 HP, so watch out when they start to glow. It's a good idea to use Bow or an item to become transparent. The attack will miss for sure.

Hyper Paragoomba

 * HP: 7
 * Attack: 1
 * Defense: 0
 * Location: Gusty Gulch
 * Tattle: This is a Hyper Paragoomba. Hyper Paragoombas are Hyper Goombas with wings. They sometimes charge their power before attacking. That charged attack will take away 8 HP, so watch out when they start to glow. It'll miss you if you can become transparent. Except for that, they're no different from normal Paragoombas, so use a Jump attack to defeat 'em.

Hyper Goomba

 * HP: 8
 * Attack: 2
 * Defense: 0
 * Location: Twilight Trail
 * Tattle Number: 4
 * Tattle Log: When this hyperactive Goomba charges up, its Attack Power rises to 8, so watch yourself!
 * Tattle: That's a Hyper Goomba. Which means... Umm... It's a hyperactive Goomba! Duh! But if this nut goes BIZZ-ZOW and charges up, his Attack power will be 8 next turn! So you'd better wipe it out between the time it charges up and the time it attacks! And if you can't beat him, then run away, OK?

Hyper Paragoomba

 * HP: 8
 * Attack: 2
 * Defense: 0
 * Location: Twilight Trail
 * Tattle Number: 5
 * Tattle Log: When this winged Hyper Goomba charges up, its Attack Power rises to 8.
 * Tattle: That's a Hyper Paragoomba. It's basically just a Hyper Goomba with wings. After charging up, you'll be dealing with moves that have an Attack power of 8. Once you damage it, it'll lose its wings and turn into a regular Hyper Goomba. Not that THAT'S all that cool.  Even normal Hyper Goombas are dangerous.

Hyper Spiky Goomba

 * HP: 8
 * Attack: 3
 * Defense: 0
 * Location: Twilight Trail
 * Tattle Number: 6
 * Tattle Log: When this spike-headed Hyper Goomba charges up, its Attack Power rises to 9, so heads up!
 * Tattle: That's a Hyper Spiky Goomba. It's a Hyper Goomba with a spike on its head. After charging up, its Attack power rises to an incredible level of 9!  That's SCARY... Beat it before it attacks, or you'll be in peril before you know it, seriously. If only this book listed a way to dodge that attack...