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BEEF  ¤~¤  Profile | Private Message  ¤~¤  | 12 Apr 10 - 4:08am
Super Mario 64: Bestiary by JosiahIsBack
Version 1.00, Last Updated 2008-10-13 View/Download Original File
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===============================================================================
-------------------------------------------------------------------------------
--------------------------THE SUPER MARIO 64 BESTIARY--------------------------
----------------------------------Version 1.00---------------------------------
------------------------Copyright © 2008: Josiah Plummer-----------------------
-------------------Date of Creation: Saturday, July 12, 2008-------------------
-----------------Date of Completion: Saturday, October 11, 2008----------------
-----Contact Information: BanjoKazooie1988@aol.com (AIM: BanjoKazooie1988)-----
-------------------------------------------------------------------------------
===============================================================================

NOTE: This document is immense, so traveling to a specific section is difficult
without the use of search tags. Each topic and sub-topic presented in the Table
of Contents has a related search tag, which is formatted as SRCH###. To go to a
specific section efficiently, hold down the Ctrl button and press F. This makes
a Find dialog box appear on-screen. In the 'Find what' text area, type the name
of the search tag as it appears in the Table of Contents (capitalizing the four
letters is unnecessary, unless 'Match case' is checked). Press Enter twice (the
initial press just highlights the search tag in the Table of Contents) to go to
the related topic or sub-topic immediately.

===============================================================================
-------------------------------------------------------------------------------
TABLE OF CONTENTS
-------------------------------------------------------------------------------
===============================================================================

I. Introduction.........................................................SRCH001
II. Delineation of the Categories.......................................SRCH002
III. The Hazards........................................................SRCH003
i. Ballistic Bubble................................................SRCH004
ii. Boulder........................................................SRCH005
iii. Butterfly.....................................................SRCH006
iv. Cannonball.....................................................SRCH007
v. Crazed Crate....................................................SRCH008
vi. Crumbling Bridge...............................................SRCH009
vii. Dirt Spike....................................................SRCH010
viii. Fireball.....................................................SRCH011
ix. Firebar........................................................SRCH012
x. Flame...........................................................SRCH013
xi. Flamethrower...................................................SRCH014
xii. Freezing Pond.................................................SRCH015
xiii. Frozen Pond..................................................SRCH016
xiv. Great Ball of Fire............................................SRCH017
xv. Haunted Book...................................................SRCH018
xvi. Haunted Chair.................................................SRCH019
xvii. Haunted Coffin...............................................SRCH020
xviii. Haze........................................................SRCH021
xix. Heavy Metal...................................................SRCH022
xx. Ice Block......................................................SRCH023
xxi. Jolly Roger Crate.............................................SRCH024
xxii. Lava.........................................................SRCH025
xxiii. Pushy Wall..................................................SRCH026
xxiv. Quicksand....................................................SRCH027
xxv. Snowball......................................................SRCH028
xxvi. Snowman's Breath.............................................SRCH029
xxvii. Stalagmite..................................................SRCH030
xxviii. Tiny Cannonball............................................SRCH031
xxix. Tox Box......................................................SRCH032
xxx. Trapdoor......................................................SRCH033
xxxi. Treasure Chest...............................................SRCH034
xxxii. Tweester....................................................SRCH035
xxxiii. Void.......................................................SRCH036
xxxiv. Whirlpool...................................................SRCH037
xxxv. Wind.........................................................SRCH038
IV. The Enemies.........................................................SRCH039
i. Bob-omb.........................................................SRCH040
ii. Boo............................................................SRCH041
iii. Boo (Courtyard)...............................................SRCH042
iv. Boo (Guard)....................................................SRCH043
v. Bookend.........................................................SRCH044
vi. Bullet Bill....................................................SRCH045
vii. Bully.........................................................SRCH046
viii. Chuckya......................................................SRCH047
ix. Fly Guy........................................................SRCH048
x. Goomba..........................................................SRCH049
xi. Goomba (Giant).................................................SRCH050
xii. Koopa Troopa..................................................SRCH051
xiii. Koopa Troopa (Tiny)..........................................SRCH052
xiv. Lakitu........................................................SRCH053
xv. Micro-Goomba...................................................SRCH054
xvi. Moneybags.....................................................SRCH055
xvii. Monty Mole...................................................SRCH056
xviii. Mr. Blizzard................................................SRCH057
xix. Mr. I.........................................................SRCH058
xx. Piranha Plant..................................................SRCH059
xxi. Pokey.........................................................SRCH060
xxii. Scuttle Bug..................................................SRCH061
xxiii. Skeeter.....................................................SRCH062
xxiv. Snufit.......................................................SRCH063
xxv. Spindrift.....................................................SRCH064
xxvi. Spiny........................................................SRCH065
xxvii. Swoop.......................................................SRCH066
xxviii. Venus Fire Trap (Huge).....................................SRCH067
xxix. Venus Fire Trap (Tiny).......................................SRCH068
xxx. Whomp.........................................................SRCH069
V. The Invincible Enemies...............................................SRCH070
i. Amp.............................................................SRCH071
ii. Bub............................................................SRCH072
iii. Bubba.........................................................SRCH073
iv. Chain Chomp....................................................SRCH074
v. Clam............................................................SRCH075
vi. Fwoosh.........................................................SRCH076
vii. Grindel.......................................................SRCH077
viii. Heave Ho.....................................................SRCH078
ix. Klepto.........................................................SRCH079
x. Mad Piano.......................................................SRCH080
xi. Snowman........................................................SRCH081
xii. Spindel.......................................................SRCH082
xiii. Sushi........................................................SRCH083
xiv. Thwomp........................................................SRCH084
xv. Ukiki..........................................................SRCH085
xvi. Unagi.........................................................SRCH086
VI. The Bosses..........................................................SRCH087
i. Big Bob-omb.....................................................SRCH088
ii. Big Boo........................................................SRCH089
iii. Big Bully.....................................................SRCH090
iv. Big Mr. I......................................................SRCH091
v. Chill Bully.....................................................SRCH092
vi. Eyerok.........................................................SRCH093
vii. Whomp King....................................................SRCH094
viii. Wiggler......................................................SRCH095
ix. Bowser.........................................................SRCH096
VII. Terminus...........................................................SRCH097
i. Legal Information...............................................SRCH098
ii. Credits & Acknowledgments......................................SRCH099
iii. Final Note....................................................SRCH100

===============================================================================
I. Introduction [SRCH001]
===============================================================================

Hello and welcome to Josiah's Bestiary for Super Mario 64. Herein lies detailed
information on each enemy featured in the game, in addition to many hazards. To
state that the adversarial aspect of a video game is a pertinent one would be a
considerable understatement. Notwithstanding games that do not require a legion
of foes for the participant to contend with, such as Tetris, the impetus for an
incalculable number of video game storylines has been a villain with a lust for
power and a gargantuan army to do his bidding. Therefore, with a few exceptions
in the industry, a video game lacking adversaries is a vacuous one. Indeed, one
may broaden the term to apply to any entity that inhibits the player's progress
throughout the game. In this sense, all games exhibit enemies of some sort. The
tetrominoes of Tetris and the ghosts of Pac-Man, for example, are dissimilar in
appearance, construct and behavior, but essentially identical in purpose, which
is to impede the progress of the player and make the experience a challenge.

