>>===========================================================================<<
|| Stats and Attack Guide, Paper Mario                                       ||
>>===========================================================================<<

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<  Table of Contents                                                          >
/_____________________________________________________________________________\

***** Use the search feature of your browser (most likely "Ctrl + F") to  *****
***** search for the section title.  Include the number!                  *****

1. Introduction

2. Damage Calculation
  2a. Enemy Attacks
  2b. Mario/Partner Attacks
  2c. Power Bounce
  2d. Spin Hammer Bump Damage

3. Status Effects
  3a. Negative Status
  3b. Positive Status
  3c. Partner Status

4. Player Attacks
  4a. Mario
  4b. Goombario
  4c. Kooper
  4d. Bombette
  4e. Parakarry
  4f. Bow
  4g. Watt
  4h. Sushie
  4i. Lakilester
  4j. Items
  4k. Star Spirit Powers
  4l. Miscellaneous

5. Enemy Guide
  5a. Understanding an Enemy Entry
  5b. Alphabetical List of Enemies
  5c. Detailed Enemy Guide

6. Badges

7. Version History

8. Acknowledgements

9. Copyright/Contact


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<  1. Introduction                                                            >
/_____________________________________________________________________________\

This is an in-depth guide to the battle-system of Paper Mario for the N64.
One of the things I like about this game is that the stats and formulas are
simple and explanatory; there are few hidden calculations, and stats are kept
low enough that they are easy to remember.

Obviously, with such a simple system, it should be a snap to make a complete
guide to all the character stats, resistences, AI, etc.  However, looking
around the internet, I found no information on how well certain status
ailments worked, or other such data.

As I find this game to have good replayability (due to the great amount of
restrictions/challenges you can make to give a different experiences each
time), I decided that it would be helpful to present this information for
others to use.  I know that this game is old now, but, hopefully, someone will
be helped out by this guide.  At the very least, there should be some new 
information in here for most everybody.


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<  2. Damage Calculation                                                      >
/_____________________________________________________________________________\

The purpose of this section is to explain how exactly the game calculates the
damage done to the recipient of an attack.  Paper Mario does have a very
simple battle system, but for the sake of completion, I will include how to
determine the damage done by attacks from both sides.  At the very least, this
section should clear up any confusion as to how and when shrinking and Last
Stand actually halve the damage done.


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<  2a. Enemy Attacks                                                          >
/_____________________________________________________________________________\

To calculate the amount of damage Mario takes from an enemy's attack, do the
following steps in order:

1) Start with the power of the attack (see section 5c).
2) If the enemy's attack power has been boosted by a Magikoopa, add 1 for each
   boost (ranges from 1 to 3).
3) If the enemy is inflicted with Attack Drop, subtract 3.
4) If the enemy is shrunk, divide by two, rounding down.
5) Subtract Mario's defence (ranges from -1 to 8).
6) If Mario is in danger (HP is 5 or below) and the Last Stand badge is
   equipped, divide by two, rounding down.
7) If Mario blocked the attack, subtract by one more than the number of Damage
   Dodge badges equipped (ranges from 1 to 3).

For Mario's partners, simply omit steps 5 and 6, and reduce all damage to zero
upon a successful block.

Obviously, if the final result is zero or less, Mario receives no damage
(although he is still susceptible to secondary effects of the attack).  See
section 3c for what happens if Mario's partner takes damage.

Mario's defence is naturally zero.  To achieve a defence of -1, equip the
P-Up, D-Down badge.  To achieve a defence of 8, equip the Defend Plus, Fire
Shield, and P-Down, D-Up badges, have Sushie boost Mario with Water Block,
have Merlee appear in battle to boost Mario's defence, and be hit by a fiery
attack.

Generally, to block an attack, press A just as the character takes damage
(he/she recoils and the damage number appears).  Some attacks require you to
press A just before the attack actually hits; see section 5a for more details.
Blocking an attack will always prevent a status ailment from being inflicted
on Mario.

If an attack hits Mario multiple times, you can block each individual hit.
Failing to block one hit does not prevent you from blocking future hits.
Apply the formula for each individual hit, although the only changes that will
occur between hits are steps 6 and 7 (HP dropping into danger or
failing/succeeding a block).

Many of the partner-hitting attacks (which are uncommon) also attack Mario.
Simply use the A button for both characters, pressing A as each one is hit.


For those of you that like formulas, use this one for Mario:

Damage = max(0, floor((floor((A + AB - C) / S) - DF) / L) - (B x (1 + D)))

Where:
- A  = power of enemy's attack
- AB = number of times a Magikoopa has boosted enemy's attack
- C  = 3 if the enemy is inflicted with Attack Drop, 0 otherwise
- S  = 2 if the enemy is shrunk, 1 otherwise
- DF = Mario's defence
- L  = 2 if Mario is in danger and Last Stand badge is equipped, 1 otherwise
- B  = 1 if Mario blocked the attack, 0 otherwise
- D  = number of Damage Dodge badges equipped
- floor(<number>) means to round <number> down to the nearest whole number


And use this formula for Mario's partners:

Damage = max(0, floor((A + AB - C) / S) x B)

Where:
- A  = power of enemy's attack
- AB = number of times a Magikoopa has boosted enemy's attack
- C  = 3 if the enemy is inflicted with Attack Drop, 0 otherwise
- S  = 2 if the enemy is shrunk, 1 otherwise
- B  = 0 if partner blocked the attack, 1 otherwise
- floor(<number>) means to round <number> down to the nearest whole number


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<  2b. Mario/Partner Attacks                                                  >
/_____________________________________________________________________________\

To calculate the amount of damage an enemy takes from Mario's attack, do the
following steps in order:

1) Start with the power of the attack (see section 4).
2) Add Mario's attack power (ranges from -2 to 12).
3) If Mario's jump or hammer is charged (whichever is applicable), add two
   times the number of ordinary charges, and three times the number of super
   charges.
4) If Mario is shrunk, divide by 2, rounding down.
5) If the attack does not ignore defence, subtract the enemy's defence.

For Mario's partners, item attacks, or the Star Storm star power, skip steps 2
to 4 (although Goombario will do step 3).  Note that Star Storm and all items
ignore defence, and thus also skip step 5.

Obviously, if the final result is zero or less, the enemy receives no damage
(although it is still susceptible to secondary effects of the attack).

Mario's attack is naturally zero.  To achieve an attack of -2, equip the HP
Drain and P-Down, D-Up badges.  To achieve an attack of 12, equip both Power
Plus's, All or Nothing, Mega Rush, and P-Up, D-Down badges, have Watt boost
Mario with Turbo Charge, have Merlee appear in battle to boost Mario's attack,
and be in Peril (at 1 HP).


For those of you that like formulas, use this one for Mario:

Damage = max(0, floor((A + P + (2 x C) + (3 x SC)) / S) - (D x I))

Where:
- A  = Mario's attack power
- P  = power of Mario's jump/hammer attack
- C  = number of times Mario has used Jump/Hammer Charge (whichever is
       applicable) since last jump/hammer attack
- SC = number of times Mario has used S. Jump/Hammer Charge (whichever is
       applicable) since last jump/hammer attack
- S  = 2 if Mario is shrunk, 1 otherwise
- D  = enemy's defence
- I  = 0 if the attack pierces/ignores defence, 1 otherwise
- floor(<number>) means to round <number> down to the nearest whole number


Use this formula for Goombario's Headbonk attack:

Damage = max(0, P + (2 x C) - D)

Where:
- P = power of Goombario's attack
      (initial rank: 1, super-ranked: 2, ultra-ranked: 3)
- C = number of times Goombario has used Charge since last attack
- D = enemy's defence


And use this formula for items, star powers, and Mario's other partners:

Damage = max(0, P - (D x I))

Where:
- P = power of partner's attack
- D = enemy's defence
- I = 0 if the attack pierces/ignores defence, 1 otherwise


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<  2c. Power Bounce                                                           >
/_____________________________________________________________________________\

Mario's Power Bounce jump attack is different from most other attacks that hit
multiple times.  Each hit does one less damage than the previous (assuming the
defence of the enemy remains constant).  However, the damage of future hits
cannot be lowered to below one (unless, of course, the first hit would not do
any damage at all).

Goombario's Multibonk works in the same way.

To find the amount of damage that a hit from Power Bounce or Multibonk does,
do the following steps in order:

1) Start with the amount of damage that the first attack would do (see
   previous section).
2) Subtract the number of times the attack has hit previously.
3) If the result in step 1) is greater than zero, than the power of this hit
   cannot be lower than one.


For those of you that like formulas, use this one for each hit of Mario's
Power Bounce attack:

Damage = max(0,
             min(1, floor((A + P + (2 x C) + (3 x SC)) / S) - D),
             floor((A + P + (2 x C) + (3 x SC)) / S) - D - N)

Where:
- A  = Mario's attack power
- P  = power of Mario's jump attack
       (Boots: 1, Super Boots: 2, Ultra Boots, 3)
- C  = number of times Mario has used Jump Charge since last jump attack
- SC = number of times Mario has used S. Jump Charge since last jump attack
- S  = 2 if Mario is shrunk, 1 otherwise
- D  = enemy's defence
- N  = number of times this attack has hit previously
- floor(<number>) means to round <number> down to the nearest whole number


And use this formula for Goombario's Headbonk attack:

Damage = max(0,
             min(1, 3 + (2 x C) - D),
             3 + (2 x C) - D - N)

Where:
- C = number of times Goombario has used Charge since last attack
- D = enemy's defence
- N  = number of times this attack has hit previously


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<  2d. Spin Hammer Bump Damage                                                >
/_____________________________________________________________________________\

If Mario hits an enemy with a successfully-timed Spin Hammer attack, it will
fly backwards, hitting all other Ground and Hover enemies (some types of
enemies cannot be pushed; these are noted in Section 5c).

While the damage that the "pushed" enemy (the one that was hit with the hammer)
is dependant on Mario's attack power and the formula from Section 2b, the
damage inflicted on the "bumped" enemies (the ones hit by the pushed enemy) is
considered to be an attack from the pushed enemy, not Mario.

Therefore, you actually use the formula from Section 2a to determine damage
done to bumped enemies.  Note that this bump attack pierces enemy defence.


Specifically, to calculate the amount of damage a bumped enemy takes from a
pushed enemy, do the following steps in order:

1) Start with an attack power of 1.
2) If the pushed enemy's attack power has been boosted by a Magikoopa, add 1
   for each boost (ranges from 1 to 3).
3) If the pushed enemy is inflicted with Attack Drop, subtract 3.
4) If the pushed enemy is shrunk, divide by two, rounding down.

Obviously, if the final result is zero or less, the bumped enemy does not do
any damage to the enemies behind it.


For those of you that like formulas, use this one:

Damage to bumped enemies = max(0, floor((1 + A - C) / S))

Where:
- A = number of times a Magikoopa has boosted enemy's attack
- C = 3 if the pushed enemy is inflicted with Attack Drop, 0 otherwise
- S = 2 if the pushed enemy is shrunk, 1 otherwise
- floor(<number>) means to round <number> down to the nearest whole number


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<  3. Status Effects                                                          >
/_____________________________________________________________________________\

Status effects are changes to the character, both for good and bad.  Often
they are temporary, and they usually place a symbol above the character's head
detailing what status change they have.  The purpose of this section is to
detail all of the status ailments and status boosts in the game.

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<  3a. Negative Status                                                        >
/_____________________________________________________________________________\

- For every status ailment (excluding Attack Drop and Command Loss), a number
  appears showing how many rounds before the ailment wears off.
- Inflicting a different status ailment will clear out an old one (again,
  excluding Attack Drop and Command Loss, which can exist concurrently with
  any other ailments).
- Re-inflicting a status ailment resets its round counter; it doesn't add to
  it.
- Following a method to inflict an ailment on Mario is the probability of it
  succeeding and the number of rounds it lasts if inflicted.
- The probability of Mario or a partner successfully inflicting a status
  ailment, as well as the number of rounds it lasts when it hits, is unique
  for each enemy.  See section 5c for details.
- Mario can always prevent being inflicted by a status ailment by blocking the
  attack that inflicts it.
- If the Feeling Fine badge is equipped, Mario cannot be inflicted with any
  status ailment, except for Command Loss.


+-------------+
| Attack Drop |
+-------------+

Visual Change:  <none>
Symbol:         A downward-pointing arrow.

Description:
- An enemy inflicted with Attack Drop will have the attack power of all its
  attacks lowered by 3.  Any other effects of the attacks will be unchanged.
- Attack Drop is inflicted with 100% accuracy against everything, and it
  always lasts for 4 rounds.
- When determining new attack power, calculate the effects of Attack Drop
  before Shrink, defence, Last Stand badge, and blocking.

Ways to inflict on enemies:
- Chill Out star power


+--------------+
| Command Loss |
+--------------+

Visual Change:  <none>
Symbol:         <none>

Description:
- If Mario is inflicted with Command Loss, he loses a battle option, which can
  be one of the following: items, jump attacks, hammer attacks.  The option is
  picked randomly.
- Command Loss is inflicted with 100% accuracy and lasts for 3 or 4 rounds.
- Mario can be inflicted with Command Loss multiple times.  If he has lost all
  three applicable battle options, inflicting Command Loss again will have no
  effect.
- There is no on-screen icon/display for this ailment.  When it wears off, the
  battle icon will drop back down to Mario on his turn.
- Command Loss is prevented not only by blocking, but also if the attacker is
  shrunk, the attacker gets hurt from touching an electrified Mario, or the
  attack doesn't do any damage.

Ways to inflict on Mario:
- Bowser(2)'s Heavy Jump
- Bowser(3)'s Heavy Jump
- Fuzzipede's Headbutt
- Spy Guy's Hammer Smack


+-------+
| Dizzy |
+-------+

Visual Change:  Either no change, or a dizzy animation (which often involves 
                eye-spinning).
Symbol:         A spinning spiral.

Description:
- A character inflicted with Dizzy must skip its turn until the effect wears
  off.
- While inflicted with Dizzy, Mario is unable to block attacks.

Ways to inflict on enemies:
- Mario's Dizzy Stomp
- Kooper's Dizzy Shell
- Dizzy Dial item
- possibly Mystery? item

Ways to inflict on Mario:
- Dark Koopa's Dizzy Tornado  (Good, 2)
- Groove Guy's Dizzy Dance    (Fair, 2)


+--------+
| Freeze |
+--------+

Visual Change:  Mario is motionless in a large chunk of ice.
Symbol:         A chunk of ice.

Description:
- If Mario is inflicted with Freeze, he must skip his turn until the effect
  wears off.
- While inflicted with Freeze, Mario is unable to block attacks.

Ways to inflict on Mario:
- Crystal King's Ice Bolt     (Good, 2)
- Frost Piranha's Icy Breath  (Good, 2)


+--------+
| Poison |
+--------+

Visual Change:  Mario's whole body changes to a shade of green.
Symbol:         A skull.

Description:
- Mario will lose 1 HP at the beginning of each round before he performs an
  action.
- If Mario is at 1 HP, then the poison damage will defeat him.

Ways to inflict on Mario:
- Bowser(2)'s Claw Swipe          (Good, 3)
- Bowser(3)'s Claw Swipe          (Good, 3)
- Bzzap!'s Thorn Stab             (Fair, 3)
- Hurt Plant's Poison Chomp       (Good, 3)
- M. Bush's Poison Bite           (Poor, 2)
- Pokey Mummy (contact)           (Good, 3)
- Pokey Mummy's Body Shot         (Poor, 3)
- Pokey Mummy's Head Dive         (Good, 3)
- Putrid Piranha's Poison Breath  (Good, 3)


+-------+
| Shock |
+-------+

Visual Change:  Enemy stops moving, and periodically flashes or twitches.
Symbol:         Thunderbolt on a red background.

Description:
- An enemy inflicted with Shock must skip its turn until the effect wears off.

Ways to inflict on enemies:
- Watt's Power Shock
- Watt's Mega Shock


+--------+
| Shrink |
+--------+

Visual Change:  Character is only one-half its normal size.
Symbol:         White rings shrinking down to a blue dot.

Description:
- A character inflicted with Shrink will have the attack power of all its
  attacks divided by half, rounded down.
- Some enemies will not use certain attacks while shrunk, they may utilize a
  different AI, and some of their attacks' side-effects will be prevented.
- When determining new attack power for enemies, calculate the effects of
  Shrink after Attack Drop, but before defence, Last Stand badge, and
  blocking.  When determining new attack power for Mario, calculate the
  effects of Shrink before enemy's defence, but after everything else.

