Koopa Troopa



Koopa Troopas (usually just shortened to Koopas) are turtle-like creatures that appear in almost every Mario game. There are many different kinds of Koopas, ranging in variety from different colors to extra appendages. Many Koopas are enemies to Mario and serve as minions of Bowser, although some have no affiliation with him whatsoever and have even aided Mario on his quests. In Paper Mario, this kinder variety is described as being easygoing but shy, and are known for being trendsetters.

Among the many other sub-species of Koopa are Paratroopas (Koopas that have feathery wings growing out of their shells), Dry Bones (Koopas that have been reduced to skeletons), Lakitus (Koopas that live on clouds, and throw Spinies), and Hammer Bros. (Koopas that throw hammers and/or boomerangs and spit fire).

In Japan, Koopa Troopas are known as Noko Nokos.

Super Mario Bros. Series


In all Super Mario Bros. games, except Super Mario Bros. 2 (Super Mario Bros., Super Mario Bros. 3 and New Super Mario Brothers) the Koopas are regular enemies.

Interestingly a Koopa Troopa may have once been planned to be the host of a scrapped mini-game in Super Mario Bros. 3.

Mario Superstar Baseball Bio
"A familiar face of the Mario series, this member of the Koopa Clan can pull his feet inside his shell to protect himself. Long ago, he didn't even walk upright, but now he's even playing baseball! Though he can do just about everything, he's slow because...well you know."

Mario Party
Koopas have 4 major roles in the Mario Party Series. In Mario Party, if you passed START he would reward the player with 10 coins from an unnamed Koopa. In Mario Party 3, a Koopa was Mario's friend, partner, and ally. In Mario Party 4, a Koopa wearing a Hawaiian shirt was the host of both the Options Mode and the Koopa's Seaside Soiree Board. In all Mario Parties starting at Mario Party 2, Koopas were in charge of Koopa Banks.

Shell Uses
In the Super Mario World series, when Yoshi eats a Koopa Troopa's shell he gains a certain power for a short amount of time before he automatically swallows the shell.




 * Red Shells: The next time Yoshi opens his mouth he will spit out three fire balls.
 * Green Shells: No special abilites; the next time Yoshi opens his mouth he will simply spit out the shell at a high speed, knocking over any enemies in its way.
 * Yellow Shells: Causes Yoshi to become extremely heavy, making him fall to the ground faster. One positive side effect of this is that when Yoshi hits the ground after a Jump a shockwave will surround him, flipping over or defeating all nearby grounded enemies.
 * Blue Shells: Gives Yoshi wings that allow him to fly until he swallows the shell or spits it back out, in which case it will behave like a green shell does, flying out at high speed and knocking over all enemies in its way. In New Super Mario Bros., Mario or Luigi can wear Blue Shells, which give them the ability to perform a shell spin move similar to that of a Koopa Shell which has been kicked or hide inside the shell, where they cannot be damaged. Finally, like the Frog Suit, they move faster in water.

In the Mario Kart series, shells are used as weapons which you can pick up in Item Boxes throughout the courses. The only shells you can pick up are red, green, and two versions of the spiked blue shells.


 * Red Shells (Homing Shell): When fired, Red Shells home in on the opponent whose rank is one higher than the drivers. Red shells can be picked up in singles or triples, in which case they circle around the cart until all three are fired.
 * Green Shells: When fired green shells will shoot forward in a straight line. Unlike the red shell the green shell is able to ricochet off of walls. Just like red shells, green shells come in singles or triples.




 * Spiked Shells (Super Homing Shell) come in two forms and only come in singles.
 * Spiked Shell: Much like the Red Shells, except these home in on the character currently in first place. In games made after Mario Kart Super Circuit, Spiked Shells are replaced with the Flying Spiked Shells, most likely because of their low reliability in Super Circuit (in Mario Kart 64 they could be fired at a wall, but would otherwise never fail in hitting the target). They would sometimes crash into a wall, if fired near a curve and were unable to make certain long jumps.
 * Flying Spiny Shells: After firing one, it flys over the course, homing on the current contestent in first place. After the shell reaches its destination, it will hover for a brief moment over its target, then smash into the ground, giving off a massive shockwave causing the target and anyone near him to bounce around out of control. So far, these have only appeared in Mario Kart: Double Dash and Mario Kart DS.