The imperativeness of enemies in video games, coupled with the adulation that I
hold for Super Mario 64, serves as the justification behind this document. Some
individuals view Super Mario 64 as a fun experience and nothing more, seemingly
oblivious to the fact that this game is one of the most revolutionary titles in
the entire history of the video gaming industry. It is difficult to deny that a
large amount of games owe their existence to Super Mario 64. The groundbreaking
release of this 1996 gem led to the creation of The Legend of Zelda: Ocarina of
Time, Banjo-Kazooie, Donkey Kong 64 and others. Popular games such as the three
mentioned have become legends and classics in their own right, but there is one
single progenitor undergirding their existence: the father of three-dimensional
gaming, Super Mario 64. This guide is not only a tribute to perhaps the overall
greatest video game in history, but an in-depth encyclopedic account of all the
constituents that compose its heart and soul: the hazards, enemies and bosses.

===============================================================================
II. Delineation of the Categories [SRCH002]
===============================================================================

Taking into consideration the vast array of hindrances and adversaries in Super
Mario 64, it seemed logical to subdivide them in order to keep this document as
organized and efficient as possible. Therefore, the entire spectrum of foes and
obstacles has been split into four categories. Despite the fact that each genre
is self-explanatory, I felt a bit of demarcation was necessary. Thus, following
is a synopsis of each of the four categories.

--> Hazards: In the most general sense, an entity is classified as a hazard if
it is inanimate (in the non-living sense) and attempts to either harm Mario in
some deleterious fashion or impede his progress in some way. Understandably, a
few exceptions must be noted, both to the former and the latter. The Butterfly
is obviously a living creature, but those that change into a kamikaze bomb are
classified as hazards. In addition, there are a couple of entities that have a
semblance of being animate, namely the Pushy Walls of Whomp's Fortress and the
Tox Boxes of Shifting Sand Land. Nonetheless, these objects simply have a face
painted on them, and otherwise bear no resemblance to a living organism. There
are also some exceptions to the prerequisite that a hazard intentionally tries
to harm Mario or obstruct his progress. Lava is a prime example, as it remains
inactive at all times and has no sentience. However, it is clearly a hazard.

--> Enemies: This class is comprised of the quintessential opposition of Super
Mario 64, as well as the Marioverse in general. These creatures are living and
sentient adversaries intent on harming Mario. The primary trait distinguishing
a foe as a normal enemy is that it must be possible to kill, destroy or other-
wise defeat it, preferably in such a way that Mario does not incur damage. The
other prerequisite is that a reward is offered following the enemy's defeat. A
few exceptions to both rules exist. For instance, it is possible to 'defeat' a
Bullet Bill by attacking it or simply standing in its way, causing it to stray
off-course and spin out of control, but this damages Mario; it is wiser simply
to avoid Bullet Bill and let it run its course. Bullet Bill also infringes the
requirement that a reward is given following defeat. Spinies are guilty of the
violation of this rule, as well. Nevertheless, these enemies are both sentient
(preventing them from being classified as hazards) and vulnerable (thus making
it impossible to classify them under the following category). Therefore, Spiny
and Bullet Bill could be viewed as the pariahs of the normal enemies.

--> Invincible Enemies: These adversaries are perhaps the most formidable foes
in the entire game, even to a greater extent than the bosses. Battling them is
futile because they cannot be destroyed by any means whatsoever. Therefore, it
is acceptable to posit that invincible enemies even transcend hazards in terms
of longevity. Indeed, there are a few hazards that can be destroyed. There are
no invincible enemies, however, that are conquerable. Some, such as Klepto, do
exhibit some vulnerability and can be attacked, while others, such as the huge
and dreaded Chain Chomp, can be freed, thereby indirectly ridding the level of
them. Nevertheless, none of these beasts can ever actually be killed, and most
of them are entirely impervious to any kind of assault. This suggests that the
invincible enemies are indeed the most formidable opponents in the game, since
they transcend the transitory existences of the normal enemies and bosses, and
even exceed the physical durability displayed by the hazards. However, they do
not possess offensive repertoires as complex as that of the bosses, making the
debate between who the true monsters are that much more interesting.

--> Bosses: In terms of Super Mario 64's canon (as well as the canon of gaming
in general), bosses are at the forefront of the bestiary. The gameplay centers
around them and the plot relies heavily on them, as well. Sometimes a level is
benefited through the inclusion of a local boss. The mountain featured in Bob-
omb Battlefield, for example, would not be nearly as intimidating if there was
no Bob-omb ruler reigning supreme atop its summit. Nor would the warp pipes at
the end of the three Bowser stages be as ominous if the King of the Koopas was
not waiting on the other side. It would seem redundant, then, to delineate the
differences between bosses and the other three classes. The levels featuring a
boss seem to depict it as a sort of local celebrity, or at the very least as a
nefarious crime lord; a head honcho that has yet to be deposed. Thus, in spite
of the fact that the bosses make up the minority of the four categories, their
presence in Super Mario 64 is as necessary as any other facet.

In addition to the four categories outlined above, there are several designated
sections of information that shall be included for each entry. However, because
the various entities in Super Mario 64 differ quite a bit, some sections do not
apply to all categories. Specifically, there are two such sections: How to Com-
bat, and Where To Find. The former offers information relating to the defeat of
the opponent. Thus, it is not applicable to hazards (which are typically immune
to destruction, and when they are capable of being destroyed, it is as a result
of their own doing and not by Mario's actions) or invincible enemies (which are
essentially impervious and cannot be slain). Thus, the How To Combat section is
applicable only to the normal enemies and bosses. The Where To Find section, on
the other hand, is utilized only in the entries for bosses; it states where the
bosses are located within their respective level(s).

There are seven more topics utilized in this guide, all of which are applicable
to the four categories. The first is the Description, an analysis of the hazard
or foe with details on its physical appearance as it is seen in Super Mario 64.
Next is the Level Inventory, a comprehensive ASCII table listing all the levels
in which the entry is featured, as well as its quantity in each level. The next
section is named Attack(s), and it is a description of every distinct offensive
maneuver that the entry possesses. This is followed by Damage, a simple note of
the number of Health Units Mario loses from each attack. This is assuming Mario
is wearing his Cap, because if he loses his Cap, he incurs more damage. This is
followed by the Reward(s) section, which lists each of the obtainable windfalls
gained from defeating the adversary, or simply by encountering it. For example,
Clams cannot be defeated, but they may conceal valuables. The penultimate topic
is the History (for hazards) or Biography (for enemies, invincible enemies, and
bosses), a detailed account of the entry's existence in the Marioverse; remakes
of video games are not included here. The Trivia section,
comprised of weird or
interesting factoids, concludes each entry.