Ways to inflict on enemies:
- Mario's Shrink Stomp

Ways to inflict on Mario:
- Bzzap!'s Swarm Sting         (Poor, 2)
- Hammer Bros.'s Hammer Throw  (Good, 2)
- Hammer Bros.'s Hammer Surge  (Fair, 2)


+-------+
| Sleep |
+-------+

Visual Change:  Either no change, or a sleepy animation.
Symbol:         Little Z's.

Description:
- A character inflicted with Sleep must skip its turn until the effect wears
  off.
- While inflicted with Sleep, Mario is unable to block attacks.

Ways to inflict on enemies:
- Mario's Sleep Stomp
- Lullaby star power
- Sleepy Sheep item

Ways to inflict on Mario:
- Amazy Dayzee's attack       (Poor, 3)
- Crazee Dayzee's attack      (Poor, 3)
- possibly Kooky Cookie item  (20% chance)
- possibly Mystery Cake item  (20% chance)


+------+
| Stop |
+------+

Visual Change:  Enemy stops moving.
Symbol:         A grey clock.

Description:
- An enemy inflicted with Stop must skip its turn until the effect wears off.
- Time Out disables enemies for one round more than Stop Watch.

Ways to inflict on enemies:
- Stop Watch item
- Time Out star power



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<  3b. Positive Status                                                        >
/_____________________________________________________________________________\

- Unless specified, a positive status boost never fails to affect its target.
- Following a method to perform a boost is the length of its effect.
- Characters can be inflicted with multiple status boosts at one time.
- Re-inflicting a status boost resets its round counter; it doesn't add to it.
- The Star Beam star power will cause any positive boost on enemies to end
  prematurely.
- Bowser(2), Bowser(3), and Bowser(4)'s Shockwave Drain will cause any status
  boost Mario or Goombario has to end prematurely, provided it doesn't miss
  him (so it can't end invisibility).
- If the Feeling Fine badge is equipped, then boosts given by items will
  always wear off after only one round.


+--------------+
| Attack Boost |
+--------------+

Visual Change:  Character glows different colours (for enemies, it is
                indistinguishable from Charge and Defence Boost).
Symbol:         Mario:    A yellow circle in the top-left of the screen, 
                          including the number of rounds remaining.
                enemies:  <none>

Description:
- Attack Boost will increase a character's attack by 1 while it lasts.
- Enemies can have their attack boosted up to three times at once.

Ways to inflict on enemies:
- Magikoopa(2)'s Attack Boost  (doesn't wear off naturally)
- R Magikoopa's Attack Boost   (doesn't wear off naturally)

Ways to inflict on Mario:
- Watt's Turbo Charge (1 to 4 rounds)


+--------+
| Charge |
+--------+

Visual Change:  Mario:      <none>
                Goombario:  Glows different colours.
                enemies:    Glows different colours (indistinguishable from
                            Attack Boost and Defence Boost).
Symbol:         Mario:      If jump is charged, a little boot and exclamation
                            mark.  If hammer is charged, a little hammer and
                            exclamation mark.
                Goombario:  <none>
                enemies:    <none>

Description:
- The Charge status always lasts until the inflicted character performs a
  attack that makes use of its boost.
- If charged, an enemy will perform a special attack that it normally doesn't
  use.  Essentially, an enemy charging itself is just the first part of a
  two-round attack.
- Some enemies (such as Koopatrol) have other special effects while charged.
- Mario and Goombario can charge multiple times before attacking.
- Mario can only charge either his jump or hammer attacks, not both.  Charging
  one attack type will destroy any charge he has made with the other one.
- If Mario has charged his hammer, he can safely use jump attacks (except for
  jump charges) without losing the hammer charge (and vice-versa).

Ways to inflict on enemies:
- Hyper Cleft's Charge Up
- Hyper Goomba's Charge Up
- Hyper Paragoomba's Charge Up
- Koopatrol's Charge Up
- Super Blooper's Get Enraged (flashes red only)
- Tubba's Heart's Charge Up

Ways to inflict on Mario or Goombario:
- Mario's Jump Charge      (+2 attack boost)
- Mario's S. Jump Charge   (+3 attack boost)
- Mario's Smash Charge     (+2 attack boost)
- Mario's S. Smash Charge  (+3 attack boost)
- Goombario's Charge       (+2 attack boost)


+---------------+
| Defence Boost |
+---------------+

Visual Change:  Mario:      A blue block of water will surround Mario.
                enemies:    Glows different colours (indistinguishable from
                            Attack Boost and Charge).
Symbol:         Mario:      A blue square in the top-left of the screen, 
                            including the number of rounds remaining.
                enemies:    <none>

Description:
- Defence Boost will increase a character's defence by 1 while it lasts.
- Water Block gives Mario a +2 defence boost against fiery attacks.
- Enemies can have their defence boosted up to three times at once.
- If an enemy is flipped over, it will not lose the defence from this boost.

Ways to inflict on enemies:
- G Magikoopa's Defence Boost   (doesn't wear off naturally)
- Magikoopa(2)'s Defence Boost  (doesn't wear off naturally)

Ways to inflict on Mario:
- Sushie's Water Block (1 to 4 rounds)


+----------+
| Electric |
+----------+

Visual Change:  Character periodically flashes yellow.  Electro Blooper emits
                waves of electricity instead.
Symbol:         Thunderbolt on a white background.

Description:
- Touching an electrified character in an unprotected state will inflict 1 HP
  electrical damage to the attacker.  Only the first hit of a multi-hit attack
  will be executed.
- This status boost can sometimes eliminate side effects of attacks, or even
  prevent an attack altogether.
- If Mario is electrified, then he can safely touch other electrified enemies.

Ways to inflict on enemies:
- Electro Blooper's Electric Charge  (lasts until it takes damage or it hits a
                                      non-electrified Mario)
- Huff N. Puff's Electric Charge     (lasts until he attacks)
- Magikoopa(2)'s Electric Boost      (3 rounds)
- Watt???(Duplighost)                (always)
- Watt???(Lee)                       (always)
- Y Magikoopa's Electric Boost       (3 rounds)

Ways to inflict on Mario:
- Equip Zap Tap badge         (doesn't wear off)
- Volt Shroom item            (4 rounds)
- Electro Pop item            (4 rounds)
- possibly Kooky Cookie item  (40% chance, 3 rounds)
- possibly Mystery Cake item  (40% chance, 3 rounds)


+---------------+
| Evasion Boost |
+---------------+

Visual Change:  Mario stands within a Lakitu cloud.
Symbol:         A cloud in the top-left of the screen, including the number of
                rounds remaining.

Description:
- All attacks have a chance of missing Mario.  It is hard to determine, but
  the evasion rate seems to be about 25 to 35 percent.

Ways to inflict on Mario:
- Lakilester's Cloud Nine


+-----------+
| Invisible |
+-----------+

Visual Change:  Character is transparent.
Symbol:         An empty circle over a moving background.

Description:
- All attacks will miss a character inflicted with Invisible.
- Outta Sight will also make Bow herself invisible.
- Star Beam star power is the only attack Mario can use that won't miss/fail
  against an invisible enemy.

Ways to inflict on enemies:
- GRY Magikoopa's Invisible Boost  (2 rounds)
- Magikoopa(2)'s Invisible Boost   (2 rounds)

Ways to inflict on Mario:
- Bow's Outta Sight           (1 round)
- Repel Gel item              (2 rounds)
- possibly Kooky Cookie item  (40% chance, 3 rounds)
- possibly Mystery Cake item  (40% chance, 3 rounds)


+-------+
| Stony |
+-------+

Visual Change:  Mario is grey and motionless in a ducking position.
Symbol:         <none>

Description:
- If Mario is boosted with Stony, he must skip his turn until the effect wears
  off.  However, enemy attacks have entirely no effect on him.
- Bowser(2), Bowser(3), and Bowser(4)'s Shockwave Drain won't harm Mario, even
  if it causes him to return to normal.
- If Mario has any other positive boosts when he turns to stone, he will
  temporarily lose them.  Once Stony wears off, he will gain them back (the
  round counters freeze while the boosts are disabled).

Ways to inflict on Mario:
- Stone Cap item          (3 rounds)
- possibly Mystery? item  (3 rounds)


 _____________________________________________________________________________
\                                                                             /
<  3c. Partner Status                                                         >
/_____________________________________________________________________________\

- If Mario's partner receives damage, he/she must skip one turn for each HP
  damage done.
- Blocking an enemy's attack will completely prevent Mario's partner from
  being dazed.
- Mario's partner can also take damage by attacking an enemy in a way that
  hurts him/her (for example, Goombario jumping on a fiery enemy).
- Tutankoopa and Buzzar are the only enemies that can attack Mario's partner
  even if he/she is already dazed.  A dazed partner cannot block the attack,
  and it adds to his/her current stun-counter.  A partner cannot have his/her 
  stun-counter raise above nine.

- The following enemy attacks hit Mario's partner (power in brackets): 
Big Lanturn Ghost's Light Beam  (2)
Bowser(2)'s Shockwave Drain     (3)
Bowser(3)'s Shockwave Drain     (3)
Buzzar's Wind Blast             (3)
Ember's Fireball Barrage        (2)
General Guy's Lightning Shot    (2)
Kent C. Koopa's Shell Toss      (3)
Lava Bubble's Fireball Barrage  (2)
Tutankoopa's Magic Spell        (2)


 _____________________________________________________________________________
\                                                                             /
<  4. Player Attacks                                                          >
/_____________________________________________________________________________\

This section details all of the moves Mario and his partners can make in
battle.  Most of the labels and categories should be self-explanatory, but I
will explain a number of them here.



Rank:
- The rank that Mario's partner must be at to have access to the move.
- This is also used in damage charts.

Initial - The state of the partner when he/she first joins Mario.
Super   - After using one Super Block on a partner.
Ultra   - After using a second Super Block on a partner (can only be done once
          the Ultra Stone is obtained).



BP Cost:
- If this category is present, then in order to have access to the move, Mario
  must have the badge of the same name equipped.  The number here is the
  amount of BP needed to equip the badge.



FP Cost:
- This is the number of FP consumed when the move is executed.
- If this category is absent, then the move is free to use.



Type:
- This category will list all types applicable to this move.
- Most of the types simply describe the move's function or type of attack
  damage.  Following are some of the less-obvious types:

Damage        - If this type is absent, then the move does not do HP damage.
Multi-target  - The attack hits all reachable enemies.  If this category is
                absent, then the attack can only target one enemy.
Contact       - The attacker makes contact with the enemy.  Therefore, it will
                not work against Top-Spiky, Spiky, Fiery, or electrified
                enemies.
Top-Contact   - The attacker makes contact with the top of the enemy.
                Therefore, it will not work against Top-Spiky, Spiky, Fiery, or
                electrified enemies.  In addition, the attack cannot reach
                ceiling enemies.
Front-Contact - The attacker makes contact with the front of the enemy.
                Therefore, it will not work against Spiky, Fiery, or
                electrified enemies (but it will work against Top-Spiky
                enemies).
Ground        - The move can only target Ground and Hover enemies.  If the
                attack is not multi-target, then it can only target the
                front-most Ground/Hover enemy.
Quake         - The attack deals Quake damage.  In addition, it can only
                target Ground, Elevated, and Ceiling enemies.
Pierce        - The attack ignores the enemy's defence (treats it as zero).
No-SP         - Defeating enemies with attack will not earn Star Points
                (although coins and items can still be earned).



Description:
- A visual description of the attack, without the action command.



Action Command:
- What to do to increase the effectiveness of the move.
- If this category is absent, then there is no action command for the move.



Effect:
- A detailed description of what the move does.
- If it does variable damage to enemies, a chart will be present to show the
  attack power under different circumstances.


 _____________________________________________________________________________
\                                                                             /
<  4a. Mario                                                                  >
/_____________________________________________________________________________\

- The Ice type, if listed for a jump or hammer attack, exists only if the Ice
  Power badge is equipped.  Enemies immune to ice attacks will still take
  normal damage.
- If the Spike Shield badge is equipped or Mario is invisible, then Mario can
  safely jump on Top-Spiky or Spiky enemies.
- If Mario is invisible, or the Ice Power and/or Flame Shield badge is
  equipped, then Mario can safely jump on Fiery enemies.
- If Mario is electrified or invisible, then Mario can safely jump on
  electrified enemies.

+------+
| Jump |
+------+

FP Cost:  0
Type:     Jump, Top-Contact, Ice, Damage

Description:
- Mario jumps up and lands on the enemy.

Action Command:
- Press A just before landing on the enemy.

Effect:
- Mario makes contact with the top of the non-ceiling enemy, inflicting jump
  damage.  With a successful action command, he attacks a second time with
  equal power.
- By jumping on an enemy out of battle, you will use this move as a
  first-strike (it will only hit once, though).  Hitting with a Spin Jump or
  Tornado Jump first-strike (hard to do) will boost the first-strike's power.

 Boot    | Power | Maximum Number | Power of Spin/Tornado
 Type    |       | of Attacks     | Jump First-Strike
---------+-------+----------------+-----------------------
 Initial | 1     | 2              | n/a
 Super   | 2     | 2              | 4
 Ultra   | 3     | 2              | 6


+--------+
| Charge |  (Badge needed is Jump Charge badge)
+--------+

BP Cost:  1
FP Cost:  1
Type:     Charge

Description:
- Mario gathers energy and leaps into the air.

Effect:
- Mario raises his jump attack power by 2.
- This attack boost ends when the battle ends, Mario charges his hammer, or
  after any jump attack is executed (besides Charge and Super Charge).
- You can charge unlimited times before releasing.


+-------------+
| Dizzy Stomp |
+-------------+

BP Cost:  1
FP Cost:  2
Type:     Dizzy, Jump, Top-Contact, Ice, Damage

Description:
- Mario jumps up and lands on the enemy.

Action Command:
- Press A just before landing on the enemy.

Effect:
- Mario makes contact with the top of the non-ceiling enemy, inflicting jump
  damage.  With a successful action command, he attacks a second time with
  equal power.
- Regardless of damage done or whether the action command was executed, this
  attack also attempts to inflict Dizzy on the enemy.  The likelihood of it
  being successfully inflicted depends on the enemy.

 Boot    | Power | Maximum Number
 Type    |       | of Attacks
---------+-------+----------------
 Super   | 2     | 2
 Ultra   | 3     | 2


+-------------+
| Sleep Stomp |
+-------------+

BP Cost:  1
FP Cost:  2
Type:     Sleep, Jump, Top-Contact, Ice, Damage

Description:
- Mario jumps up and lands on the enemy.

Action Command:
- Press A just before landing on the enemy.

Effect:
- Mario makes contact with the top of the non-ceiling enemy, inflicting jump
  damage.  With a successful action command, he attacks a second time with
  equal power.
- Regardless of damage done or whether the action command was executed, this
  attack also attempts to inflict Sleep on the enemy.  The likelihood of it
  being successfully inflicted depends on the enemy.

 Boot    | Power | Maximum Number
 Type    |       | of Attacks
---------+-------+----------------
 Initial | 1     | 2
 Super   | 2     | 2
 Ultra   | 3     | 2


+--------------+
| Shrink Stomp |
+--------------+

BP Cost:  1
FP Cost:  2
Type:     Shrink, Jump, Top-Contact, Ice, Damage

Description:
- Mario jumps up and lands on the enemy.

Action Command:
- Press A just before landing on the enemy.

Effect:
- Mario makes contact with the top of the non-ceiling enemy, inflicting jump
  damage.  With a successful action command, he attacks a second time with
  equal power.
- Regardless of damage done or whether the action command was executed, this
  attack also attempts to inflict Shrink on the enemy.  The likelihood of it
  being successfully inflicted depends on the enemy.

 Boot    | Power | Maximum Number
 Type    |       | of Attacks
---------+-------+----------------
 Initial | 1     | 2
 Super   | 2     | 2
 Ultra   | 3     | 2


+-------------+
| Multibounce |
+-------------+

BP Cost:  1
FP Cost:  2
Type:     Jump, Top-Contact, Multi-target, Ice, Damage

Description:
- Mario jumps up and lands on the front-most non-ceiling enemy.

Action Command:
- Press A just before landing on each non-ceiling enemy to move onto the next.