In the games

 * Koopa Paratroopa: Koopa Troopa's with wings
 * Koopa Without a Shell: Also known as Beach Koopa's
 * Green Gargantua Koopa Troopa: Huge green Koopa Troopa
 * Red Giant Koopa Troopa: Huge Red Koopa Troopa
 * Colossal Koopa Paratroopa: Huge Koopa Troopa's with wings
 * Mask Koopa: Koopa Troopa's wearing Mario masks
 * Super Koopa: Koopas Troopa's with capes
 * Mechakoopa: Robotic Koopa Troopas
 * Electrokoopa: Koopa Troopas with electrified shells.
 * Dark Koopa: Koopa Troopas that live in the darkness. When they are seen smiling, it means that they are getting ready for their dizzy attack, which will immobilize Mario for a few turns.
 * KP Koopa: A Koopa Troopa with a yellow shell that's found in Glitzville. Its abilities are the same as a regular Koopa.
 * Shady Koopa: Koopa Troopas that have blue shells and grey-looking skin. They can attack Mario after its shell has been flipped. When its shell gets flipped, its Attack Power goes up to 6. They have a place of honor in the Koopa Family Tree because of the way they look.
 * Ankoopa: Giant fat Koopas, that are impossible to knock down...at least that's what they think.

In the TV series

 * Robo Troopa: Robot versions of Koopa Troopas. Appeared in The Super Mario Bros. Super Show episode Robo Koopa
 * State Troopas: Koopa Troopas wearing policemen attire. Appeared in The Super Mario Bros. Super Show episode Toad Warriors
 * Storm Troopas: Koopa Troopas wearing Stormtrooper costumes. Appeared in The Super Mario Bros. Super Show episode Star Koopa
 * Were Turtles: The forms of Koopa Troopas after staring at the full moon. Appeared in The Super Mario Bros. Super Show episode Count Koopula

Notable Koopa Troopas

 * Bowser Jr. Koopa - Super Mario Sunshine
 * Giga Bowser - Super Smash Bros. Melee
 * Iggy Koopa - Super Mario Bros. 3
 * Jr. Troopa - Paper Mario
 * Kamek Koopa - Yoshi's Island
 * Kammy Koopa - Paper Mario
 * Kent C. Koopa - Paper Mario
 * King Bowser - Super Mario Bros.
 * King K - Paper Mario: The Thousand-Year Door
 * Kolorado - Paper Mario
 * Koopa Bros. - Paper Mario
 * Koopa Koot - Paper Mario
 * Kooper - Paper Mario
 * Koopie Koo - Paper Mario: The Thousand-Year Door
 * The Koopinator - Paper Mario: The Thousand-Year Door
 * Koopley - Paper Mario: The Thousand-Year Door
 * Koops - Paper Mario: The Thousand-Year Door
 * Kroop - Paper Mario: The Thousand-Year Door
 * Kylie Koopa - Mario & Luigi: Partners In Time
 * Larry Koopa - Super Mario Bros. 3
 * Lemmy Koopa - Super Mario Bros. 3
 * Ludwig Von Koopa - Super Mario Bros. 3
 * Morton Koopa Jr. - Super Mario Bros. 3
 * Roy Koopa - Super Mario Bros. 3
 * Tutankoopa - Paper Mario
 * Wendy O. Koopa - Super Mario Bros. 3

Paper Mario Stats

 * HP: 4
 * Attack: 1
 * Defense: 1
 * Locations: Various
 * Tattle: This is a Koopa Troopa. Everybody knows Koopa Troopas. They're Bowser's followers. Their shells are hard. If you can flip 'em over, their defense power will fall to 0 and it will become much easier for you to defeat 'em. You can flip 'em with a POW block or a Jump attack.

Paper Mario: The Thousand Year Door Stats

 * HP: 4
 * Attack: 2
 * Defense: 1
 * Locations: Various
 * Tattle Number: 10
 * Tattle Log: Koopa Troopas have been around forever. Jump on them to flip them over and drop their Defense to 0.
 * Tattle: That's a Koopa Troopa. They've been around forever! Gotta respect the longevity! Max HP is 4, Attack is 2 and Defense is 1. Their shells are hard, but flip them over and their Defense drops to zero. And you know how to flip them over, right?  Just jump on their heads!