Note that Super Mario Bros. (1985) serves as the beginning for each History and
Biography section. Super Mario Galaxy is usually the terminus, though there are
some exceptions involving later games, such as the popular 2008 hit Super Smash
Bros. Brawl. Additionally, each historical account is comprehensive but not ne-
cessarily exhaustive. There are a variety of hazards and enemies, such as Boos,
that are present in many video games. Including every single game that features
a particular adversary in some way would be borderline ludicrous. Thus, each of
the historical accounts is set up in an efficient manner so as to provide a de-
tailed outline offering a meticulous yet concise account of the foe's existence
in the Marioverse. The exception to this standard is Bowser, who has been given
an in-depth biographical account due to his superlative importance to the Mario
series. For hazards or enemies that only appeared in Super Mario 64, their his-
torical or biographical information is designated as "None."

===============================================================================
III. The Hazards [SRCH003]
===============================================================================

There was some unpredictable and surprising difficulty in deciding exactly what
constitutes a hazard and what constitutes a mere obstacle. There are many kinds
of platforms, for example, that could be construed as dangerous. However, these
are more akin to obstacles than true hazards. In discriminating between hazards
and obstacles, perhaps the most encompassing feature is that a hazard typically
(but not always) is an artificial structure created to impede the player's pro-
gress or to injure Mario. There are also natural hazards, ranging from Boulders
to Quicksand. Admittedly, this distinction between hazards and obstacles is not
infallible, and describing the reasons some objects were excluded is difficult.

Here is a sample: the pendulums in Tick Tock Clock were viewed as possibilities
in terms of being included in this guide as a hazard. Nevertheless, the nuances
between them and other objects (that were designated as hazards) prevented Tick
Tock Clock's pendulums from being included in this document. The Stalagmites in
Jolly Roger Bay, for example, crash to the ground when Mario is near in a clear
attempt to crush him. The pendulums of Tick Tock Clock, however, just oscillate
to and fro at fixed intervals. The difference between both objects is now a bit
more obvious. There is a latent danger in the presence of the Stalagmites. Each
pendulum, contrariwise, never changes its pattern and is seen at face value. In
this sense, the pendulums exist as simple obstacles that must be bypassed.

-------------------------------------------------------------------------------
i. Ballistic Bubble [SRCH004]
-------------------------------------------------------------------------------

DESCRIPTION: These aquatic bombs are massive orbs of water. Roughly as large as
Mario himself, Ballistic Bubbles exhibit an extreme surface tension, as seen by
their ability to actually bounce off the ground.

---

/-----------------------------------------------------------------------------
| COMPREHENSIVE LEVEL INVENTORY |
|-----------------------------------------------------------------------------|
| Level(s) | Quantity | Notes |
|-----------------------------------------------------------------------------|
| Bob-omb Battlefield | Infinite | Present in two locations |
-----------------------------------------------------------------------------/

---

ATTACK(S): Ballistic Bubbles rain down from the sky one at a time, their shadow
and an accompanying sound effect signaling their arrival. When they land on the
ground, they bounce twice before effervescently bursting upon the third impact.
Ballistic Bubbles will explode automatically should they come into contact with
something, such as Mario. The two areas bombarded by these hazards are the Bob-
omb dominated field near the base of the mountain and the meadow underneath the
floating island. Be careful when wandering in these areas.

---

DAMAGE: 1 Health Unit

---

REWARD(S): None

---

HISTORY: Bubbles have had a rather extensive history in Mario's macrocosm. They
first appeared in Super Mario World, in which there was a considerable variety.
Bubbles in Super Mario World carried both power-ups and enemies, typically Bob-
ombs and Goombas. There was also a particularly strange kind of bubble that was
featured in some of the Ghost Houses; these strange bubbles were massive, green
orbs. Additionally, they harmed Mario upon contact. The next game that included
bubbles was Super Mario Land 2: 6 Golden Coins, which only featured them in one
level, Hippo Zone. They were given the title 'Soap Bubbles' and were discharged
by a statuesque Hippo; Mario could ride around in them. Next, Super Mario World
2: Yoshi's Island gave bubbles a variety of purposes. Some contained 1-UPs, but
the majority were called Morph Bubbles, which allowed Yoshi to transform into a
different form, such as Yoshi Helicopter. Furthermore, if an enemy attacked the
player, Baby Mario would float away in a bubble. Some foes, such as Bubble Day-
zees and Barney Bubbles, would spit out bubbles that Yoshi could lick up before
spitting out more bubbles.

Bubbles then made an appearance in Super Mario 64. In addition to the Ballistic
Bubbles of Bob-omb Battlefield, there were also underwater ones tucked away in-
side treasure chests. These would replenish five Health Units. In Yoshi's Story
there were bubbles called Bubble Pops. These usually contained fruit and were a
bit tougher than normal bubbles. Bubble Pops could be penetrated by throwing an
egg at them, and also by jumping on them repeatedly. Bubbles then appeared in a
unique title called Paper Mario, wherein there was a Bubble Plant in a location
known as Flower Fields. After bringing the plant a Bubble Berry, Mario was able
to ride a bubble over a bramble patch, which he normally could not cross. Super
Mario Galaxy also featured bubbles; there were two types. The first was a clear
reference to Super Mario 64, in that they were located underwater and would re-
plenish Mario's oxygen meter when touched. The other variety was found on land,
and Mario could fly around in them.

---

TRIVIA: - There is a cannon about halfway up the mountain that is controlled by
a Bob-omb. This cannon is the source of the Ballistic Bubbles. It would
seem logical to think that killing the Bob-omb would halt the Ballistic
Bubbles from being fired, but this actually has no effect.

- The Ballistic Bubbles can serve a useful purpose, since Bob-ombs also
are vulnerable to their bombardment. Because the bubbles crudely follow
Mario during the first two bounces, it is possible to lead one into the
path of a Bob-omb, thereby killing it. Such pacifistic brutality.

-------------------------------------------------------------------------------
ii. Boulder [SRCH005]
-------------------------------------------------------------------------------

DESCRIPTION: This hazard is like something from an Indiana Jones film. Boulders
are gargantuan, spherical rocks that are many times larger than Mario. They are
subterranean and of an earthy hue. The erosion caused by these Boulders has en-
gendered a seemingly endless abyss, a gaping hole leading to nothingness.