Effect:
- Mario makes contact with the top of each non-ceiling enemy in order from
  front to back, inflicting jump damage on each.
- If any action command fails, or Mario takes damage touching an enemy, Mario
  will stop the attack and the remaining enemies won't be attacked.
- For enemies that require a successful action command for a certain effect
  (such as knocking a Magikoopa off of its broom), you don't need to press A
  for the last enemy (unless there is only one non-ceiling enemy).

 Boot    | Power
 Type    |
---------+-------
 Initial | 1
 Super   | 2
 Ultra   | 3


+------------+
| Power Jump |
+------------+

BP Cost:  1
FP Cost:  2
Type:     Jump, Top-Contact, Ice, Damage

Description:
- Mario jumps up and lands on the enemy.

Action Command:
- Press A just before landing on the enemy.

Effect:
- Mario makes contact with the top of the non-ceiling enemy, inflicting jump
  damage.  A successful action command increases the move's attack power.

 Boot    | Untimed | Timed
 Type    | Power   | Power
---------+---------+-------
 Initial | 3       | 4
 Super   | 4       | 6
 Ultra   | 5       | 8


+-------------+
| D-Down Jump |
+-------------+

BP Cost:  2
FP Cost:  2
Type:     Jump, Top-Contact, Pierce, Ice, Damage

Description:
- Mario jumps up and lands on the enemy.

Action Command:
- Press A just before landing on the enemy.

Effect:
- Mario makes contact with the top of the non-ceiling enemy, inflicting jump
  damage.  With a successful action command, he attacks a second time with
  equal power.
- This attack will ignore the enemy's defence (treat it as zero).

 Boot    | Power | Maximum Number
 Type    |       | of Attacks
---------+-------+----------------
 Super   | 2     | 2
 Ultra   | 3     | 2


+--------------+
| Power Bounce |
+--------------+

BP Cost:  2
FP Cost:  3
Type:     Jump, Top-Contact, Ice, Damage

Description:
- Mario jumps up and lands on the enemy.

Action Command:
- Press A just before landing on the enemy.  If successful, you can then press
  A each time Mario is about to drop quickly onto the enemy until you mess up.
- The timing for each consecutive hit gets more precise.

Effect:
- Mario makes contact with the top of the non-ceiling enemy, inflicting jump
  damage.  With each successful action command, he attacks again.
- See Section 2c for damage information.
- There is no limit to the number of bounces you can do, but some enemies are
  harder to hit repeatedly than others.


+--------------+
| Super Charge |  (Badge needed is S. Jump Chg. badge)
+--------------+

BP Cost:  2
FP Cost:  4
Type:     Charge

Description:
- Mario gathers energy and leaps into the air.

Effect:
- Mario raises his jump attack power by 3.
- This attack boost ends when the battle ends, Mario charges his hammer, or
  after any jump attack is executed (besides Charge and Super Charge).
- You can charge unlimited times before releasing.


+-----------+
| Mega Jump |
+-----------+

BP Cost:  3
FP Cost:  6
Type:     Jump, Top-Contact, Ice, Damage

Description:
- Mario jumps up and lands on the enemy.

Action Command:
- Press A just before landing on the enemy.

Effect:
- Mario makes contact with the top of the non-ceiling enemy, inflicting jump
  damage.  A successful action command increases the move's attack power.

 Untimed | Timed
 Power   | Power
---------+-------
 7       | 10


+--------+
| Hammer |
+--------+

BP Cost:  3
FP Cost:  0
Type:     Ground, Ice, Damage

Description:
- Mario runs up, holds his hammer back, and swings it down onto the enemy.

Action Command:
- Hold left on the control stick as Mario holds his hammer behind him.  Release
  just after the last circle lights up.

Effect:
- Mario inflicts damage on the front-most Ground/Hover enemy.  A successful
  action command increases the move's attack power.
- By hitting an enemy out of battle with Mario's hammer, you will use this
  move as a first-strike (it will have untimed power, though).  With a
  first-strike, it is possible to hit flying enemies (provided they move low
  enough out of battle).

 Hammer  | Untimed | Timed
 Type    | Power   | Power
---------+---------+-------
 Initial | 1       | 2
 Super   | 2       | 4
 Ultra   | 3       | 6


+--------+
| Charge |  (badge needed is Smash Charge badge)
+--------+

BP Cost:  1
FP Cost:  1
Type:     Charge

Description:
- Mario gathers energy and leaps into the air with his hammer.

Effect:
- Mario raises his hammer attack power by 2.
- This attack boost ends when the battle ends, Mario charges his jumps, or
  after any hammer attack is executed (besides Charge and Super Charge).
- You can charge unlimited times before releasing.


+--------------+
| Quake Hammer |
+--------------+

BP Cost:  1
FP Cost:  2
Type:     Quake, Pierce, Multi-target, Damage

Description:
- Mario holds his hammer back, and swings it down onto the ground.

Action Command:
- Hold left on the control stick as Mario holds his hammer behind him.  Release
  just after the last circle lights up.

Effect:
- Mario inflicts quake damage on all Ground/Elevated/Ceiling enemies.  A
  successful action command increases the move's attack power.
- This attack ignores the enemy's defence (treats it as zero).

 Hammer  | Untimed | Timed
 Type    | Power   | Power
---------+---------+-------
 Initial | 1       | 2
 Super   | 1       | 2
 Ultra   | 1       | 2


+------------+
| Spin Smash |
+------------+

BP Cost:  1
FP Cost:  2
Type:     Ground, Ice, Damage

Description:
- Mario runs up, holds his hammer behind him, and swings it into the side of
  the enemy.

Action Command:
- Hold left on the control stick as Mario holds his hammer behind him.  Release
  just after the last circle lights up.

Effect:
- Mario inflicts damage on the front-most Ground/Hover enemy.
- A successful action command increases the move's attack power, and causes
  the enemy to fly backwards, hitting all other Ground and Hover enemies.
- Not all enemies can be pushed backwards with this move.
- The power chart below (and the Ice type) only applies to the enemy that is
  hit directly with the hammer; see section 2d for more information.

 Hammer  | Untimed | Timed
 Type    | Power   | Power
---------+---------+-------
 Super   | 2       | 4
 Ultra   | 3       | 6


+-------------+
| Power Smash |
+-------------+

BP Cost:  1
FP Cost:  2
Type:     Ground, Ice, Damage

Description:
- Mario runs up, holds his hammer back, and swings it down onto the enemy.

Action Command:
- Hold left on the control stick as Mario holds his hammer behind him.  Release
  just after the last circle lights up.

Effect:
- Mario inflicts damage on the front-most Ground/Hover enemy.  A successful
  action command increases the move's attack power.

 Hammer  | Untimed | Timed
 Type    | Power   | Power
---------+---------+-------
 Super   | 4       | 6
 Ultra   | 5       | 8


+--------------+
| D-Down Pound |
+--------------+

BP Cost:  2
FP Cost:  2
Type:     Ground, Pierce, Ice, Damage

Description:
- Mario runs up, holds his hammer back, and swings it down onto the enemy.

Action Command:
- Hold left on the control stick as Mario holds his hammer behind him.  Release
  just after the last circle lights up.

Effect:
- Mario inflicts damage on the front-most Ground/Hover enemy.  A successful
  action command increases the move's attack power.
- This attack ignores the enemy's defence (treats it as zero).

 Hammer  | Untimed | Timed
 Type    | Power   | Power
---------+---------+-------
 Initial | 1       | 2
 Super   | 2       | 4
 Ultra   | 3       | 6


+--------------+
| Hammer Throw |
+--------------+

BP Cost:  2
FP Cost:  2
Type:     Damage

Description:
- Mario holds his hammer back, and tosses it at the enemy.

Action Command:
- Hold left on the control stick as Mario holds his hammer behind him.  Release
  just after the last circle lights up.

Effect:
- Mario inflicts damage on the enemy.  A successful action command increases
  the move's attack power.

 Hammer  | Untimed | Timed
 Type    | Power   | Power
---------+---------+-------
 Initial | 1       | 2
 Super   | 2       | 4
 Ultra   | 3       | 6


+-------------+
| Power Quake |
+-------------+

BP Cost:  2
FP Cost:  4
Type:     Quake, Pierce, Multi-target, Damage

Description:
- Mario holds his hammer back, and swings it down onto the ground.

Action Command:
- Hold left on the control stick as Mario holds his hammer behind him.  Release
  just after the last circle lights up.

Effect:
- Mario inflicts quake damage on all Ground/Elevated/Ceiling enemies.  A
  successful action command increases the move's attack power.
- This attack ignores the enemy's defence (treats it as zero).

 Hammer  | Untimed | Timed
 Type    | Power   | Power
---------+---------+-------
 Super   | 2       | 4
 Ultra   | 2       | 4


+--------------+
| Super Charge |  (badge needed is S. Smash Chg. badge)
+--------------+

BP Cost:  2
FP Cost:  4
Type:     Charge

Description:
- Mario gathers energy and leaps into the air with his hammer.

Effect:
- Mario raises his hammer attack power by 3.
- This attack boost ends when the battle ends, Mario charges his jumps, or
  after any hammer attack is executed (besides Charge and Super Charge).
- You can charge unlimited times before releasing.


+------------+
| Mega Smash |
+------------+

BP Cost:  3
FP Cost:  6
Type:     Ground, Ice, Damage

Description:
- Mario runs up, holds his hammer back, and swings it down onto the enemy.

Action Command:
- Hold left on the control stick as Mario holds his hammer behind him.  Release
  just after the last circle lights up.

Effect:
- Mario inflicts damage on the front-most Ground/Hover enemy.  A successful
  action command increases the move's attack power.

 Untimed | Timed
 Power   | Power
---------+-------
 7       | 10


+------------+
| Mega Quake |
+------------+

BP Cost:  3
FP Cost:  7
Type:     Quake, Pierce, Multi-target, Damage

Description:
- Mario holds his hammer back, and swings it down onto the ground.

Action Command:
- Hold left on the control stick as Mario holds his hammer behind him.  Release
  just after the last circle lights up.

Effect:
- Mario inflicts quake damage on all Ground/Elevated/Ceiling enemies.  A
  successful action command increases the move's attack power.
- This attack ignores the enemy's defence (treats it as zero).

 Untimed | Timed
 Power   | Power
---------+-------
 3       | 6


 _____________________________________________________________________________
\                                                                             /
<  4b. Goombario                                                              >
/_____________________________________________________________________________\

+----------+
| Headbonk |
+----------+

Rank:     Initial
FP Cost:  0
Type:     Jump, Top-Contact, Damage

Description:
- Goombario jumps up and dives headfirst onto an enemy.

Action Command:
- Press A just before landing on the enemy.

Effect:
- Goombario makes contact with the top of the non-ceiling enemy, inflicting
  jump damage.  With a successful action command, he attacks a second time
  with equal power.

 Rank    | Power | Maximum Number
         |       | of Attacks
---------+-------+----------------
 Initial | 1     | 2
 Super   | 2     | 2
 Ultra   | 3     | 2


+--------+
| Tattle |
+--------+

Rank:     Initial
FP Cost:  0
Type:     HP-viewer

Description:
- Goombario gives stats and basic information about the enemy.

Effect:
- That type of enemy's current HP is permanently visible without needing to
  equip the Peekaboo badge.


+--------+
| Charge |
+--------+

Rank:     Super
FP Cost:  1
Type:     Charge

Description:
- Goombario draws energy into himself, and starts glowing.

Effect:
- Goombario raises his attack power by 2.  This attack boost ends when the
  battle ends, you switch to another partner, or after Goombario uses Headbonk
  or Multibonk (unless the attack misses).  You can charge unlimited times
  before releasing.


+-----------+
| Multibonk |
+-----------+

Rank:     Ultra
FP Cost:  3
Type:     Jump, Top-Contact, Damage

Description:
- Goombario jumps up and dives headfirst onto an enemy.

Action Command:
- Press A just before landing on the enemy.  If successful, you can then press
  A each time Goombario is about to drop quickly onto the enemy until you mess
  up.  The timing for each consecutive hit gets more precise.

Effect:
- Goombario makes contact with the top of the non-ceiling enemy, inflicting
  jump damage.  With each successful action command, he attacks again.  See
  Section 2c for damage information.
- There is no limit to the number of bounces you can do, but some enemies are
  harder to hit repeatedly than others.


 _____________________________________________________________________________
\                                                                             /
<  4c. Kooper                                                                >
/_____________________________________________________________________________\

+------------+
| Shell Toss |
+------------+

Rank:     Initial
FP Cost:  0
Type:     Ground, Damage

Description:
- Kooper spins in his shell, and launches himself at the enemy.

Action Command:
- Hold left on the control stick as Kooper is spinning on the spot.  Release
  just after the last circle lights up.

Effect:
- Kooper inflicts damage on the front-most Ground/Hover enemy.  A successful
  action command increases the move's attack power.
- By hitting an enemy out of battle with Kooper's field move, you will use
  this move as a first-strike (it will have untimed power, though).  It is
  possible to hit flying enemies with a first-strike (provided they move low
  enough out of battle).

 Rank    | Untimed | Timed
         | Power   | Power
---------+---------+-------
 Initial | 1       | 2
 Super   | 2       | 3
 Ultra   | 3       | 5


+-------------+
| Power Shell |
+-------------+

Rank:     Initial
FP Cost:  3
Type:     Ground, Multi-target, Damage

Description:
- Kooper spins in his shell, and launches himself at all enemies.

Action Command:
- Hold left on the control stick as Kooper is spinning on the spot.  Release
  just after the last circle lights up. 

Effect:
- Kooper inflicts damage on all Ground and Hover enemies.  A successful action
  command increases the move's attack power.

 Rank    | Untimed | Timed
         | Power   | Power
---------+---------+-------
 Initial | 1       | 2
 Super   | 1       | 3
 Ultra   | 1       | 4


+-------------+
| Dizzy Shell |
+-------------+

Rank:     Super
FP Cost:  4
Type:     Dizzy, Ground, Multi-target

Description:
- Kooper makes a tornado with his shell, and launches himself at all enemies.

Action Command:
- As Kooper is making the tornado, rapidly press A to fill up the meter as
  much as you can.
- The more resistant the enemies are to Dizzy, the harder it is to fill up the
  meter.

Effect:
- Kooper attempts to inflict Dizzy on all Ground and Hover enemies.  The more
  full the meter was, the higher the chance that each enemy will become dizzy.
  Filling it up to 100% will make all enemies not immune to the ailment dizzy,
  guaranteed.
- The resistance of the meter is the average of all the reachable, non-immune
  enemies' resistances.  If the meter refuses to fill, then all reachable
  enemies are immune to Dizzy.


+------------+
| Fire Shell |
+------------+

Rank:     Ultra
FP Cost:  5
Type:     Fire, Ground, Multi-target, Damage

Description:
- Kooper makes a fireball with his shell, and launches himself at all enemies.

Action Command:
- As Kooper is making the fireball, rapidly tilt and release left on the
  control stick to fill up the meter as much as you can.

Effect:
- Kooper attacks all Ground and Hover enemies with fiery damage.  The more
  full the meter was, the higher the attack power of the move.

 Untimed | Maximum
 Power   | Power
---------+---------
 1       | 6


 _____________________________________________________________________________
\                                                                             /
<  4d. Bombette                                                               >
/_____________________________________________________________________________\

+-----------+
| Body Slam |
+-----------+

Rank:     Initial
FP Cost:  0
Type:     Ground, Front-Contact, Damage

Description:
- Bombette walks up to the enemy and slams her body into it.

Action Command:
- Hold A as Bombette walks up to the enemy, releasing A just as the red circle
  lights up (happens when the meter fills up).

Effect:
- Bombette makes contact with the front of the front-most Ground/Hover enemy,
  inflicting damage.  A successful action command increases the move's attack
  power.

 Rank    | Untimed | Timed
         | Power   | Power
---------+---------+-------
 Initial | 1       | 2
 Super   | 2       | 3
 Ultra   | 3       | 5


+------+
| Bomb |
+------+

Rank:     Initial
FP Cost:  3
Type:     Explosion, Ground, Damage

Description:
- Bombette walks up to the enemy with her fuse lit, and detonates.

Action Command:
- As Bombette walks up to the enemy, rapidly press A to fill up the meter as
  much as you can.

Effect:
- Bombette inflicts explosion damage on the front-most Ground/Hover enemy.
  The more full the meter was, the higher the attack power of the move.
- By hitting an enemy out of battle with Bombette's field move, you will use
  this move as a first-strike.  It will have maximum power, and will not
  consume FP.  It is possible to hit flying enemies with a first-strike
  (provided they move low enough out of battle).

