The 'Shroom:Issue XCII/Retro Feature

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Retro Feature

by Yoshi876 (talk)
Z3r0 Tw0
Used in case of images missing from a section gallery, table, bestiary box, or certain infoboxes.
First article: Beta Elements, Issue XIX
Last article: Farewell!, Issue XLIII
Sections Written: Main Team: 11
Fun Stuff: 2
Positions held: Contributor, Fun Stuff Director

Hello, readers! I'm your Spotlight manager and Pipe Plaza Director, Yoshi876. Welcome to Retro Feature, a section in which I delve deep into the archives to bring you the best blasts from the past. This time I bring you a section from a previous sub-team director, Z3r0 Tw0 (talk), in fact it’s their first ever section!

Z3r0 Tw0 joined the MarioWiki on 1st June 2008. Z3r0 Tw0 made their 'Shroom debut during Issue XIX in the main team. Z3r0 Tw0’s first section was Beta Elements a section that had been absent from the paper for four issues. Z3r0 Tw0 would go on to write this a further ten times, before retiring from The ‘Shroom. As well as being a contributor to The 'Shroom, in Issue XXIII, Z3r0 Tw0 became the Fun stuff Director, and would kept this position until retiring in Issue XLIII, after directing Fun Stuff for 20 issues.

However, you’re not here to learn about the history of Z3r0 Tw0, you’re here to a view a classic section from issues gone by, so without further ado here is Z3r0 Tw0’s first ever section, the Beta Elements from Issue XIX.

Hey Beta Elements fans! This month we'll take a look at:
New Super Mario Bros.

This game features some interesting removed features, and here they are:

An example of a Mega Goomba as a regular species.

1. The Mega Mushroom was much harder to get, considering that Goombas and possibly other species can actually steal Mega Mushrooms from the player. The enemy would grow huge similar to how Mario or Luigi would, and be able to trample anything for a limited time.

2. A Co-op mode was going to be included for two players. The team of Mario and Luigi would be able to actually progress through the game with eachother, with all the same functions as a normal game would have.

How to get a Blue Shell.

3. At first, the only way to obtain a Blue Koopa shell was by defeating a Blue Koopa itself. When the player stomps on the Koopa, they can then Ground-Pound on the shell and become Shell Mario.

4. Three items were going to be allowed to be stored on the bottom screen, instead of the final one. This meant more power-ups to prevent the player from losing a life.

Interesting features, but the truth of them brings them to real perspective:

Mega Goomba, where he should be!

1. Now that would make the game a challenge. I mean seriously, a Goomba stealing a power-up is pretty hard to avoid. Just imagine missing a Mega Mushroom by the slightest bit, then having it bump into a Goomba. That would eat at my nerves, if you ask me. I'd say it was smart to leave the Mega Goomba for a boss.

2. This would've made the game ten times more awesome. I mean, who wouldn't want to play all the levels with their friend? Co-op has always been a fun addition to any game, and this would've been no different.

3. I'm not sure what to say on this. It would've been a bit harder to get a Shell, (I mean, what's easier than bumping a block?) but then with Blue Koopas as a more common species, a Blue Shell would've been a more common power-up. But it's an interesting feature all the same.

4. Three items would've been paradise. Every time you were going to die, you just use that Mushroom you were saving for a while! This may have actually been kept to accommodate the Two Player Co-op mode; the three slots were used for both players. But because the Co-op play was removed (probably to make room for other features) the three items were removed as well.

So overall, these elements have been quite iteresting, but I have to say numbers 2 and 4 are for the better. Co-op play would've been awesome for this epic game, and three items would've made getting every Giant Coin and such a breeze. But having to defeat a Koopa for a power-up was smart to get rid of, (actually it is kept alive in VS. Mode) and giant generic enemies would've made the game very tough! I'm glad they kept the giant, power-up stealing enemy idea for Super Paper Mario! Well that's all for this month! See you in the next edition of Beta Elements!

Thanks for reading, and I’ll see you next month for another trip back in time.

Issue XCII
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