---

/-----------------------------------------------------------------------------
| COMPREHENSIVE LEVEL INVENTORY |
|-----------------------------------------------------------------------------|
| Level(s) | Quantity | Notes |
|-----------------------------------------------------------------------------|
| Hazy Maze Cave | Infinite | Present in one location |
-----------------------------------------------------------------------------/

---

ATTACK(S): Hazy Maze Cave's Boulders emerge from an undisclosed source, rolling
down a moss-covered slope before reaching the terminus of their path: a massive
cavity in the earth. This apparently bottomless pit seems to be a result of the
incessant rolling of the Boulders. Normally, Boulders travel in a straight path
down the declivity toward the abyss. However, if Mario happens to be traversing
the slope, the Boulders will veer in his direction in an attempt to crush him.

---

DAMAGE: 3 Health Units

---

REWARD(S): None

---

HISTORY: Boulders have had minimal appearances in Mario's video games. In fact,
Super Mario 64 was the inception of their existence. Incredibly, a whole decade
would pass before Boulders would be featured in another major title, that title
being Super Mario Galaxy. The Boulders in that game possess a soft red spot. If
Mario Star Spins that spot, the Boulder will be destroyed. Super Mario Galaxy's
Boulders are more common than in Super Mario 64, appearing in several galaxies,
including the Good Egg Galaxy and the Honeyhive Galaxy. These ones are still as
deleterious as their predecessors, since Mario will lose health if he is rolled
over by one. Mario Party 3 features a mini-game called Boulder Balls. This game
has similar mechanics to the area in Hazy Maze Cave that contains the Boulders.
Boulder Balls consists of a slope, which three players must attempt to scale. A
single player at the top of the slope rolls boulders (which are much smaller in
comparison to the ones in Super Mario 64) down the slope in an attempt to crush
the ascending players.

---

TRIVIA: None

-------------------------------------------------------------------------------
iii. Butterfly [SRCH006]
-------------------------------------------------------------------------------

DESCRIPTION: These seemingly innocuous creatures are virtually identical to the
butterflies in our world. The ones in Super Mario 64, specifically, have a dark
blue, cerulean border around their wings, which are themselves hot pink, and an
array of white splotches on their wings, as well. Butterflies inhabit temperate
climates throughout the game, including the front yard of the princess's castle
and levels with moderate environments. Those that are inherently dangerous only
appear in two levels, however.

---

/-----------------------------------------------------------------------------
| COMPREHENSIVE LEVEL INVENTORY |
|-----------------------------------------------------------------------------|
| Level(s) | Quantity | Notes |
|-----------------------------------------------------------------------------|
| Tall, Tall Mountain | 02 | The other Butterflies are innocuous |
|-----------------------------------------------------------------------------|
| Tiny-Huge Island | 06 | The other Butterflies are innocuous |
-----------------------------------------------------------------------------/

---

ATTACK(S): Butterflies do not technically attack Mario as a result of their own
volition. Some Butterflies are mere decoration, while others are a blessing (or
a curse) in disguise. Whenever Mario runs over a certain patch of grass, a trio
of Butterflies will emerge and scatter in all directions. Some groups include a
single special Butterfly that is capable of transformation, specifically into a
1-UP Mushroom (it is a common belief that Mario must punch a Butterfly in order
to initiate the transformation, but this is false). There are groups of Butter-
flies in Tall, Tall Mountain and Tiny-Huge Island that are dangerous. Groups of
Butterflies in those two levels consist of one benign and two malicious. If you
touch either of the two (or both, in a terrible turn of misfortune), they morph
into a homing device, a simple black orb that explodes on impact. It's possible
to avoid these explosives long enough so that they detonate autonomously.

---

DAMAGE: 2 Health Units

---

REWARD(S): In addition to the harmful Butterflies in Tiny-Huge Island and Tall,
Tall Mountain, those two levels also include Butterflies that transform into an
ever-useful 1-UP Mushroom. This kind of beneficent Butterfly is also located in
Whomp's Fortress and in the front yard of Princess Peach's castle.

---

HISTORY: In spite of the fact that their presence is usually unexceptional, the
presence of Butterflies in Mario games is appreciable. Super Mario 64 was their
first appearance. Super Mario Sunshine, with its tropical environment, provided
a splendid backdrop for Butterflies to make a return, and reinstated them as an
important constituent of the gameplay. In Sunshine, there were three types, all
of which Yoshi could swallow to get a valuable bonus: yellow Butterflies were a
good source for regular coins, blue Butterflies provided Blue Coins, and, in an
arguable homage to Super Mario 64, green ones yielded a 1-UP Mushroom. Games in
the Mario Party series have also featured Butterflies. For instance, there is a
mini-game in the original Mario Party named Ground Pound. The player must study
a phalanx of twelve pegs (basically the tree stumps from Super Mario 64) before
Butterflies cover the tops. The player must then Ground Pound all the pegs with
flat tops. Butterflies also made an appearance in the mini-game named Butterfly
Blitz, in Mario Party 4. This game's objective was to catch as many Butterflies
as possible with the net before time ran out. Yellow ones were worth one point,
red ones were worth two, and blue ones were worth three.

---

TRIVIA: - There are some creatures in the Marioverse similar to butterflies. In
Super Paper Mario, the pixl named Tippi bears a strong resemblance to a
butterfly. In fact, one of the bosses of the game (Francis, the boss of
The Bitlands), vowed to photograph Tippi and upload them to the website
digibutter.nerr, which is a short form of 'digital butterfly.' There is
also an enemy known as Flutters or Wiggler Flies. As the name suggests,
these are Wigglers that have metamorphosed into butterflies.

-------------------------------------------------------------------------------
iv. Cannonball [SRCH007]
-------------------------------------------------------------------------------

DESCRIPTION: Similar to round shot ammunition in the real world, Cannonballs in
Super Mario 64 are large, black spheres, presumably made of some kind of metal.
Cannonballs are about twice or thrice as large as Ballistic Bubbles, and always
originate from some esoteric source, appearing in areas containing a serpentine
and/or downward-sloping path.

---

/-----------------------------------------------------------------------------
| COMPREHENSIVE LEVEL INVENTORY |
|-----------------------------------------------------------------------------|
| Level(s) | Quantity | Notes |
|-----------------------------------------------------------------------------|
| Bob-omb Battlefield | Infinite | Present in two locations |
|-----------------------------------------------------------------------------|
| Tall, Tall Mountain | Infinite | Present in one location |
|-----------------------------------------------------------------------------|
| Tiny-Huge Island | Infinite | Present in one location |
-----------------------------------------------------------------------------/

---

ATTACK(S): Cannonballs are most often seen rolling down a pathway in a fixed or
predetermined trajectory. This makes the Boulders of Hazy Maze Cave, which have
a similar modus operandi, more dangerous than Cannonballs, since the latter are
incapable of shifting direction in order to crush Mario. In Bob-omb Battlefield
there is a trench at the base of the mountain. Two to three Cannonballs roll to
and fro inside this trench in a motion similar to pendulums. In addition, there
is a vertical fissure present in the mountain. Cannonballs fall down this split
in the mountainside before rolling down the whitish-colored, granite-like slope
that leads to the main trench of the level. The Cannonballs that roll along the
mountainside also travel down this stone declivity. The Cannonballs that end up
in the primary trench evaporate upon impacting the dirt wall.