 Rank    | Untimed | Maximum
         | Power   | Power
---------+---------+---------
 Initial | 1       | 5
 Super   | 1       | 6
 Ultra   | 1       | 7


+------------+
| Power Bomb |
+------------+

Rank:     Super
FP Cost:  6
Type:     Explosion, Ground, Multi-target, Damage

Description:
- Bombette walks up to the enemies with her fuse lit, and detonates.

Action Command:
- As Bombette walks up to the enemies, rapidly press A to fill up the meter as
  much as you can.

Effect:
- Bombette inflicts explosion damage on all Ground and Hover enemies.  The
  more full the meter was, the higher the attack power of the move.

 Rank    | Untimed | Maximum
         | Power   | Power
---------+---------+---------
 Super   | 1       | 6
 Ultra   | 1       | 7


+-----------+
| Mega Bomb |
+-----------+

Rank:     Ultra
FP Cost:  8
Type:     Explosion, Multi-target, Damage

Description:
- Bombette walks up to the enemies with her fuse lit, and detonates.

Action Command:
- As Bombette walks up to the enemies, rapidly press A to fill up the meter a
  much as you can.

Effect:
- Bombette inflicts explosion damage on all enemies.  The more full the meter
  was, the higher the attack power of the move.

 Untimed | Maximum
 Power   | Power
---------+---------
 1       | 7


 _____________________________________________________________________________
\                                                                             /
<  4e. Parakarry                                                              >
/_____________________________________________________________________________\

+----------+
| Sky Dive |
+----------+

Rank:     Initial
FP Cost:  0
Type:     Contact, Damage

Description:
- Parakarry flies up to the enemy, swoops down, and kicks it.

Action Command:
- Press A just as Parakarry starts to swoop down to the enemy.

Effect:
- Parakarry makes contact with the enemy, inflicting damage.  A successful
action command increases the move's attack power.

 Rank    | Untimed | Timed
         | Power   | Power
---------+---------+-------
 Initial | 1       | 2
 Super   | 2       | 3
 Ultra   | 4       | 5


+------------+
| Shell Shot |
+------------+

Rank:     Initial
FP Cost:  3
Type:     Damage

Description:
- Parakarry retreats into his shell, aims, and shoots himself at the enemy.

Action Command:
- While Parakarry is in his shell, hold left on the control stick, and release
  when Parakarry is aimed at any part of the enemy's target circle (even the
  edge of it).
- The larger the enemy, the larger the target circle.

Effect:
- Parakarry inflicts damage on the enemy.  Without a successful action
command, the move fails.

 Rank    | Power
---------+-------
 Initial | 5
 Super   | 6
 Ultra   | 7


+----------+
| Air Lift |
+----------+

Rank:     Super
FP Cost:  3
Type:     Top-Contact, No SP

Description:
- Parakarry grabs onto the top of the enemy, and attempts to fly away with it.

Action Command:
- While Parakarry is holding the enemy, rapidly press A to fill up the meter
  as much as you can.
- The more resistant the enemy is to this attack, the harder it is to fill up
  the meter.

Effect:
- Parakarry makes contact with the top of the non-ceiling enemy, and attempts
  to remove it from battle.  This has the same effect as defeating it, but you
  won't earn Star Points (the enemy will still give coins/items).
- The more full the meter was, the higher the chance that the enemy will be
  removed.  Filling it up to 100% will remove the enemy, guaranteed.
- If the meter refuses to fill, then the enemy is immune to Air Lift.


+----------+
| Air Raid |
+----------+

Rank:     Ultra
FP Cost:  6
Type:     Multi-target, Damage

Description:
- Parakarry gathers up speed, and ricochets around the area in his shell.

Action Command:
- As Parakarry is bouncing around the area, rapidly tilt and release left on
  the control stick to fill up the meter as much as you can.

Effect:
- Parakarry inflicts damage on all enemies.  The more full the meter was, the
  higher the attack power of the move.

 Untimed | Maximum
 Power   | Power
---------+---------
 2       | 6


 _____________________________________________________________________________
\                                                                             /
<  4f. Bow                                                                    >
/_____________________________________________________________________________\

+-------+
| Smack |
+-------+

Rank:     Initial
FP Cost:  0
Type:     Front-Contact, Damage

Description:
- Bow floats over to the enemy, winds up, and smacks it with her arm.

Action Command:
- As Bow is winding up, rapidly tilt and release left on the control stick to
  fill up the meter as much as you can.

Effect:
- Bow makes contact with the front of the enemy, inflicting damage once.  The
  more full the meter was, the more times Bow attacks.

 Rank    | Power | Maximum Number
         |       | of Attacks
---------+-------+----------------
 Initial | 1     | 4
 Super   | 1     | 5
 Ultra   | 1     | 6


+-------------+
| Outta Sight |
+-------------+

Rank:     Initial
FP Cost:  2
Type:     Invisible

Description:
- Bow floats over to Mario and makes the two of them invisible.

Effect:
- Bow turns both Mario and herself invisible for one round.  Bow must then
  skip her next turn (you can't overcome this by switching to another partner).
- If Mario has not yet acted when Bow uses Outta Sight, he will lose his turn.


+-------+
| Spook |
+-------+

Rank:     Super
FP Cost:  3
Type:     Fear, Multi-target, No SP

Description:
- Bow hides her face for a bit, and then makes a scary face at the enemies.

Action Command:
- As Bow is hiding her face, rapidly tilt and release left on the control
  stick to fill up the meter as much as you can.
- The more resistant the enemies are to Fear, the harder it is to fill up the
  meter.

Effect:
- Bow attempts to scare all enemies away with a Fear attack.  This has the
  same effect as defeating them, but you won't earn Star Points (the enemies
  will still give coins/items).
- The more full the meter was, the higher the chance that each enemy will run.
  Filling it up to 100% will make all enemies not immune to Fear run,
  guaranteed.
- The resistance of the meter is the average of all the non-immune enemies'
  resistances.  If the meter refuses to fill, then all enemies are immune to
  Fear.


+-----------+
| Fan Smack |
+-----------+

Rank:     Ultra
FP Cost:  5
Type:     Damage

Description:
- Bow floats over to the enemy, laughs, and smacks it with her fan.

Action Command:
- As Bow is laughing, rapidly tilt and release left on the control stick to
  fill up the meter as much as you can.

Effect:
- Bow inflicts damage on the enemy once.  The more full the meter was, the
  more times Bow attacks.

 Power | Maximum Number
       | of Attacks
-------+----------------
 2     | 5


 _____________________________________________________________________________
\                                                                             /
<  4g. Watt                                                                   >
/_____________________________________________________________________________\

+--------------+
| Electro Dash |
+--------------+

Rank:     Initial
FP Cost:  0
Type:     Electric, Pierce, Front-Contact, Damage

Description:
- Watt floats over to the enemy, draws in electrical energy, and bumps the
  enemy.

Action Command:
- Hold A as Watt draws in electrical energy, releasing A just as the red
  circle lights up (happens when the meter fills up).

Effect:
- Watt makes contact with the front of the enemy, inflicting electrical
  damage.  This attack ignores the enemy's defence (treats it as zero).  A
  successful action command increases the move's attack power.
- This attack can be safely used against Spiky or electrified enemies.

 Rank    | Untimed | Timed
         | Power   | Power
---------+---------+-------
 Initial | 1       | 3
 Super   | 1       | 4
 Ultra   | 1       | 5


+-------------+
| Power Shock |
+-------------+

Rank:     Initial
FP Cost:  2
Type:     Shock, Front-Contact

Description:
- Watt floats over to the enemy, shimmers, and expands to hit the enemy.

Action Command:
- While Watt is shimmering, rapidly press A to fill up the meter as much as
  you can.  The more resistant the enemy is to Shock, the harder it is to fill
  up the meter.

Effect:
- Watt makes contact with the front of the enemy, and attempts to inflict
  Shock on it.
- The more full the meter was, the higher the chance that the enemy will
  become shocked.  Filling it up to 100% will make it shocked, guaranteed.  If
  the meter refuses to fill, then the enemy is immune to Shock.
- This attack can be safely used against Spiky or electrified enemies.


+--------------+
| Turbo Charge |
+--------------+

Rank:     Super
FP Cost:  3
Type:     Attack Boost

Description:
- Watt spins around Mario multiple times.

Action Command:
- As Watt is circling Mario, circles will light up one by one.  Press A just
  after each of the final three circles light up.

Effect:
- Watt increases Mario's attack power by 1 for one of his turns (he will be
  glowing while boosted).  For each successful button press, Mario gets an
  additional turn of attack boost (maximum of four turns).
- Using this move again will reset the boost counter, not add to it.
- You can't sneak in an extra turn of attack boost by using Turbo Charge
  before Mario attacks; in that case, the first turn of the boost is used up
  that same round.


+------------+
| Mega Shock |
+------------+

Rank:     Ultra
FP Cost:  5
Type:     Shock, Multi-target

Description:
- Watt draws in electrical energy, and releases waves of electricity at the
  enemies.

Action Command:
- While Watt is drawing in energy, rapidly press A and B together (not
  alternatively) to fill up the meter as much as you can.
- The more resistant the enemies are to Shock, the harder it is to fill up the
  meter.

Effect:
- Watt attempts to inflict Shock on all enemies.  The more full the meter was,
  the higher the chance that each enemy will become shocked.  Filling it up to
  100% will make all enemies not immune to the ailment shocked, guaranteed.
- The resistance of the meter is the average of all the non-immune enemies'
  resistances.  If the meter refuses to fill, then all the enemies are immune
  to Shock.


 _____________________________________________________________________________
\                                                                             /
<  4h. Sushie                                                                 >
/_____________________________________________________________________________\

+------------+
| Belly Flop |
+------------+

Rank:     Initial
FP Cost:  0
Type:     Jump, Top-Contact, Damage

Description:
- Sushie hops forward, gathers strength, and flings herself into the air and
  onto the enemy.

Action Command:
- Hold left on the control stick as Sushie is gathering strength.  Release
  just after the last circle lights up.

Effect:
- Sushie makes contact with the top of the non-ceiling enemy, inflicting jump
  damage.  A successful action command increases the move's attack power.

 Rank    | Untimed | Timed
         | Power   | Power
---------+---------+-------
 Initial | 1       | 3
 Super   | 2       | 4
 Ultra   | 3       | 5


+--------+
| Squirt |
+--------+

Rank:     Initial
FP Cost:  3
Type:     Water, Damage

Description:
- Sushie does a small hop, pauses, and then spits a jet of water at the enemy.

Action Command:
- While Sushie is paused, hold A to fill up the meter and release A to empty
  the meter.  If the meter fills up completely, you will lose the ability to
  fill as the meter empties.  After a set time, Sushie spits the water.

Effect:
- Sushie inflicts water damage on the enemy.  The more full the meter was, the
  higher the attack power of the move.

 Rank    | Untimed | Maximum
         | Power   | Power
---------+---------+---------
 Initial | 3       | 5
 Super   | 3       | 6
 Ultra   | 3       | 7


+-------------+
| Water Block |
+-------------+

Rank:     Super
FP Cost:  3
Type:     Defence Boost

Description:
- Sushie pauses in front of Mario, and then spits a stream of water into the
  air that falls down and forms a block around Mario.

Action Command:
- While Sushie is paused, circles will light up one by one.  Press A just
  after each of the final three circles light up.

Effect:
- Sushie increases Mario's defence by 1 for one of his turns.  For each
  successful button press, Mario gets an additional turn of defence boost
  (maximum of four turns).
- Using this move again will reset the boost counter, not add to it.
- This move will provide a +2 defence boost against fiery attacks.


+------------+
| Tidal Wave |
+------------+

Rank:     Ultra
FP Cost:  6
Type:     Water, Multi-target, Damage

Description:
- Sushie leaps into the air, pauses, and then ricochets around the area,
  summoning a rushing flood of water.

Action Command:
- While Sushie is paused, a random button prompt (A, B, or C-Down) appears.
  Press the corresponding button, and another random (but different) button
  prompt appears.
- If you press the wrong button, control is lost for a brief moment.
- Sushie starts the attack after a set time (about five seconds).

Effect:
- Sushie inflicts water damage on all enemies.  The attack power is equal to
  the number of successfully entered button prompts.

 Untimed | Maximum
 Power   | Power
---------+---------
 0       | 13


 _____________________________________________________________________________
\                                                                             /
<  4i. Lakilester                                                             >
/_____________________________________________________________________________\

+------------+
| Spiny Flip |
+------------+

Rank:     Initial
FP Cost:  0
Type:     Damage

Description:
- Lakilester floats to a higher elevation, holds a Spiny Egg above his head
  for a bit, and then tosses it at the enemy.

Action Command:
- While Lakilester is holding the egg, use the control stick to move
  Lakilester's aiming cursor inside the enemy's target circle (touching the
  edge is not good enough).  Once you press A or a set time passes, Lakilester
  will throw the egg.
- The larger the enemy, the larger the target circle.

Effect:
- Lakilester inflicts damage on the enemy.  Without a successful action
  command, the move fails.

 Rank    | Power
---------+-------
 Initial | 3
 Super   | 4
 Ultra   | 5


+-------------+
| Spiny Surge |
+-------------+

Rank:     Initial
FP Cost:  4
Type:     Multi-target, Damage

Description:
- Lakilester floats to a higher elevation and pauses, ready to haphazardly
  fling many bouncy Spiny Eggs.

Action Command:
- While Lakilester is paused, rapidly tilt and release left on the control
  stick to fill up the meter as much as you can.

Effect:
- Lakilester inflicts damage on all enemies.  The more full the meter was, the
  higher the attack power of the move.
- If an attack power of only 0 is achieved, the move fails (so, for example,
  it will not allow you to determine the real Crystal King from his illusions).

 Rank    | Untimed | Maximum
         | Power   | Power
---------+---------+---------
 Initial | 0       | 2
 Super   | 0       | 3
 Ultra   | 0       | 4


+------------+
| Cloud Nine |
+------------+

Rank:     Super
FP Cost:  4
Type:     Evasion Boost

Description:
- Lakilester extends his cloud, Mario hops onto it (or Lakilester scoops up a
  disabled Mario), and, after a pause, Mario drops off with a cloud of his own.

Action Command:
- As Mario is standing on Lakilester's cloud, circles will light up one by
  one.  Press A just after each of the final three circles light up.

Effect:
- Lakilester increases Mario's evasion (by about 25%) for one of his turns.
  For each successful button press, Mario gets an additional turn of evasion
  boost (maximum of four turns).
- Using this move again will reset the boost counter, not add to it.


+-----------+
| Hurricane |
+-----------+

Rank:     Ultra
FP Cost:  5
Type:     Multi-target, No SP

Description:
- Lakilester floats in front of the enemies, and starts blowing wind at them.

Action Command:
- While Lakilester is blowing wind, rapidly press A and B together (not
  alternatively) to fill up the meter as much as you can.
- The more resistant the enemies are to this attack, the harder it is to fill
  up the meter.

Effect:
- Lakilester attempts to blow all enemies away from battle.  This has the same
  effect as defeating them, but you won't earn Star Points (the enemies will
  still give coins/items).
- The more full the meter was, the higher the chance that each enemy will be
  blown away.  Filling it up to 100% will blow away all enemies not immune to
  this attack, guaranteed.
- If the meter refuses to fill, then all enemies are immune to this attack.


 _____________________________________________________________________________
\                                                                             /
<  4j. Items                                                                  >
/_____________________________________________________________________________\

This section lists the ways Mario can use items in battle, as well as the
items he can use.  Since this guide is just concerned with battles, I will
only list the in-battle effect and the number of coins that the Refund badge
will give you.

Note that all item attacks ignore enemy defence, and that only Mario can use
items.

+-------+
| Items |
+-------+

FP:  0

Effect:
- Mario will use one of his battle items.
- If the Refund badge is equipped, then he will receive some coins for the
  item (about 75% of the standard selling price).


+------------+
| Double Dip |
+------------+

BP:  1
FP:  3

Effect:
- The same as "Items," but Mario will use two items in one turn.
- You can cancel the Double Dip with B, but you won't get back the FP if
  you've used one item already.
- Double Dip will end after using just one item if all enemies are defeated,
  you run out of items, or you use a Stone Cap.