---

DAMAGE: 2 Health Units

---

REWARD(S): None

---

HISTORY: There is a scant amount of Mario video games that feature Cannonballs.
The first game to do so was Super Mario Bros. 3, wherein Cannonballs were fired
from Bowser's tanks and airships in the final world. These could be avoided and
even halted in midair with a well-placed stomp from above. In a befuddling turn
of events, Cannonballs returned with the advent of Super Mario 64, but were not
fired from cannons. This is even more puzzling considering the fact that a fair
amount of levels actually contained cannons. In any event, Cannonballs returned
with the release of Super Mario Galaxy, in which they were given a more techno-
logical look. These Cannonballs have a white line around their center, with two
yellow circles on opposite sides. The Cannonballs in Super Mario Galaxy are, in
a similar vein to Super Mario Bros. 3, fired from cannons, most of which are in
the Battlerock and Dreadnought Galaxies. There is a notable distinction between
these Cannonballs and those from past games: they explode upon impact. This new
and much more pernicious effect will stun the player, and may even result in an
inauspicious fate for the target: the explosion could knock the player off of a
platform or even into a black hole. With Cannonballs being upgraded and given a
much more deleterious end result, chances are they will return in future games.

---

TRIVIA: - In a similar fashion to Ballistic Bubbles, Cannonballs are capable of
serving a beneficial purpose. The Cannonballs that roll down the marble
slope in Bob-omb Battlefield will occasionally plow into a Bob-omb, re-
sulting in immediate death. However, this is more of a useful auxiliary
effect and is not as efficacious as manipulating a Ballistic Bubble.

- There is a possibility that the Cannonballs in Super Mario 64 are Big
Steelies, large and invincible balls that Bowser dropped from the Koopa
Clown Car during the boss fight in Super Mario World.

-------------------------------------------------------------------------------
v. Crazed Crate [SRCH008]
-------------------------------------------------------------------------------

DESCRIPTION: This maniacal box is well-distinguished from its inanimate, normal
counterparts. Each side of a Crazed Crate displays the same unstable face. This
countenance consists of a pair of swirling eyes, similar to ampersands, as well
as a jagged line for the mouth. These crates are seemingly made of cardboard or
some other semi-soft material. In addition, Crazed Crates bounce up and down ad
infinitum, a possible physical manifestation of their manic frenzy.

---

/-----------------------------------------------------------------------------
| COMPREHENSIVE LEVEL INVENTORY |
|-----------------------------------------------------------------------------|
| Level(s) | Quantity | Notes |
|-----------------------------------------------------------------------------|
| Big Boo's Haunt | 01 | --- |
|-----------------------------------------------------------------------------|
| Lethal Lava Land | 01 | --- |
|-----------------------------------------------------------------------------|
| Shifting Sand Land | 02 | --- |
|-----------------------------------------------------------------------------|
| Tall, Tall Mountain | 01 | --- |
-----------------------------------------------------------------------------/

---

ATTACK(S): Upon seizing a Crazed Crate, the volatile box will bounce a total of
three times, each bounce progressively gaining more elevation. The third bounce
will reach such height that the Crazed Crate will explode upon landing. Despite
the fact that these boxes do indeed yield a reward, the wild and only partially
controllable bouncing can lead to disaster. For instance, the Crazed Crate that
can be found in Lethal Lava Land is surrounded by Lava, and the player needs to
be prudent to ensure that Mario does not wind up landing in the molten rock. In
addition, the Crazed Crates featured in Shifting Sand Land could possibly cause
the player to wind up in the omnipotent Quicksand (the kind that sucks in Mario
instantaneously). The Crazed Crate in Tall, Tall Mountain is positioned next to
the edge of a cliff, potentially serving as a one-way ticket into the abyss.

---

DAMAGE: Intrinsically, none. However, a Crazed Crate could indirectly lead to a
loss of three Health Units (as is the case in Lethal Lava Land) or even a whole
life (as is the case in Tall, Tall Mountain and Shifting Sand Land).

---

REWARD(S): 5 Gold Coins

---

HISTORY: Crazed Crates are considerably rare items in the long and storied life
of Mario's video games. Their first (and last) appearance in a Mario platformer
was in Super Mario 64. They would go on to appear in Box Mountain Mayhem, which
was a mini-game in the original Mario Party. The goal of this game was to break
open crates in an attempt to collect coins. Sometimes a Crazed Crate would show
up (though they were called Whomp Boxes) and would knock a player back if he or
she attacked it. Hitherto, the final appearance of Crazed Crates was a cameo in
Mario Party 2, wherein they appeared in the board called Bowser Land as a basic
background prop.

---

TRIVIA: - The Crazed Crates in Super Mario 64 and Mario Party 2 have the hectic
face on all six sides. The ones in the Box Mountain Mayhem mini-game in
the original Mario Party, however, only feature the face on one side.

-------------------------------------------------------------------------------
vi. Crumbling Bridge [SRCH009]
-------------------------------------------------------------------------------

DESCRIPTION: Perhaps the most universal aspect of platforms in video games is a
sense of security. The horizontal structures floating in the air seem to have a
sturdiness that defies gravity and physical boundaries. Crumbling Bridges break
that stereotype. These particular structures consist of nine rectangular blocks
adjoined to form a makeshift bridge. The general function remains constant, but
the appearance of the Crumbling Bridges varies in terms of their width, designs
on the surface of the individual blocks, and on their color.

---

/-----------------------------------------------------------------------------
| COMPREHENSIVE LEVEL INVENTORY |
|-----------------------------------------------------------------------------|
| Level(s) | Quantity | Notes |
|-----------------------------------------------------------------------------|
| Whomp's Fortress | 01 | --- |
|-----------------------------------------------------------------------------|
| Big Boo's Haunt | 01 | --- |
|-----------------------------------------------------------------------------|
| Bowser in the Fire Sea | 01 | --- |
-----------------------------------------------------------------------------/

---

ATTACK(S): Upon stepping foot on a Crumbling Bridge, about half a second passes
before the individual block on which Mario is standing simply falls away. There
is nothing complicated about this system. It's a simple and effective mechanism
intended to injure Mario and/or hinder his progress. For example, the Crumbling
Bridge in Whomp's Fortress is situated high above the ground, so if Mario falls
as a result of its frailty, not only will he need to backtrack his steps, he'll
possibly incur the loss of two Health Units from the fall itself. The Crumbling
Bridge in Bowser in the Fire Sea is located above Lava, clearly resulting in an
inescapable loss of health should Mario fall. The Crumbling Bridge in Big Boo's
Haunt is the only one that does not lead to possible injury. Rather, it results
in an extreme waste of time, as a fall from that particular location will cause
Mario to be transported from inside the haunted mansion all the way to the pool
of water adjacent to Big Boo's merry-go-round. The trick to crossing these very
simplistic and yet equally sinister platforms is to dash across them, resulting
in the bridge crumbling apart in a piecemeal fashion but with no victims.

---

DAMAGE: Indeterminate. Mario could lose two Health Units as a result of falling
from the Crumbling Bridge in Whomp's Fortress (though this is uncommon, because
moving slow enough to actually fall almost always results in Mario grazing part
of the block as it falls, diminishing the descent). In addition, falling off of
the Crumbling Bridge in Bowser in the Fire Sea will unavoidably result in Mario
losing three Health Units, since the bridge is situated over a pool of Lava.

---

REWARD(S): None

---

HISTORY: None

---

TRIVIA: - The differences between the three Crumbling Bridges in Super Mario 64
are as follows. First, those featured in Whomp's Fortress and Big Boo's
Haunt are gray, whereas the one in Bowser in the Fire Sea is a brownish
orange color. Furthermore, the Crumbling Bridge of Whomp's Fortress and
the one in Bowser in the Fire Sea both have a dull design on the blocks
that comprise the bridge, while the Crumbling Bridge in Big Boo's Haunt
has a design emblazoned on each block. Finally, all three bridges are a
bit dissimilar in terms of width. The Crumbling Bridge that is featured
in Big Boo's Haunt is the thinnest of the three, while the one featured
in Whomp's Fortress is wider. Bowser in the Fire Sea's bridge is by far
the widest in the entire game, roughly twice as wide as any other.

-------------------------------------------------------------------------------
vii. Dirt Spike [SRCH010]
-------------------------------------------------------------------------------

DESCRIPTION: This particular hazard is incontrovertibly the most overlooked and
subtle in the entire game. In fact, it is so obscure that many players often go
through the entire game without ever being aware of its existence. Such a weird
and inconspicuous hazard would seem to be unimportant in relation to a guide of
this ilk. However, the Dirt Spike is such a minor aspect of the game that it is
a perfect manifestation of the minutiae that makes Super Mario 64 so great. The
Dirt Spike itself is a relatively small chunk of dirt with a tip pointing down-
ward and some moss covering its top.

---

/-----------------------------------------------------------------------------
| COMPREHENSIVE LEVEL INVENTORY |
|-----------------------------------------------------------------------------|
| Level(s) | Quantity | Notes |
|-----------------------------------------------------------------------------|
| Tiny-Huge Island | 01 | --- |
-----------------------------------------------------------------------------/

---

ATTACK(S): None. The Dirt Spike is a completely immobile object. In fact, there
is hardly a chance that Mario will ever become a victim of this practically in-
significant hazard. Indeed, the parameters of what needs to take place in order
to be a victim of the Dirt Spike are quite conditional. First, the player needs
to be in the huge incarnation of Tiny-Huge Island and enter Wiggler's domain by
accessing the lower portion (where the wooden plank leads to an opening). It is
logical to assume that this area's sole purpose is to house the eight Red Coins
that Mario must collect to earn a Power Star, and that is a correct assumption.

Nevertheless, few people are aware of the fact that it is possible to hang from
the metal grating serving as the barrier between the lower portion and the area
above where the actual battle with Wiggler takes place. This is because most of
the platforms with the Red Coins are too far below the lattice for Mario to use
a Double Jump and hang. Therefore, someone usually discovers that it's possible
to hang from the grille via simple curiosity. Regardless of such circumstances,
the Dirt Spike is positioned in the center of the lattice. If you bump into the
Dirt Spike while hanging from the metal mesh, Mario will release his grip, thus
plummeting into the abyss below, resulting in death.

---

DAMAGE: 1 Life

---

REWARD(S): None

---

HISTORY: None

---

TRIVIA: - It is possible to survive after succumbing to the Dirt Spike, but the
possibility is slim. There is a specific platform (one of the platforms
on which a Red Coin rests) fairly close to the Dirt Spike and at a very
auspicious elevation, as it is the second lowest platform in this area.
After being knocked off by the Dirt Spike, it is possible, assuming you
are facing the right direction, to perform a Dive in midair and land on
the platform. It seems the Dirt Spike is not all-powerful, after all.

- The Dirt Spike seems to be one of the myriad examples of the enormous
size differences between tiny island and huge island. The upper portion
of Wiggler's cave (where the boss battle takes place) contains a float-
ing platform. This platform, made of dirt with a moss-covered top and a
pointed underside, is a perfect magnification of the Dirt Spike. Is the
apparent dichotomy just a coincidence? Perhaps, but Wiggler himself, at
the end of the battle, shrinks in size, becoming (in terms of ratio) to
the Dirt Spike what normal-sized Wiggler is to the platform.

- Following the defeat of Wiggler, the Power Star appears floating over
the surface of the Dirt Spike. This still does not reveal the fact that
the Dirt Spike exists, because it is difficult to see the actual dirty,
pointed underside while in the upper portion. Plus, while in the bottom
area, the player is usually too preoccupied with grabbing the Red Coins
to bother gazing toward the lattice. The Dirt Spike is truly arcane.

-------------------------------------------------------------------------------
viii. Fireball [SRCH011]
-------------------------------------------------------------------------------

DESCRIPTION: This searing obstacle is essentially a ball of fire with a tail of
sorts. Understandably, Fireballs appear in the most sweltering of environments.

---

/-----------------------------------------------------------------------------
| COMPREHENSIVE LEVEL INVENTORY |
|-----------------------------------------------------------------------------|
| Level(s) | Quantity | Notes |
|-----------------------------------------------------------------------------|
| Lethal Lava Land | Infinite | Present in several locations |
-----------------------------------------------------------------------------/

---

ATTACK(S): Fireballs emerge from Lava and bounce across walkways before hopping
back into the Lava to be reabsorbed. Due to the fact that Fireballs will always
bounce across thin sections of solid ground that are surrounded by Lava, a burn
is especially dangerous, because the out-of-control Mario could wind up dashing
straight into the molten rock, incurring damage from both hazards.