+------------+
| Triple Dip |
+------------+

BP:  3
FP:  6

Effect:
- The same as "Items," but Mario will use three items in one turn.
- You can cancel the Triple Dip with B, but you won't get back the FP if
  you've used at least one item already.
- Triple Dip will end after using just one or two items if all enemies are
  defeated, you run out of items, or you use a Stone Cap.


 Item          | Refund | Effect
               | amount |
---------------+--------+------------------------------------------------------
 Apple         |   2    | Recovers 5 HP.
 Apple Pie     |   8    | Recovers 5 HP & 15 FP.
 Big Cookie    |   8    | Recovers 20 FP.
 Bland Meal    |   8    | Recovers 10 HP & 10 FP.
 Blue Berry    |   2    | Recovers 5 FP.
 Boiled Egg    |   8    | Recovers 8 HP & 8 FP.
 Bubble Berry  |   3    | Recovers 5 HP.
 Cake          |   8    | Recovers 15 FP.
 Cake Mix      |   3    | Recovers 1 FP.
 Coconut       |   1    | Inflicts 3 HP damage on one enemy.
 Coco Pop      |   9    | Recovers 3 HP & 15 FP.
 Deluxe Feast  |  45    | Recovers 40 HP & 40 FP.
 Dizzy Dial    |   5    | Attempts to inflict Dizzy on all enemies.
 Dried Fruit   |   4    | Recovers 15 HP.
 Dried Pasta   |   3    | Recovers 3 HP & 2 FP.
 Dried Shroom  |   1    | Recovers 1 HP.
 Dusty Hammer  |   1    | Inflicts 1 HP damage on one enemy.
 Egg           |   2    | Recovers 5 HP.
 Egg Missile   |   8    | Inflicts 6 HP explosion damage on one enemy.
 Electro Pop   |  19    | Recovers 15 FP, and boosts Mario with Electric for 
               |        |   4 rounds.
 Fire Flower   |   3    | Inflicts 3 HP fire damage on all enemies.
 Fire Pop      |  15    | Recovers 20 FP, and loses 1 HP.
 Fried Egg     |   6    | Recovers 10 HP.
 Fried Shroom  |   4    | Recovers 6 HP & 2 FP.
 Fright Jar    |   3    | Attempts to scare all enemies away with a Fear
               |        |   attack.  This has the same effect as defeating
               |        |   them, but you won't earn Star Points (the enemies
               |        |   will still give coins/items).
 Frozen Fries  |  12    | Recovers 15 HP.
 Goomnut       |   2    | Recovers 3 FP.
 Healthy Juice |  19    | Recovers 40 FP.
 Honey Candy   |  12    | Recovers 20 FP.
 Honey Shroom  |   8    | Recovers 5 HP & 5 FP.
 Honey Super   |  15    | Recovers 10 HP & 5 FP.
 Honey Syrup   |   3    | Recovers 5 FP.
 Honey Ultra   |  57    | Recovers 50 HP & 5 FP.
 Hot Shroom    |  12    | Recovers 15 HP & 5 FP.
 Iced Potato   |   3    | Recovers 5 HP.
 Jammin' Jelly |  38    | Recovers 50 FP.
 Jelly Pop     |  75    | Recovers 64 FP.
 Jelly Shroom  |  57    | Recovers 5 HP & 50 FP.
 Jelly Super   |  75    | Recovers 10 HP & 50 FP.
 Jelly Ultra   | 113    | Recovers 50 HP & 50 FP.
 Kooky Cookie  |   9    | Recovers 15 FP, and will inflict Mario with Sleep
               |        |   for 3 rounds (20% chance), Electric for 3 rounds
               |        |   (40%), or Invisible for 3 rounds (40%).
 Koopa Leaf    |   1    | Recovers 3 FP.
 Koopasta      |   8    | Recovers 7 HP & 7 FP.
 Koopa Tea     |   3    | Recovers 7 FP.
 Lemon         |   1    | Recovers 1 HP & 2 FP.
 Lemon Candy   |  12    | Recovers 5 HP & 15 FP.
 Life Shroom   |  15    | Recovers 10 HP.  This item will be used
               |        |   automatically if Mario's HP reaches 0.
 Lime          |   1    | Recovers 3 FP.
 Lime Candy    |  12    | Recovers 20 FP.
 Maple Shroom  |  19    | Recovers 5 HP & 10 FP.
 Maple Super   |  27    | Recovers 10 HP & 10 FP.
 Maple Syrup   |   8    | Recovers 10 FP.
 Maple Ultra   |  75    | Recovers 50 HP & 10 FP.
 Melon         |   6    | Recovers 15 HP.
 Mistake       |   1    | Recovers 1 HP & 1 FP.
 Mushroom      |   2    | Recovers 5 HP.
 Mystery?      |   1    | You will randomly get the effects of a Mushroom,
               |        |   Super Shroom, Fire Flower, Thunder Rage, Dizzy
               |        |   Dial, Stone Cap, or 1 HP damage to Mario.
 Nutty Cake    |   5    | Recovers 10 FP.
 Pebble        |   1    | Inflicts 1 HP damage on one enemy.
 Potato Salad  |   5    | Recovers 10 HP.
 POW Block     |   3    | Inflicts 2 HP quake damage on all enemies (including
               |        |   Flying/Hover enemies).
 Red Berry     |   2    | Recovers 5 HP.
 Repel Gel     |  12    | Boosts Mario with Invisible for 2 rounds.
 Shooting Star |  12    | Inflicts 6 HP damage on all enemies.
 Shroom Cake   |  15    | Recovers 10 HP & 10 FP.
 Shroom Steak  |  34    | Recovers 30 HP & 10 FP.
 Sleepy Sheep  |   3    | Attempts to inflict Sleep on all enemies.
 Snowman Doll  |   5    | Inflicts 4 HP ice damage on all enemies.
 Spaghetti     |   6    | Recovers 6 HP & 4 FP.
 Special Shake |   8    | Recovers 20 FP.
 Spicy Soup    |   8    | Recovers 4 HP & 4 FP.
 Stinky Herb   |   1    | Recovers 5 FP.
 Stone Cap     |  12    | Boosts Mario with Stony for 3 rounds.
 Stop Watch    |   8    | Attempts to inflict Stop on all enemies.
 Strange Cake  |   8    | Will inflict Mario with Sleep for 3 rounds (20%
               |        |   chance), Electric for 3 rounds (40%), or Invisible
               |        |   for 3 rounds (40%).
 Strange Leaf  |   2    | Recovers 5 FP.
 Super Shroom  |   6    | Recovers 10 HP.
 Super Soda    |   3    | Recovers 5 FP, and cures Poison or Shrink.
 Sweet Shroom  |  38    | Recovers 30 HP & 20 FP.
 Tasty Tonic   |   1    | Cures Poison or Shrink.
 Thunder Bolt  |   3    | Inflicts 5 HP electric damage on one enemy.
 Thunder Rage  |   6    | Inflicts 5 HP electric damage on all enemies.
 Ultra Shroom  |  38    | Recovers 50 HP.
 Volt Shroom   |   6    | Boosts Mario with Electric for 4 rounds.
 Whacka's Bump |  23    | Recovers 25 HP & 25 FP.
 Yoshi Cookie  |  15    | Recovers 15 HP & 15 FP.
 Yellow Berry  |   2    | Recovers 3 HP & 3 FP.
 Yummy Meal    |  12    | Recovers 20 HP & 20 FP.


 _____________________________________________________________________________
\                                                                             /
<  4k. Star Spirit Powers                                                     >
/_____________________________________________________________________________\

- Only Mario can use star powers (except for Focus).
- This option appears after rescuing the first star spirit.
- Everytime Mario rescues one of the seven captured star spirits, his maximum
  number of Star Power Units (SPU) increases by 1 (up to a maximum of 7).
- Mario automatically recovers 0.125 SPU (or 1/8 of one SPU) at the beginning
  of each turn.
- The SPU category describes how many SPU Mario needs to perform the move.

+-------+
| Focus |  (Mario)
+-------+

Obtained:  After Chapter 1.
SPU:       0
Type:      SPU Recovery

Description:
- Mario prays to the star spirits, sending up bits of star energy.

Effect:
- Mario recovers some SPU (this is in addition to the auto-recovery).  The
  amount recovered depends on the number of Deep Focus badges equipped:

 Number of Deep | SPU
 Focus Badges   | Recovered
----------------+-----------
 0              | 0.5
 1              | 0.75
 2              | 1
 3              | 1.25


+-------+
| Focus |  (Partner)
+-------+

Obtained:  Purchase and equip the Group Focus badge.
SPU:       0
Type:      SPU Recovery

Description:
- Mario's partner prays to the star spirits, sending up bits of star energy.

Effect:
- Mario's partner recovers 0.5 SPU.
- This is the only star power available to Mario's partners.
- The amount recovered does not change if Deep Focus badges are equipped.


+---------+
| Refresh |
+---------+

Obtained:  After Chapter 1.
SPU:       1
Type:      HP, FP, and Status Recovery

Description:
- Mario summons Eldstar, who spins around Mario multiple times.

Effect:
- Mario recovers 5 HP and 5 FP.  He will also be cured of Poison or Shrink.


+---------+
| Lullaby |
+---------+

Obtained:  After Chapter 2.
SPU:       1
Type:      Sleep, Multi-target

Description:
- Mario summons Mamar, who sings musical notes at the enemies.

Effect:
- Mamar attempts to inflict all enemies with Sleep.  The likelihood of it
  working depends on the enemy.


+------------+
| Star Storm |
+------------+

Obtained:  After Chapter 3.
SPU:       2
Type:      Multi-target, Damage

Description:
- Mario summons Skolar, who sends shooting stars down on the enemies.

Effect:
- Skolar inflicts 7 damage on all enemies.
- This attack ignores the enemies' defences (treats them as zero).


+-----------+
| Chill Out |
+-----------+

Obtained:  After Chapter 4.
SPU:       2
Type:      Attack Drop, Multi-target

Description:
- Mario summons Muskular, who squishes all the enemies in a wild fog.

Effect:
- Muskular inflicts Attack Drop on all enemies for four rounds.
- This is the only status ailment which is inflicted with 100% accuracy and
  consistency.


+--------+
| Smooch |
+--------+

Obtained:  After Chapter 5.
SPU:       3
Type:      HP Recovery

Description:
- Mario summons Misstar, who gives the plumber a kiss.

Effect:
- Mario recovers 20 HP.


+----------+
| Time Out |
+----------+

Obtained:  After Chapter 6.
SPU:       2
Type:      Stop, Multi-target

Description:
- Mario summons Klevar, who creates clocks on the enemies.

Effect:
- Klevar attempts to inflict all enemies with Stop.  The likelihood of it
  working depends on the enemy.
- This move disables enemies for one round longer than a Stop Watch item.


+-------------+
| Up and Away |
+-------------+

Obtained:  After Chapter 7.
SPU:       2
Type:      Multi-target, No SP

Description:
- Mario summons Kalmar, who sends shockwaves at the enemies.

Effect:
- Kalmar attempts to turn all enemies into shooting stars.  This has the same
  effect as defeating them, but you won't earn Star Points (the enemies will
  still give coins/items).
- Enemies immune to Lakilester's Hurricane (see Section 5c) are also immune to
  this move.
- This move has near-perfect accuracy against anything not immune to it.  Since
  it has consistent accuracy against all enemy types, there is no category for
  Up and Away in Section 5c.


+-----------+
| Star Beam |
+-----------+

Obtained:  When you visit the star spirits in Star Haven (after Chapter 7).
SPU:       0
Type:      Boost-killer, Multi-target

Description:
- Mario summons all seven star spirits, who circle around the enemies and
  blast them with a large beam of light.

Effect:
- Any positive boosts (Attack Boost, Charge, Defence Boost, Electric, and
  Invisible) will be removed from all enemies.  It will also destroy Magikoopa
  clones and negate the effects of Bowser(2)'s Power Up attack.
- This move has 100% accuracy.
- Mario must use this move in the final battle with Bowser(3) to start the
  Twink/Kammy cutscene.


+------------+
| Peach Beam |
+------------+

Obtained:  After the Twink/Kammy fight near the end of the game.
SPU:       0
Type:      Boost-killer

Description:
- Mario summons Twink and all seven star spirits, who circle around Bowser and
  blast him with a large beam of light.

Effect:
- This move negates the effects of Bowser(3)'s Power Up attack.  It replaces
  the Star Beam move.


 _____________________________________________________________________________
\                                                                             /
<  4l. Miscellaneous                                                          >
/_____________________________________________________________________________\

This section deals with the options available to Mario and his partners under
the "Strategies" menu (the flag icon on far left).

+---------------+
| Change Member |
+---------------+

Description:
- The current partner "returns" to Mario, and its replacement pops out.

Effect:
- You will switch Mario's active partner to any other one.
- You cannot use this move if Mario has less than two partners, or his partner
  is dazed.
- If the Quick Change badge is equipped, then you can use this move unlimited
  times without using up Mario or his partner's turn.


+------------+
| Do Nothing |
+------------+

Description:
- Nothing happens.

Effect:
- The character will skip his/her turn.


+----------+
| Run Away |
+----------+

Description:
- Mario and his partner run on the spot, preparing to flee the battle.

Action Command:
- Rapidly press A to fill up the meter as much as you can.  The action command
  is successful if the randomly-placed marker stops over a filled-part of the
  meter.
- How empty the meter starts out depends on the average of all enemies'
  resistance to running away.  See Section 5a for more details.

Effect:
- Only Mario can perform this action.
- With a successful action command, Mario and his partner will run away from
  the battle.  Out of battle, Mario will automatically drop a random number of
  coins (which can be recollected).
- Upon an unsuccessful run, Mario's partner will skip his/her turn if he/she
  has not already acted.
- Unless the Runaway Pay badge is equipped, you will lose any accumulated Star
  Points upon a successful run.
- If you re-enter a battle after running away, all enemies will have fully
  recovered/revived.
- Some battles cannot be run from.


 _____________________________________________________________________________
\                                                                             /
<  5. Enemy Guide                                                             >
/_____________________________________________________________________________\

The meat of this guide, this section should provide you with all the
information about each individual enemy that you could ever want to know (in a
text format guide, anyways).  I would first recommend you check out sections
5a (to understand the guide) and 5b (to see where about in the guide you need
to scroll) before heading onto 5c.

Keep in mind that not all of the information is 100% accurate.  Anytime I
mention "Good"/"Fair"/"Poor", there is a chance that I am wrong, as I could
have simply had great/horrible luck while I was testing.  Three levels do not
provide the precision that I would like - for example, I know that Bullet
Bills are much more susceptible to Dizzy than other enemies with a "Good"
rating, and that the final form of The Master is much more resistant to Sleep
than other enemies with a "Poor" rating.  However, I do not have the time nor
patience to perform the some 10,000 tests needed to provide statistical
certainty, and I have yet to hack the ROM, so this will have to do for now.

In addition, the coin information may have a few errors.  With the later
enemies especially, it is sometimes hard to tell which are battle coins and
which are bonus coins.  Once again, luck plays into it, too.  There could very
well be items that I have not yet seen enemies drop, as well.

Barring a few AI quirks I have not figured out, the rest of the data should be
completely correct.  There are two columns which I might get around to adding
one day, although I probably will not.  One, a column describing how easy it
is to perform consecutive Power Bounces.  Compare final Bowser to a Goomba,
and you will see that there is a definite difficulty shift.  Secondly, I would
like a column describing how accurate an enemy is when Mario has some kind of
evasion.  I have noticed that Fuzzies almost never miss, but with the same
evasion, Huff N. Puff and his Tuff Puffs miss quite frequently.  Also, final
Bowser's Fire Breath seems to miss more often than his other attacks.

That said, I hope you get something new out of this large section.  I still
can not believe that the game designers bothered to give Monstar those
immunities (however logical).


 _____________________________________________________________________________
\                                                                             /
<  5a. Understanding an Enemy Entry                                           >
/_____________________________________________________________________________\


+----------------+
| <enemy's name> |
+----------------+



Location:
- All locations where the enemy can be found.



Level:
- The enemy's level, which is used to determine the number of star points 
  earned by defeating it.
- If Mario's level meets or exceed's the enemy's, then Mario will earn no star
  points for defeating the enemy.
- To calculate the number of star points an enemy drops, subtract Mario's level
  from the enemy's, and then divide by two (rounding if necessary).
- If there were three enemies at the start of the battle, then all enemies will
  drop 10% more star points (multiply factor before rounding).  If there were
  four enemies at the start of the battle, all enemies will drop 30% more star
  points.  Only the number of enemies at the start of the battle matter -- the
  number present when the enemy is defeated is irrelevent.
- You can only earn a maximum of 100 star points in a single battle.
- For those of you that like formulas, use this one for a single enemy:

Star points = max(0,
                  round((E - M) * F / 2))

Where:
- E = enemy's level (ranges from 1 to 100)
- M = Mario's level (ranges from 1 to 27)
- F = 1.3 if four enemies at start of battle
      1.1 if three enemies at start of battle
      1 otherwise
- round(<number>) means to round <number> up or down to the nearest whole 
      number



HP:
- The amount of HP the enemy starts the battle with.



Attack:
- The general attack power of the enemy, mostly as given by Goombario's Tattle
  ability.  However, some enemies have numerous attacks, each having different
  attack powers, so look at the attack section for more details.



Defence:
- The enemy's defence, sometimes given multiple times under different
  circumstances.  This can change during battle.



Type:
- Note that enemies can have more than one type, and that it can change during
  battle.
- Following is a list of possible enemy types:

Ground     - Can be hit by any attack.
Hover      - Can't be hit by Quake Hammer attacks.  A POW Block will still 
             work, though.
Elevated   - Can't be hit by ground attacks.
Flying     - Can't be hit by ground or Quake Hammer attacks.  A POW Block will 
             still work, though.
Ceiling    - Can't be hit by ground or jump attacks.
Top-Spiky  - Contact with the top cancels attack and deals 1 HP damage.  Mario 
             can safely jump on these enemies if the Spike Shield badge is
             equipped.
Spiky      - Contact cancels attack and deals 1 HP damage.  Mario can safely
             jump on these enemies if the Spike Shield badge is equipped.
Fiery      - Contact cancels attack and deals 1 HP damage.  Mario can safely
             jump on these enemies if either the Ice Power badge or Fire Shield
             badge is equipped.



Sleep, Dizzy, Shock, Shrink, Stop, Fear, Air-Lift, Hurricane:
- The phrase indicates for each of these categories indicates the likelihood
  of the attack type succeeding on that enemy.  "Fair" is about 50%, "Good" is
  substantially more than 50%, and "Poor" is substantially less than 50%.  For
  attacks where you build up the accuracy with an action command, the phrase
  indicates how easy it is to get to 100%.  "Immune" means that the attack
  will never work.
- Any HP damage the attack may also do is independent of what appears in these
  categories (i.e. Mario's Shrink Stomp will always do normal damage,
  regardless of how accurate Shrink is on the enemy).
- For Sleep, Dizzy, Shock, Shrink, and Stop, the number in the column shows
  how many rounds the ailment lasts when successfully inflicted.
- First-striking with the Dizzy Attack badge has no effect on opponents immune
  to Dizzy, and makes all others dizzy for one round with 100% accuracy
- For Shrink, the number of rounds of reduced attack you get is actually one
  less than the number shown in the game.  For example, a three appears when
  you shrink a Goomba, but you only get two rounds of reduced attack.  Note 
  that the shown number is what appears in this guide (three for this example).
- For Stop, the number shown is for using a Stop Watch item.  When using the
  Time Out star power, the opponents are disabled for one round more.  For
  example, a Stop Watch will disable a Goomba for four rounds (which is what
  appears in this guide), but Time Out will disable it for five rounds.
- Fear is always ineffective against opponents who are inflicted with Sleep,
  Dizzy, Shock, or Stop.
- If the enemy is inflicted with Sleep, Dizzy, Shock, Shrink, or Stop, then it
  is easier to build up Air Lift and Hurricane to 100% accuracy.
- The Up and Away star power always works with a "Good" accuracy against all
  enemies that are vulnerable to Hurricane (no matter how little).  Enemies
  that are immune to Hurricane are also immune to Up and Away.
- If any of these eight categories are absent, then it is impossible (without
  a cheating device, anyway) to use those types of attacks against the enemy.



Battle Coins, Bonus Coins:
- "Battle Coins" is how many coins you get for defeating each of that enemy in
  battle.  You will still get these coins if the enemy runs away, or is
  defeated with an attack that doesn't leave Star Points (such as Hurricane).
- "Bonus Coins" is the number of bonus coins (usually a range) that that type
  of enemy can give.  You only get bonus coins from the front enemy (the one
  that appears out of battle).
- If you use the First/Spin/Bump Attack badges to avoid a battle, you will
  only get the bonus coins.
- For battles where none of the enemies give coins (even with bonus), you can
  still get coins using the Pay-Off badge.
- For example, beating a Pokey and Bandit, where the Pokey appears out of
  battle, will earn you 2 + (0 to 1), or 2 to 3 coins (0 to 1 coins if
  First/Spin/Bump Attack, was used).  But beating a Pokey and Bandit, where
  the Bandit appears out of battle, will earn you 2 + (1 to 3), or 3 to 5
  coins (1 to 3 coins if First/Spin/Bump Attack was used).
- For most special battles, you won't get coins or items, even with the
  Pay-Off badge.  Both these categories will be absent for enemies that only
  appear in such battles.
- Enemies that never appear out of battle, but do appear in coin-giving
  battles, will have an entry for "Battle Coins," but not for "Bonus Coins."



Items:
- Any items that the enemy may drop after battle.  This is an uncommon
  occurrence.
- Only the front enemy (the one that appears out of battle) can give you an
  item.
- You can still get an item if you use the First/Spin/Bump Attack badges to
  avoid a battle.
- If the enemy only appears in special battles that cannot yield coins or
  items, or it is never present outside of battle, then this category will be a
  absent.  If the enemy doesn't give items, but still appears in battles that
  can yield coins, then <none> will be listed.



Running:
- The number of button presses required to get a guaranteed run from the enemy.
- If an enemy is inflicted with Sleep, Dizzy, Shock, or Stop, it needs no
  button presses for a guaranteed run.
- When facing multiple enemies, the number of button presses required is the
  average of all the opponents' individual button presses, rounded to the
  nearest whole number (take into account status ailments).
- If the Dodge Master badge is equipped, the number of required button presses
  is reduced by about 25%.
- A completely empty run-meter takes about 60 button presses to fill.
- If this category is absent, then the enemy never appears in battles that you
  can run from.



Attacks:
- A list of all of the enemy's moves.  If this category is absent, then the
  enemy has no in-battle moves.
- All of the attacks' names are completely made up and unofficial.
- Where applicable, I have been specific about where the attack hits Mario in
  order to aide with blocking.  If I mention left or right, I mean from the
  player's point of view, not Mario's.  The description assumes that Mario is
  in his normal position; that is, neither Mario nor the attacker is shrunk,
  and that Mario is not poisoned or in danger (HP is 5 or below).
- A lone number refers to the attack power of the move.  If the move hits both
  Mario and his partner, the power for each hit will be given.  Also, if the
  move hits Mario multiple times with varying power, then the power of each
  hit will be given.  If no lone number is present, then the attack does not
  do HP damage.
- If an attack hits Mario multiple times, then a phrase of the form "<number>
  times" will be listed.
- If an attack inflicts a status ailment on Mario, then it will be listed.
  For all ailments (except for Command Loss), there will be a phrase that
  indicates the likelihood of if being inflicted.  "Fair" is about 50%, "Good"
  is substantially more than 50%, and "Poor" is substantially less than 50%.
  There will also be a number indicating the number of rounds it lasts if it
  is successfully inflicted.
- Following is a list of keywords that may be found in the attack:

fiery:         - The attack is fire-based.  Water Block and the Fire Shield
                 badge will provide extra defence for these attacks.
zap:           - If Mario is electrified, the enemy takes 1 HP electrical
                 damage when performing this attack.
once-zap:      - For multi-hit attacks only.  This is the same as zap, but only
                 the first hit of the enemy's attack hits Mario.  All other
                 hits are not executed.
immune-zap:    - If Mario is electrified, the enemy takes 1 HP electrical
                 damage, and the enemy's attack has absolutely no effect on
                 Mario.
first-strike:  - The enemy can use this attack out of battle to hit Mario with
                 a first strike.
lag-block:     - Most of the time, you must press A just as Mario or his
                 partner takes damage to block an attack.  However, for
                 attacks with this keyword, you must press A slightly before
                 Mario actually takes damage to block the attack.  Following
                 this keyword will be a short description of when to press A,
                 although this is usually just "before the projectile hits
                 Mario."
rapid-block:   - The attack cannot be blocked, but the attack can be ended
                 prematurely by pressing "A" a certain number of times (which
                 is mentioned right after the keyword).
power-block:   - The attack cannot be blocked, but by rapidly pressing A, the
                 power of the attack can be reduced by as much as the number
                 that follows the keyword.




AI:
- A list of conditions that determine what the enemy will decide to do on its
  turn.
- If a cycle is given, start at 1) (unless otherwise directed), and move onto
  the next number for the next round.  If told to loop, the actual looping
  itself does not count as a turn.
- If this category is absent, then the enemy simply does a randomly-picked
  attack each round.



Notes:
- If necessary, any other specific comments about the enemy.
- I do not mention cases where Mario's Spin Hammer attack will not push an
  enemy backwards if the enemy only ever appears on its own.
- It may be mentioned that certain types of attacks will have an abnormal
  effect on the enemy.  Following is a list of all the attack types used
  (ignoring cases where a single, specific attack is mentioned):

electric      - Watt's Electro Dash, Thunder Bolt and Thunder Rage items
fire          - Kooper's Fire Shell, Fire Flower item
quake hammer  - Mario's Quake Hammer, Power Quake, and Mega Quake
quake         - POW Block item, a quake hammer
jump          - any of Mario's jump attacks, Goombario's Headbonk and 
                Multibonk, Sushie's Belly Flop
water         - Sushie's Squirt and Tidal Wave
ice           - any of Mario's jump or hammer attacks (except for Hammer Throw 
                or a quake hammer) when the Ice Power badge is equipped (still 
                hurts enemies that are immune to ice), Snowman Doll item
explosion     - Egg Missile item, Bombette's Bomb and Power Bomb and Mega Bomb


 _____________________________________________________________________________
\                                                                             /
<  5b. Alphabetical List of Enemies                                           >
/_____________________________________________________________________________\

An alphabetical list of all the enemies, as they appear in section 5c.  Use
this to find out whereabouts you need to scroll to in the next section.

Amazy Dayzee
Anti Guy
Bandit
B. Bill Blaster
Big Lantern Ghost
Bill Blaster
Blooper
Blooper Baby
Blue Goomba(1)
Blue Goomba(2)
B Ninjakoopa
Bob-omb
Bombette???(Duplighost)
Bombette???(Lee)
Bombshell Bill
Bony Beetle
Bow???(Duplighost)
Bow???(Lee)
Bowser(1)
Bowser(2)
Bowser(3)
Bowser???
Bulb
Bullet Bill
Buzzar
Buzzy Beetle
Bzzap!
Chan
Chomp
Cleft
Clubba
Crazee Dayzee
Crystal Bit
Crystal King
Dark Koopa
Dry Bones
Duplighost
Electro Blooper
Ember
Forest Fuzzy
Frost Piranha
Fuzzipede
Fuzzy
General Guy
Gloomba
G Magikoopa
G Ninjakoopa
Goomba
Goomba King
Goombario???(Duplighost)
Goombario???(Lee)
Groove Guy
GRY Magikoopa
Gulpit
Hammer Bros.
Huff N. Puff
Hurt Plant
Hyper Cleft
Hyper Goomba
Hyper Paragoomba
Jr. Troopa(1)
Jr. Troopa(2)
Jr. Troopa(3)
Jr. Troopa(4)
Jr. Troopa(5)
Jr. Troopa(6)
Jungle Fuzzy
Kammy Koopa
Kent C. Koopa
Koopa Bros.
Koopatrol
Koopa Troopa
Kooper???(Duplighost)
Kooper???(Lee)
Lakilester???(Duplighost)
Lakilester???(Lee)
Lakitu
Lava Bubble
Lava Bud(1)
Lava Bud(2)
Lava Piranha(1)
Lava Piranha(2)
Lee
Magikoopa(1)
Magikoopa(2)
M. Bush
Medi Guy
Monstar
Monty Mole(1)
Monty Mole(2)
Paragloomba
Paragoomba
Parakarry???(Duplighost)
Parakarry???(Lee)
Paratroopa
Petit Piranha
Piranha Plant
Pokey
Pokey Mummy
Putrid Piranha
Pyro Guy
Red Goomba(1)
Red Goomba(2)
R Magikoopa
R Ninjakoopa
Ruff Puff
Shy Guy
Shy Squad
Shy Stack
Sky Guy
Spear Guy
Spike?
Spiked Gloomba
Spiked Goomba
Spike Top
Spiny
Spy Guy
Stilt Guy
Stone Chomp
Super Blooper
Sushie???(Duplighost)
Sushie???(Lee)
Swooper
Swoopula
The Master(1)
The Master(2)
The Master(3)
Tubba Blubba(1)
Tubba Blubba(2)
Tubba's Heart
Tuff Puff
Tutankoopa
Watt???(Duplighost)
Watt???(Lee)
White Clubba
W Magikoopa
Y Magikoopa
Y Ninjakoopa


 _____________________________________________________________________________
\                                                                             /
<  5c. Detailed Enemy Guide                                                   >
/_____________________________________________________________________________\

+--------------+
| Amazy Dayzee |
+--------------+

Location:      Flower Fields
Level:         100
HP:            20
Attack:        20
Defence:       1
Type:          Ground
Sleep:         Poor, 2
Dizzy:         Poor, 2
Shock:         Poor, 2
Shrink:        Poor, 3
Stop:          Poor, 2
Fear:          Good
Air-Lift:      Good
Hurricane:     Good
Battle Coins:  10
Bonus Coins:   0 to 1
Items:         Honey Syrup, Maple Syrup
Running:       6

Attacks:
- Painful Song: sings 13 notes at Mario, hitting him about half a second after
  the last note leaves the Amazy Dayzee's mouth (20, Sleep [Poor, 3])

AI:
- Usually runs away.

Notes:
- Even with Mario at level 27 (the maximum), you cannot use the
  First/Spin/Bump Attack badges to automatically defeat Amazy Dayzee.


-------------------------------------------------------------------------------

+----------+
| Anti Guy |
+----------+

Location:      Shy Guy's Toybox, Bowser's Castle
Level:         42
HP:            50
Attack:        10
Defence:       0
Type:          Ground
Sleep:         Fair, 2
Dizzy:         Fair, 2
Shock:         Good, 3 (in Shy Guy's Toybox)
               Fair, 3 (in Bowser's Castle)
Shrink:        Good, 2
Stop:          Fair, 2
Fear:          Immune
Air-Lift:      Immune
Hurricane:     Immune
Battle Coins:  0
Bonus Coins:   0
Items:         <none>

Attacks:
- Bump Attack: runs into Mario's stomach (10, zap)
- Acrobatic Attack: jumps on Mario's forehead (12, zap)

Notes:
- In Shy Guy's Toybox, you can bribe it with a Lemon Candy, allowing you to
  skip the battle.
- If you make three mistakes in the quiz against the second Bowser Door in
  Bowser's Castle, you will have to fight three Anti Guys at once.
- You can only get coins from the Anti Guy in Shy Guy's Toybox (making use of
  the Pay-Off badge).


-------------------------------------------------------------------------------

+--------+
| Bandit |
+--------+

Location:      Dry Dry Desert
Level:         9
HP:            5
Attack:        2
Defence:       0
Type:          Ground
Sleep:         Good, 3
Dizzy:         Good, 3
Shock:         Good, 4
Shrink:        Good, 3
Stop:          Good, 4
Fear:          Good
Air-Lift:      Good
Hurricane:     Good
Battle Coins:  1
Bonus Coins:   1 to 3
Items:         Honey Syrup
Running:       36

Attacks:
- Thief Bump: trots up to Mario, and then suddenly bumps him (2, steals 10
  coins, zap)

AI:
- If holding coins, Bandit will run away instead of attacking.

Notes:
- Any successful attack will recover stolen coins, except for Lakilester's
  Hurricane and the Up and Away star power.  Parakarry's Air Lift will recover
  coins even if it fails.
- If Mario has less than 10 coins, then all of his coins will be stolen.
- Coins aren't stolen if the attack is blocked, the attack doesn't deal
  damage, Mario is electrified, or Bandit is shrunk.