---

DAMAGE: 3 Health Units

---

REWARD(S): None

---

HISTORY: Fireballs are a staple of Mario video games. They actually appear more
often as abilities of characters rather than as hazards or enemies in their own
right. For instance, the only two games in which Fireballs appear as individual
dangers are Super Mario 64, in which they appeared in only one level, and Super
Mario RPG: Legend of the Seven Stars. In the latter, there was a monster called
Fireball that was located in Booster's Tower in the Mine Room. This monster was
similar to a blue Sparky or Pyrosphere. Many other games feature Fireballs as a
special power of certain characters. Super Mario Bros. introduced the now well-
known Fire Flower, which gave Mario the ability to generate Fireballs. Over the
years Mario and Luigi seem to have mastered this pyrokinetic ability, evidenced
by the fact that they summon Fireballs without the aid of a Fire Flower in such
games as the Super Smash Bros. series. In fact, it would seem that the brothers
have their own personal rapport with pyrokinesis. Mario's Fireballs are red and
affected by gravity, while Luigi's are green and unaffected by gravity.

Yoshi is also capable of emitting Fireballs. For instance, in Super Mario World
Yoshi could spit out Fireballs that looked similar to Podoboos after swallowing
a red Koopa Troopa shell. In addition, Yoshi's Final Smash in Super Smash Bros.
Brawl, which is named Super Dragon, allows Yoshi to sprout wings and spit Fire-
balls. Fireballs have also appeared in the Mario Kart series. Bowser would drop
them in Super Mario Kart, causing any drivers who crashed into them to spin out
of control. They were a bit more dangerous than other items (such as the Banana
Peels) because Bowser's Fireballs moved around on the track. Fireballs appeared
in Mario Kart: Double Dash!!, as well. In that game they were Mario and Luigi's
special item. When used, five Fireballs were launched onto the racetrack. These
would make a driver spin out, like in Super Mario Kart, and could also ricochet
off of walls, but would fizzle out shortly after launch. Fireballs also made an
appearance in Mario Superstar Baseball, in which they were the special pitch of
both Mario and Luigi. The Fireball pitch went in a straight line and was rather
difficult to hit. Interestingly, they were red for Mario and green for Luigi, a
validation of the distinction seen in the Super Smash Bros. series.

Fireballs also made an appearance in Mario Party 2. The mini-game named Dungeon
Dash featured Fireballs similar to the ones in Super Mario 64. They would cross
the path, bouncing between lava pools in an attempt to scorch the players.

---

TRIVIA: - Fireballs vary widely in terms of power throughout the Marioverse. In
the original Super Mario Bros., for example, Fireballs could defeat the
majority of the opposition, including Koopa Troopas and Hammer Bros. In
the Super Smash Bros. games, however, the Fireball is a basic move that
does minor damage. The variation extends even further. For instance, in
the Club Nintendo comic "Super Mario: Verloren in der Zeit" (German for
Super Mario: Lost in Time), Mario manages to defeat a Tyrannosaurus rex
by pelting it with several Fireballs.

- The Fireballs in Lethal Lava Land are similar to the Fire Snakes seen
in games such as Super Mario Bros. 3 and New Super Mario Bros. However,
Fire Snakes are usually depicted with eyes and can be destroyed.

-------------------------------------------------------------------------------
ix. Firebar [SRCH012]
-------------------------------------------------------------------------------

DESCRIPTION: Firebars are basically sticks of fire consisting of contiguous and
inseparable Flames. Each Firebar's focal point is a six-sided marble or granite
structure. From two sides of this structure emanate a quartet of Flames affixed
to one another. These two bars of fire emanate from diametrically opposed sides
of the structure, resulting in Firebars appearing as a single, long bar of fire
composed of eight adjoined Flames with a granite-like structure in the middle.

---

/-----------------------------------------------------------------------------
| COMPREHENSIVE LEVEL INVENTORY |
|-----------------------------------------------------------------------------|
| Level(s) | Quantity | Notes |
|-----------------------------------------------------------------------------|
| Lethal Lava Land | 02 | --- |
-----------------------------------------------------------------------------/

---

ATTACK(S): Firebars incessantly rotate in a clockwise manner. In terms of Fire-
bars being positioned on sessile platforms, as is the case with the one that is
inside the volcano of Lethal Lava Land, all Mario needs to do to prevent a burn
is to time his jumps correctly. However, the other Firebar, which is located in
the main area of the level (the sea of Lava), is situated on a counterclockwise
spinning platform, making maneuverability around the Firebar more difficult.

---

DAMAGE: 3 Health Units

---

REWARD(S): Intrinsically, none. However, it is possible to earn a 1-UP Mushroom
via the Firebar located in the outside area (the one on the rotating platform).
The requirements to earn this particular 1-UP are somewhat vague and there have
been many attempts at lucid explanations, but none of them, in my opinion, have
been specific enough. Here is my attempt to end the confusion. Get on the plat-
form and simply follow one of the streams of fire as it rotates; since Firebars
spin clockwise, that is the direction that Mario must follow. Be careful not to
get burned, and do not jump. Following a whole rotation, a 1-UP Mushroom should
emerge from the structure in the center. Keep in mind that this particular 1-UP
can be finicky, so do not assume you are erring if it does not show up.

---

HISTORY: The first time Firebars were seen was in Super Mario Bros. In Bowser's
fortresses, Firebars were a common nuisance. There were two varieties. One kind
was comprised of six Flames joined together. The second, rarer, form was twelve
Flames long and understandably more difficult to avoid. Interestingly, Firebars
in Super Mario Bros. rotated both in clockwise and counterclockwise directions.

Firebars then appeared in Super Mario World 2: Yoshi's Island in castles. These
Firebars were depicted as being able to swing in a three-dimensional fashion, a
dangerous attribute that was discarded in Super Mario 64, wherein Firebars just
rotated horizontally in a clockwise manner (in stark contrast to those featured
in Super Mario Bros., which rotated vertically). Firebars have been prominently
featured in the Paper Mario series. In the first Paper Mario, Firebars appeared
in Koopa Bros. Fortress and Mt. Lavalava. Paper Mario seemingly amalgamated the
characteristics of the Firebars in Super Mario Bros. and Super Mario 64, seeing
as they pivoted sideways (as in Super Mario 64) but could spin in clockwise and
counterclockwise directions, as with Super Mario Bros. Jumping over these Fire-
bars would cause them to rotate faster. Successfully doing this ten times would
cause the Firebars to disappear and leave behind several coins.

Firebars have appeared in several other games, as well. Besides the other games
in the Paper Mario trilogy (Paper Mario: The Thousand-Year Door and Super Paper
Mario), Firebars have been featured in New Super Mario Bros. in addition to the
long-anticipated Super Mario Galaxy. Bowser's Castle, the course in Mario Kart:
Double Dash!!, included a Firebar that exhibited three-dimensional mechanics, a
possible continuation of the Firebars in Super Mario World 2: Yoshi's Island.

---

TRIVIA: - The game Animal Crossing: Wild World featured Firebars as collectible
items. Moreover, Firebars were featured in The Legend of Zelda: Phantom
Hourglass. These ones spun on the ground and, because the player cannot
jump, they were notably difficult to avoid. The fact that Firebars have
appeared in games totally unrelated to the Mario series is proof of the
influence Super Mario Bros. has had on video gaming as a whole.

-------------------------------------------------------------------------------
x. Flame [SRCH013]
-------------------------------------------------------------------------------

DESCRIPTION: Flames are comparatively small conflagrations (about the same size
as Mario) that are usually found affixed to walls. Flames differ in one aspect:
color. The vast majority of Flames are red, while the rarer ones are blue. Blue
Flames make up just 8.3% of all the Flames in the entire game. Note that Bowser
uses an attack in which he spits Flames out at Mario, as well as an attack that
results in Flames raining down from the sky. Those Flames are not included here
because they are attacks specific to Bowser and not standalone hazards.

---

/-----------------------------------------------------------------------------
| COMPREHENSIVE LEVEL INVENTORY |
|-----------------------------------------------------------------------------|
| Level(s) | Quantity | Notes |
|-----------------------------------------------------------------------------|
| Big Boo's Haunt | 06 | All six are red |
|-----------------------------------------------------------------------------|
| Hazy Maze Cave | 17 | All seventeen are red |
|-----------------------------------------------------------------------------|
| The Castle Basement | 13 | Ten are red and three are blue |
-----------------------------------------------------------------------------/

---

ATTACK(S): None. Flames remain adjoined to walls at all times. Sometimes Flames
emanate from stone-like podiums, which only occurs in Big Boo's Haunt, but they
are stationary at all times, as well. Essentially, one must be careless to be a
victim of Flames. Jumping next to walls that have Flames and things of that na-
ture is an illogical activity, so Flames usually do not claim any victims.

---

DAMAGE: 3 Health Units

---

REWARD(S): None

---

HISTORY: The Flames in Super Mario 64 seem to have been a onetime appearance. A
likely explanation is the availability of establishing infernal hazards and ad-
versaries. For instance, the orbs of fire jumping out of Lava in the castles of
Super Mario Bros. were named Podoboos. Simple chains of Fireballs linked to one
another were called Firebars. It would be underwhelming as well as uncharacter-
istic of a video game to include a comparatively banal flame as a hazard. Super
Mario 64 seems to reinforce this notion, considering Flames seem to be more de-
corative than deleterious and are quite difficult to accidentally touch. If one
is adamant in discovering some other game that includes a simple "Flame," there
is one. Super Mario RPG: Legend of the Seven Stars features a move called Flame
which is fire-based and utilized by enemies such as Mack and Pandorite. When it
is used, a Fireball is shot at the opposing player. This shows that the name of
the attack applies strictly to its nomenclature. The only true Flames that have
been featured in a game are the simple, realistic ones found in Super Mario 64.

---

TRIVIA: - The fact that there are two distinct colors of Flames suggests that a
blue Flame (of which there are only three in the game) would be quite a
bit hotter than red Flames. A red fire has a temperature of about 1,500
degrees Fahrenheit. If a fire is blue, however, its temperature is well
over 2,500 degrees Fahrenheit. Oddly enough, both Flames in Super Mario
64 cause the same amount of damage. It's possible that some chemical is
added to the blue Flames to give them their color in order to make them
distinguished from their red counterparts. This seems plausible because
Quote
BEEF  ¤~¤  Profile | Private Message  ¤~¤  | 12 Apr 10 - 4:10am
oh no I hit the character limit (you can read the rest here)
Quote
Duncecap  ¤~¤  Profile | Private Message  ¤~¤  | 12 Apr 10 - 4:21pm
you mean people online spend far too much time and put far too much effort into worthless pursuits..
Quote
BEEF  ¤~¤  Profile | Private Message  ¤~¤  | 13 Apr 10 - 2:21am
no I mean the writing is consistently hilarious here's a sample at random:

-------------------------------------------------------------------------------
viii. Heave Ho [SRCH078]
-------------------------------------------------------------------------------

DESCRIPTION: These enemies make the technological self-awareness prophesized in
The Terminator series seem like an inevitability. The general design of a Heave
Ho resembles a dustpan. The body of a Heave Ho consists of a trapezoidal object
which is dark red with a touch of violet. Three small, goldenrod-colored wheels
attached to the underside of a Heave Ho's body allow it to move around. A wind-
up key affixed to the back of Heave Ho provides the mechanical energy needed to
power this enemy's motion. Heave Ho's face denotes an ill-tempered personality,
with two glaring eyes and a twisted smile similar to that of an Amp. The "arms"
that protrude from Heave Ho's body hold the dustpan object, which is lined with
yellow and black stripes around the borders, signifying the latent danger. This
enemy's cunning nature is evident through the footprints that are emblazoned on
the surface of the dustpan, persuading unassuming passersby to come near.


also he formatted the whole thing so lines are justified by naturally having exactly 79 characters, every single line
Quote
Duncecap  ¤~¤  Profile | Private Message  ¤~¤  | 13 Apr 10 - 11:08pm
BEEF finished himself off over Haruhi prematurely in order to post: 

 no I mean the writing is consistently hilarious here's a sample at random:


-------------------------------------------------------------------------------
                            viii. Heave Ho [SRCH078]
-------------------------------------------------------------------------------

DESCRIPTION: These enemies make the technological self-awareness prophesized in
The Terminator series seem like an inevitability. The general design of a Heave
Ho resembles a dustpan. The body of a Heave Ho consists of a trapezoidal object
which is dark red with a touch of violet. Three small, goldenrod-colored wheels
attached to the underside of a Heave Ho's body allow it to move around. A wind-
up key affixed to the back of Heave Ho provides the mechanical energy needed to
power this enemy's motion. Heave Ho's face denotes an ill-tempered personality,
with two glaring eyes and a twisted smile similar to that of an Amp. The "arms"
that protrude from Heave Ho's body hold the dustpan object, which is lined with
yellow and black stripes around the borders, signifying the latent danger. This
enemy's cunning nature is evident through the footprints that are emblazoned on
the surface of the dustpan, persuading unassuming passersby to come near.



also he formatted the whole thing so lines are justified by naturally having exactly 79 characters, every single line  

Quote
Duncecap  ¤~¤  Profile | Private Message  ¤~¤  | 13 Apr 10 - 11:08pm
lol
Quote
furryfan420  ¤~¤  Profile | Private Message  ¤~¤  | 20 Apr 10 - 4:44am

NOT THE Duncecap

you mean people online spend far too much time and put far too much effort into worthless pursuits..

poop
Quote
MazharMajeed  ¤~¤  Profile | Private Message  ¤~¤  | 2 Sep 10 - 9:07pm
how do i drive
Quote
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