-------------------------------------------------------------------------------

+-----------------+
| B. Bill Blaster |
+-----------------+

Location:      Bowser's Castle
Level:         27
HP:            10
Attack:        0
Defence:       4
Type:          Ground
Sleep:         Immune
Dizzy:         Immune
Shock:         Immune
Shrink:        Good, 3
Stop:          Immune
Fear:          Immune
Air-Lift:      Poor
Hurricane:     Poor
Battle Coins:  4
Bonus Coins:   0 to 4
Items:         <none>
Running:       60

Attacks:
- Bullet Shot: fires out a Bombshell Bill

AI:
- Skips its turn if it used Bullet Shot the previous round, or a Bombshell
  Bill it fired out earlier is still present.

Notes:
- If there are no enemies in front of them, then you can target any B. Bill
  Blaster with ground attacks.
- A B. Bill Blaster with any status change (good or bad) will summon a
  Bombshell Bill with the same status (including the number of turns
  remaining).
- Spin Hammer will not push B. Bill Blaster backwards.


-------------------------------------------------------------------------------

+-------------------+
| Big Lantern Ghost |
+-------------------+

Location:      Shy Guy's Toybox
Level:         42
HP:            40
Attack:        5
Defence:       0
Type:          Ground
Sleep:         Poor, 2
Dizzy:         Fair, 2
Shrink:        Immune
Stop:          Poor, 2
Fear:          Immune
Air-Lift:      Immune

Attacks:
- Heavy Jump: jumps on the rim of Mario's hat (5, zap)
- Light Beam: shines bright light, hitting Mario a split-second before Big
  Lantern Ghost's smile reaches full size, and then hitting Mario's partner a
  split-second after that (Mario: 2, Partner: 2)
- Lantern Extinguish: blows out the lantern (returns lantern's brightness
  level to zero) 

AI:
Starts the following cycle on 4):
1) Lantern Extinguish
2) Light Beam (works even if the lantern is extinguished)
3) Heavy Jump
4) If lantern is at least at brightness level two, loop to 1).  Otherwise,
   loop to 3).

Notes:
- You can hit either its lantern or its head.
- Hitting the lantern has no effect on Big Lantern Ghost, but each hit raises
  its brightness level by one.  The lantern starts the battle with a
  brightness level of zero, and can go up to four.
- You cannot target the lantern with Tattle, Air Lift, items, or attacks that
  can target multiple enemies.
- You cannot target the head if the lantern's brightness level is zero or one.
  Also, since the lantern is in front of the head, you cannot hit the head
  with single-target ground attacks.
- Spin Hammer will not knock the lantern backwards.


-------------------------------------------------------------------------------

+--------------+
| Bill Blaster |
+--------------+

Location:      Koopa Bros. Fortress
Level:         10
HP:            4
Attack:        0
Defence:       1
Type:          Ground
Sleep:         Immune
Dizzy:         Immune
Fear:          Immune
Battle Coins:  3
Bonus Coins:   1
Items:         <none>

Attacks:
- Bullet Shot: fires out a Bullet Bill

AI:
1) Skips its turn if a Bullet Bill it fired out earlier is still present.
   Otherwise, uses Bullet Shot.
2) skips turn
3) loops back to 1)

Notes:
- You can first-strike the Bill Blasters.
- If there are no enemies in front of them, then you can target any Bill
  Blaster with ground attacks.


-------------------------------------------------------------------------------

+---------+
| Blooper |
+---------+

Location:      Toad Town Tunnels
Level:         44
HP:            30
Attack:        3
Defence:       0
Type:          Flying
Sleep:         Fair, 3
Dizzy:         Fair, 4
Shock:         Good, 2
Stop:          Good, 4
Fear:          Immune
Air-Lift:      Immune
Hurricane:     Immune

Attacks:
- Spin Drop: drops on the bottom line of Mario's hat (3, zap)
- Ink Blast: shoots a stream of ink at Mario, hitting him a half-second later
  (3)

Notes:
- There are three locations in the Toad Town Sewers where Mario can fight a
  Blooper boss.  The first time Mario comes to one of these fighting spots, he
  will face this boss.


-------------------------------------------------------------------------------

+--------------+
| Blooper Baby |
+--------------+

Location:      Toad Town Tunnels
Level:         1
HP:            6
Attack:        2
Defence:       0
Type:          Flying
Sleep:         Good, 2
Dizzy:         Good, 3
Shock:         Good, 2
Shrink:        Immune
Stop:          Good, 2
Fear:          Immune
Air-Lift:      Immune
Hurricane:     Immune

Attacks:
- Sucky Kisses: kisses Mario 5 times (2, five times, recovers HP equal to
  damage done to Mario, rapid-block: 15, immune-zap)

Notes:
- Created by Super Blooper.
- Water Block provides no protection against Blooper Baby's attack.


-------------------------------------------------------------------------------

+----------------+
| Blue Goomba(1) |
+----------------+

Location:      Goomba Road
Level:         20
HP:            6
Attack:        1
Defence:       0
Type:          Ground

Attacks:
- Headbonk: jumps on Mario (1)

Notes:
- This Blue Goomba is from the first battle with the Goomba Brothers.


-------------------------------------------------------------------------------

+----------------+
| Blue Goomba(2) |
+----------------+

Location:      Goomba Road
Level:         5
HP:            2
Attack:        1
Defence:       0
Type:          Ground

Attacks:
- Headbonk: jumps on Mario (1)

Notes:
- This Blue Goomba is from the battle with the Goomba King.
- Blue Goomba(2) has a maximum HP of 6, but he starts the battle with only 2
  HP.
- If either the Goomba King or Red Goomba(2) is defeated, then Blue Goomba(2)
  will not take damage when Mario hits the Goomnut Tree.


-------------------------------------------------------------------------------

+--------------+
| B Ninjakoopa |
+--------------+

Location:      Koopa Bros. Fortress
Level:         17
HP:            5
Attack:        1
Defence:       1 (standing)
               0 (flipped over)
Type:          Ground
Sleep:         Fair, 2
Dizzy:         Fair, 2
Fear:          Immune

Attacks:
- Shell Toss: rushes past Mario in its shell (1, lag-block: block before it
  hits Mario)
- Join Tower: leaps on top of Koopa Bros., joining the tower
- Struggle: flails limbs (no effect)
- Stand Up: stands up, returning defence to 1

AI:
- Use Struggle if just flipped over, followed by Stand Up the next round.
- If standing upright, uses Join Tower if Koopa Bros. exists (will create a
  new tower if there are any Ninjakoopas able to join it the same round),
  otherwise uses Shell Toss.

Notes:
- A jump or quake attack will flip over B Ninjakoopa.
- If you successfully inflict B Ninjakoopa with Sleep or Dizzy, he will only 
  skip one of his turns, even though a two is displayed.
- When calculating star points, the game considers there to have been four
  enemies at the start of battle.


-------------------------------------------------------------------------------

+---------+
| Bob-omb |
+---------+

Location:      Koopa Bros. Fortress
Level:         6
HP:            3
Attack:        1
Defence:       0
Type:          Ground
Sleep:         Good, 3 (normal)
               Immune  (enraged)
Dizzy:         Good, 3 (normal)
               Poor, 3 (enraged)
Shock:         Good, 3 (normal)
               Poor, 3 (enraged)
Shrink:        Good, 3
Stop:          Good, 4 (normal)
               Immune  (enraged)
Fear:          Good
Air-Lift:      Good
Hurricane:     Good
Battle Coins:  1
Bonus Coins:   0 to 1
Items:         Honey Syrup
Running:       18

Attacks:
- Hop Attack: jumps on the rim of Mario's hat (1, zap)
- Self Destruct: stands in front of Mario for a second, and then explodes (2,
  defeats Bob-omb)

AI:
- If enraged, uses Self Destruct.  Otherwise, uses Hop Attack.

Notes:
- Becomes enraged after receiving damage from an attack.
- While enraged, any damage-dealing attack will automatically defeat it. 
  However, if the attacker makes direct contact, he/she will take 1 HP
  damage.
- While enraged, Dizzy Shell will always defeat the Bob-omb, and Spin Hammer
  will not push it backwards.
- Fire, explosion, and electric damage will automatically defeat the Bob-omb.-
  Successfully inflicting Shock will automatically defeat a normal Bob-omb,
  but not an enraged one.
- If an electrified Mario is hit with Hop Attack, Mario will not take damage,
  and the Bob-omb will immediately use Self Destruct.
- Water attacks will make a normal Bob-omb enraged, but they will also make an
  enraged Bob-omb normal.
- Water Block provides +2 defence against the Self Destruct attack.


-------------------------------------------------------------------------------

+-------------------------+
| Bombette???(Duplighost) |
+-------------------------+

Location:      Shiver Mountain, Crystal Palace, Bowser's Castle
Level:         23
HP:            15
Attack:        2/3/5
Defence:       0
Type:          Ground
Sleep:         Fair, 2
Dizzy:         Good, 2
Shock:         Good, 0
Shrink:        Good, 3
Stop:          Good, 3
Fear:          Fair
Air-Lift:      Good
Hurricane:     Good
Battle Coins:  1
Running:       32

Attacks:
- Body Slam: slams her body into Mario (<see notes for attack power>, zap)

Notes:
- A Duplighost disguised as Bombette.
- Attack power of Body Slam depends on how the real Bombette is boosted. 
  Unboosted: 2, super-ranked: 3, ultra-ranked: 5.
- If Bombette???(Duplighost) is successfully inflicted with Shock, or receives
  fire, explosion, or electrical damage, she will be automatically defeated.
- A Thunder Rage item will only auto-defeat Bombette???(Duplighost) if she is
  the last or second-to-last to be hit.  If at least two enemies are hit after
  her, she will only take 5 HP damage.


-------------------------------------------------------------------------------

+------------------+
| Bombette???(Lee) |
+------------------+

Location:      Toad Town
Level:         1
HP:            20
Attack:        2/3/5
Defence:       0
Type:          Ground
Sleep:         Fair, 2
Dizzy:         Good, 2
Shock:         Good, 3
Shrink:        Good, 3
Stop:          Good, 3
Fear:          Immune
Air-Lift:      Immune
Hurricane:     Immune
Running:       0

Attacks:
- Body Slam: slams her body into Mario (<see notes for attack power>, zap)

AI:
- She will transform back to Lee on her second turn.

Notes:
- Lee disguised as Bombette.
- Attack power of Body Slam depends on how the real Bombette is boosted.
  Unboosted: 2, super-ranked: 3, ultra-ranked: 5.


-------------------------------------------------------------------------------

+----------------+
| Bombshell Bill |
+----------------+

Location:      Bowser's Castle
Level:         24
HP:            3
Attack:        6
Defence:       0
Type:          Hover
Sleep:         Immune
Dizzy:         Good, 3
Shock:         Immune
Shrink:        Good, 3
Stop:          Immune
Fear:          Immune
Air-Lift:      Good
Hurricane:     Fair
Battle Coins:  0
Bonus Coins:   0 to 3
Items:         Super Shroom
Running:       39

Attacks:
- Sacrifice Slam: flies into Mario's neck (6, defeats Bombshell Bill, zap,
  first-strike)

Notes:
- If there are no enemies in front of them, and they were summoned from B.
  Bill Blasters in battle, then you can target any Bombshell Bill with ground
  attacks.
- Fire and explosion damage will automatically defeat the Bombshell Bill.
- Water Block provides no protection against the attack.
- If Sacrifice Slam misses Mario, then Bombshell Bill will leave the battle,
  and you will get no Star Points.
- Spin Hammer will not knock Bombshell Bill backwards.


-------------------------------------------------------------------------------

+-------------+
| Bony Beetle |
+-------------+

Location:      Bowser's Castle
Level:         25
HP:            8
Attack:        3
Defence:       4 (standing)
               0 (flipped over)
Type:          Ground, Top-Spiky (standing, spikes extended)
               Ground            (flipped over, or standing, spikes retracted)
Sleep:         Good, 2
Dizzy:         Good, 3
Shock:         Good, 2
Shrink:        Good, 3
Stop:          Good, 3
Fear:          Fair   (standing)
               Immune (flipped over)
Air-Lift:      Good
Hurricane:     Fair
Battle Coins:  2
Bonus Coins:   2 to 5
Items:         Super Shroom
Running:       32

Attacks:
- Shell Toss: speeds into Mario in its shell (3, first-strike)
- Spike Bounce: bounces spikes onto the rim of Mario's hat (5, first-strike)
- Stand Up: stands up, returning defence to 4, and becoming Top-Spiky if
  spikes are extended

AI:
- Uses Stand Up if flipped over.  Otherwise, uses Shell Toss when spikes are
  retracted, or Spike Bounce when spikes are extended.

Notes:
- Either has spikes extended or retracted.
- Starts battle with random status of spikes (although it can be seen
  beforehand with Bony Beetles found out of battle).
- A jump or quake attack will flip over the Bony Beetle.
- If not flipped over or inflicted with Sleep/Dizzy/Shock/Stop, a
  damage-dealing attack (excluding attacks that flip it over) will switch the
  status of the Bony Beetle's spikes.


-------------------------------------------------------------------------------

+--------------------+
| Bow???(Duplighost) |
+--------------------+

Location:      Shiver Mountain, Crystal Palace, Bowser's Castle
Level:         23
HP:            15
Attack:        1
Defence:       0
Type:          Flying
Sleep:         Fair, 2
Dizzy:         Good, 2
Shock:         Good, 3
Shrink:        Good, 3
Stop:          Good, 3
Fear:          Fair
Air-Lift:      Good
Hurricane:     Good
Battle Coins:  1
Running:       32

Attacks:
- Smack: slaps Mario multiple times, hitting him when she is expanded in size
  (1, <see notes for number of times>, once-zap)

Notes:
- A Duplighost disguised as Bow.
- The number of times Smack hits Mario depends on how the real Bow is boosted.
  Unboosted: 4, super-ranked: 5, ultra-ranked: 6.
- If Bow???(Duplighost) receives electrical damage or is successfully Shocked,
  she will transform back into a Duplighost.


-------------------------------------------------------------------------------

+-------------+
| Bow???(Lee) |
+-------------+

Location:      Toad Town
Level:         1
HP:            20
Attack:        1
Defence:       0
Type:          Flying
Sleep:         Fair, 2
Dizzy:         Good, 2
Shock:         Good, 3
Shrink:        Good, 3
Stop:          Good, 3
Fear:          Immune
Air-Lift:      Immune 
Hurricane:     Immune 
Running:       0

Attacks:
- Smack: slaps Mario multiple times, hitting him when she is expanded in size
  (1, <see notes for number of times>, once-zap)

AI:
- She will transform back to Lee on her second turn.

Notes:
- Lee disguised as Bow.
- The number of times Smack hits Mario depends on how the real Bow is boosted.
  Unboosted: 4, super-ranked: 5, ultra-ranked: 6.


-------------------------------------------------------------------------------

+-----------+
| Bowser(1) |
+-----------+

Location:      Peach's Castle
Level:         1
HP:            10
Attack:        1
Defence:       0
Type:          Ground

Attacks:
- Claw Swipe: swipes his claw at Mario (1)
- Power Up: powers up with star rod, boosting defence to 1
- Boosted Claw Swipe: swipes his claw at Mario (3)
- Boosted Flame Breath: Breathes fire at Mario (10)

AI:
1) Claw Swipe
2) Claw Swipe
3) Power Up, followed by Boosted Claw Swipe
4) Boosted Claw Swipe
5) Boosted Flame Breath
6) skips turn for rest of battle 

Notes:
- This Bowser is from the very first battle in the game.
- This battle is more of a cutscene, as you have no battle choices to make, no
  action commands to perform, and there is no luck involved.  You cannot win.
- For the curious, if you use a cheating device and beat Bowser, the game
  crashes.


-------------------------------------------------------------------------------

+-----------+
| Bowser(2) |
+-----------+

Location:      Peach's Castle
Level:         100
HP:            50
Attack:        6/8
Defence:       1 (normal)
               4 (boosted)
Type:          Ground
Sleep:         Poor, 2
Dizzy:         Poor, 2
Shock:         Poor, 2
Shrink:        Fair, 2
Stop:          Poor, 2
Fear:          Immune
Air-Lift:      Immune
Hurricane:     Immune

Attacks:
- Claw Swipe: stands in front of Mario for a moment, and then slashes him in
  the face (6/12, Poison [Good, 3], zap when not boosted)
- Heavy Jump: jumps on Mario's hat (6, Command Loss, zap when not boosted)
- Flame Breath: breathes a stream of fire at Mario, hitting him just as the
  stream reaches his back (8/16, fiery)
- Shockwave Drain: using Star Rod, releases shockwave that hits Mario, then
  his partner (Mario: 4, Partner: 3, lag-block: block when wave is more than
  one wave-length away)
- Power Up: uses Star Rod to increase defence to 4 and boost attack power
  (Bowser glows while boosted)
- Recover: recovers 20 HP

AI:
- Recover can be used only once.
- Power Up is used on Bowser(2)'s second turn.  Every time Mario negates it
  with Star Beam, he will use Power Up two to four turns after that point.
- Bowser(2) tends to use Flame Breath more than Claw Swipe, Heavy Jump, or
  Shockwave Drain.  He waits for any side effects of the latter three attacks
  to wear off before using them again.

Notes:
- This is the Bowser encountered in your second battle with him.
- For attacks with two power numbers, use the first number when Bowser is
  unboosted and the second number when he is boosted.
- While Bowser(2) is boosted, attacks that normally ignore defence will still
  be reduced by 4 (even Star Storm or items).
- Power Up will end the effects of Attack Drop (but not Shrink) prematurely.
  While boosted, Bowser(2) is immune to all status ailments.
- The effects of Power Up can be ended by using Star Beam.
- Shockwave Drain will also remove any positive status boosts: hammer/jump
  charging, stone, electric (except from Zap Tap badge), Water Block, Turbo
  Charge, and Cloud Nine.  It will also remove any charging Goombario may have
  done.  Blocking does not prevent this, but avoiding the attack (through
  invisibility or evasion) will.


-------------------------------------------------------------------------------

+-----------+
| Bowser(3) |
+-----------+

Location:      Peach's Castle
Level:         1
HP:            99
Attack:        8/10
Defence:       2 (normal)
               ? (boosted)
Type:          Ground
Sleep:         Immune
Dizzy:         Immune
Shock:         Immune
Shrink:        Immune
Stop:          Immune
Fear:          Immune
Air-Lift:      Immune
Hurricane:     Immune 

Attacks:
- Claw Swipe: stands in front of Mario for a moment, and then slashes his hat
  (8/16, Poison [Good, 3], zap when not boosted)
- Heavy Jump: jumps on Mario's hat (8/16, Command Loss, zap when not boosted)
- Flame Breath: breathes a stream of fire at Mario, hitting him just as the
  stream reaches his back (10/20, fiery)
- Shockwave Drain: using Star Rod, releases shockwave that hits Mario, then
  his partner (Mario: 6, Partner: 3, lag-block: block when wave is more than
  one wave-length away)
- Lightning Blast: draws power into the Star Rod, releases glow, and then
  instantly hits Mario as multiple lightning bolts strike (10/20)
- Power Up: uses Star Rod to become invincible and boost attack power (Bowser
  glows while boosted)
- Recover: recovers 30 HP

AI:
- Recover can be used up to three times before the interlude with Twink and
  Kammy, as well as up to three times after the interlude.
- Before the Twink/Kammy interlude, Bowser(3) will use Claw Swipe, Heavy Jump,
  or Flame Breath on his first turn, followed by Power Up on his second turn.
- Every time Mario negates the effects of Power Up with Peach Beam, he will
  use Power Up three or four turns after that point.
- Bowser(3) tends to use Flame Breath more than Lightning Blast, Claw Swipe,
  Heavy Jump, or Shockwave Drain.  He waits for any side effects of the latter
  three attacks to wear off before using them again.

Notes:
- This is the Bowser from the final fight in the game.
- For attacks with two power numbers, use the first number when Bowser is
  unboosted and the second number when he is boosted.
- While Bowser(3) is boosted, no attacks have any effect.
- Power Up will end Attack Drop prematurely.
- The effects of Power Up can be ended by using Peach Beam.
- Shockwave Drain will also remove any positive status boosts: hammer/jump
  charging, stone, electric (except from Zap Tap badge), Water Block, Turbo
  Charge, and Cloud Nine.  It will also remove any charging Goombario may have
  done.  Blocking does not prevent this, but avoiding the attack (through
  invisibility or evasion) will.
- During the first phase of the fight, use the Star Beam star power any time
  after Bowser(3) uses Power Up to cut away from battle and begin the
  Twink/Kammy interlude.
- Even though Mario becomes fully healed after the Twink/Kammy interlude,
  Bowser(3)'s HP remains unchanged.  However, Bowser(3) cannot be defeated
  before the Twink/Kammy interlude.  If his HP is reduced to zero within those
  first two rounds, he will keep fighting at 0 HP.  After the interlude, he
  will start with 1 HP.


-------------------------------------------------------------------------------

+-----------+
| Bowser??? |
+-----------+

Location:      Koopa Bros. Fortress
Level:         1
HP:            10
Attack:        1
Defence:       1
Type:          Ground
Sleep:         Immune
Dizzy:         Immune
Fear:          Immune

Attacks:
- Fist Drop: drops its fist on Mario (1, lag-block: block just as it starts
  dropping after shaking)

Notes:
- Is immediately replaced with Koopa Bros. when defeated.  This does not use
  up Koopa Bros.'s turn, nor cancel out Mario or his partner's possible unused
  turn.


-------------------------------------------------------------------------------

+------+
| Bulb |
+------+

Location:      Shy Guy's Toybox
Level:         1
HP:            8
Attack:        0
Defence:       1
Type:          Elevated
Sleep:         Immune
Dizzy:         Immune
Shock:         Immune
Shrink:        Immune
Stop:          Immune
Fear:          Immune
Air-Lift:      Immune

Notes:
- This is the lightbulb on General Guy's tank.
- If Bulb is defeated, then General Guy loses his Lightning Shot attack.
- Is defeated automatically when General Guy is defeated.


-------------------------------------------------------------------------------

+-------------+
| Bullet Bill |
+-------------+

Location:      Koopa Bros. Fortress
Level:         5
HP:            2
Attack:        2
Defence:       0
Type:          Hover
Sleep:         Immune
Dizzy:         Good, 4
Fear:          Immune
Battle Coins:  0
Bonus Coins:   0
Items:         <none>
Running:       32

Attacks:
- Sacrifice Slam: flies into Mario's neck (2, defeats Bullet Bill, zap,
  first-strike)

Notes:
- If there are no enemies in front of them, and they were summoned from Bill
  Blasters in battle, then you can target any Bullet Bill with ground attacks.
- Explosion damage will automatically defeat the Bullet Bill.
- If Sacrifice Slam misses Mario, then Bullet Bill will leave the battle, and
  you will get no Star Points.


-------------------------------------------------------------------------------

+--------+
| Buzzar |
+--------+

Location:      Mt. Rugged
Level:         35
HP:            40
Attack:        3
Defence:       0
Type:          Flying
Sleep:         Good, 2
Dizzy:         Good, 4
Shock:         Good, 2
Shrink:        Fair, 2
Stop:          Good, 3
Fear:          Immune
Air-Lift:      Immune
Hurricane:     Immune

Attacks:
- Claw Swoop: flies in low and swoops at Mario's face (3, zap)
- Feather Fling: tosses feathers at Mario's face (2)
- Grapple Drop: picks Mario up into the air and drops him, hitting him just as
  he hits the ground (4, rapid-block: <see notes>)
- High Swoop: flies in high and swoops at Mario's hat (4, zap)
- Wind Blast: sends wind at Mario and his partner (Mario: 3, Partner: 3,
  power-block: 2)

AI:
1) Wind Blast
2) Grapple Drop
3) Claw Swoop
4) Grapple Drop
5) Feather Fling
6) Grapple Drop
7) loop to 1)

For all of the turns:
- If Mario is electrified, High Swoop is used instead of Grapple Drop.
- If Buzzar is shrunk, loop to 3).  If not, but she took damage from touching
  an electrified Mario the previous round, loop to 1).

Notes:
- You can avoid fighting her by answering "Luigi" to her question.  You must
  do this every time you pass the bridge, however.
- You can avoid Grapple Drop in a fashion similar to running from a battle.
  The dodge-meter starts empty, and takes about 30 button presses to fill
  completely.  If you fail to avoid the attack, you can still block it like
  normal by pressing A as Mario hits the ground.
- High Swoop is actually Grapple Drop used against an electrified Mario.
  However, the blocking is different:  you can't dodge it, and you block as
  Buzzar touches Mario's hat.



-------------------------------------------------------------------------------

+--------------+
| Buzzy Beetle |
+--------------+

Location:      Dry Dry Ruins, Toad Town Tunnels
Level:         10
HP:            3
Attack:        2
Defence:       2 (standing)
               0 (flipped over)
Type:          Ground or Ceiling
Sleep:         Good, 3
Dizzy:         Good, 3
Shock:         Good, 3
Shrink:        Good, 3
Stop:          Good, 4
Fear:          Good   (standing)
               Immune (flipped over)
Air-Lift:      Good
Hurricane:     Good
Battle Coins:  1
Bonus Coins:   1 to 2
Items:         Super Soda
Running:       24

Attacks:
- Shell Toss: speeds into Mario in its shell (2, first-strike)
- Ceiling Drop: drops on the rim of Mario's hat (3, changes to Ground type,
  first-strike)
- Stand Up: stands up, returning defence to 2

AI:
- Uses Ceiling Drop if on the ceiling.  Uses Stand Up if flipped over.
  Otherwise, uses Shell Toss.

Notes:
- Will start battle either on the ground (most common) or on the ceiling.
- Immune to fire and explosion damage when not flipped over.
- A jump or quake attack will flip over the Buzzy Beetle.
- Any attack, successful or unsuccessful, will knock a Buzzy Beetle off of the
  ceiling, also flipping it over.


-------------------------------------------------------------------------------

+--------+
| Bzzap! |
+--------+

Location:      Forever Forest, Flower Fields
Level:         19
HP:            3
Attack:        6
Defence:       0
Type:          Flying
Sleep:         Fair, 3
Dizzy:         Good, 4
Shock:         Good, 3
Shrink:        Good, 3
Stop:          Good, 4
Fear:          Good
Air-Lift:      Good
Hurricane:     Good
Battle Coins:  1
Bonus Coins:   2 to 4
Items:         Honey Syrup, Maple Syrup
Running:       42

Attacks:
- Thorn Stab: swoops down and stings Mario in the eyes (6, Poison [Fair, 3],
  zap, first-strike, lag-block: press A just as the Bzzap! shoots its thorn
  out)
- Swarm Sting: summons five tiny bees that circle Mario twice and then sting
  him in succession (1, five times, Shrink [Poor, 2], lag-block: press A
  before each bee reaches the lowest point of its swoop)

Notes:
- You can fight two Bzzap!'s in Forever Forest by hitting the tree in the area
  with the HP Plus badge.


-------------------------------------------------------------------------------

+------+
| Chan |
+------+

Location:      Toad Town
Level:         1
HP:            15
Attack:        2
Defence:       2 (standing)
               0 (flipped over)
Type:          Ground
Sleep:         Poor, 3
Dizzy:         Fair, 3
Shock:         Fair, 3
Shrink:        Fair, 3
Stop:          Good, 4
Fear:          Immune
Air-Lift:      Immune
Hurricane:     Immune
Running:       0

Attacks:
- Shell Toss: speeds into Mario in his shell (2)
- Stand Up: stands up, returning defence to 2

AI:
- Uses Stand Up if flipped over.  Otherwise, uses Shell Toss.

Notes:
- Immune to fire and explosion damage when not flipped over.
- A jump or quake attack will flip over Chan.

-------------------------------------------------------------------------------

+-------+
| Chomp |
+-------+

Location:      Dry Dry Ruins
Level:         14
HP:            4
Attack:        3
Defence:       3
Type:          Ground
Sleep:         Immune
Dizzy:         Good, 2
Shrink:        Good, 3
Stop:          Fair, 3
Fear:          Immune
Air-Lift:      Immune

Attacks:
- Body Hurl: flings itself at the rim of Mario's hat (3, zap)

Notes:
- Summoned by Tutankoopa.
- Immune to fire attacks.
- Is defeated automatically when Tutankoopa is defeated (you won't get Star
  Points for defeating Chomp in this manner).


-------------------------------------------------------------------------------

+-------+
| Cleft |
+-------+

Location:      Mt. Rugged
Level:         10
HP:            2
Attack:        2
Defence:       2 (standing)
               0 (flipped over)
Type:          Ground, Top-Spiky (standing)
               Ground            (flipped over)
Sleep:         Poor, 2
Dizzy:         Fair, 2
Shock:         Fair, 3
Shrink:        Good, 3
Stop:          Good, 4
Fear:          Fair   (standing)
               Immune (flipped over)
Air-Lift:      Fair
Hurricane:     Fair
Battle Coins:  2
Bonus Coins:   1 to 3
Items:         <none>
Running:       12

Attacks:
- Spike Charge: charges into Mario (2, zap, first-strike)
- Struggle: flails legs (no effect)
- Stand Up: stands up, returning defence to 2 and becoming Top-Spiky

AI:
- Use Struggle if just flipped over, followed by Struggle the next round, and
  Stand Up the round after.  If standing upright, use Spike Charge.

Notes:
- Immune to Fire attacks.
- A damage-dealing explosion attack will flip over the Cleft.
- While flipped over, Spin Hammer will not push it backwards.


-------------------------------------------------------------------------------

+--------+
| Clubba |
+--------+

Location:      Tubba Blubba's Castle, Shy Guy's Toybox
Level:         13
HP:            8
Attack:        3
Defence:       0
Type:          Ground
Sleep:         Good, 4
Dizzy:         Good, 3
Shrink:        Good, 3
Stop:          Good, 3
Fear:          Good
Air-Lift:      Good
Hurricane:     n/a
Battle Coins:  1
Bonus Coins:   1 to 3
Items:         Super Shroom
Running:       24

Attacks:
- Heavy Club: clubs Mario on the head (3, first-strike)

Notes:
- Clubbas can only be fought until after acquiring the Mystical Key, although
  you may fight two Clubbas in Shy Guy's Toybox (sent by Kammy Koopa).


-------------------------------------------------------------------------------

+---------------+
| Crazee Dayzee |
+---------------+

Location:      Flower Fields
Level:         19
HP:            8
Attack:        4
Defence:       0
Type:          Ground
Sleep:         Good, 3
Dizzy:         Fair, 3
Shock:         Fair, 4
Shrink:        Poor, 3
Stop:          Poor, 4
Fear:          Good
Air-Lift:      Good
Hurricane:     Good
Battle Coins:  1
Bonus Coins:   1 to 4
Items:         Honey Syrup, Maple Syrup
Running:       32

Attacks:
- Painful Song: sings 13 notes at Mario, hits about half a second after the
  last note leaves the Crazee Dayzee's mouth (4, Sleep [Poor, 3])

AI:
- Might run away when its HP gets below 5.  The lower its HP, the higher the
  chance of running away.  Almost guaranteed to run at 1 HP.


-------------------------------------------------------------------------------

+-------------+
| Crystal Bit |
+-------------+

Location:      Crystal Palace
Level:         1
HP:            1
Attack:        0
Defence:       0
Type:          Flying
Sleep:         Immune
Dizzy:         Immune
Shock:         Immune
Shrink:        Immune
Stop:          Immune
Fear:          Immune
Air-Lift:      Immune
Hurricane:     Immune

Notes:
- Created by Crystal King.
- Immune to ice attacks.
- Defeated automatically if Crystal King is inflicted with Sleep, Dizzy,
  Shock, or Stop.


-------------------------------------------------------------------------------

+--------------+
| Crystal King |
+--------------+

Location:      Crystal Palace
Level:         85
HP:            70
Attack:        6
Defence:       2
Type:          Ground or Flying
Sleep:         Poor, 2
Dizzy:         Fair, 2
Shock:         Fair, 2
Shrink:        Immune
Stop:          Fair, 2
Fear:          Immune
Air-Lift:      Immune
Hurricane:     Immune

Attacks:
- Bit Spit: spits all present Crystal Bits at Mario one at a time (4, one to
  three times, lag-block: block before each bit hits Mario)
- Ice Bolt: spits blue lightning at Mario, hitting him a split second after
  the bolt touches him (6, Freeze [Good, 2])
- Icy Breath: together with both of his illusions, blows blue wind at Mario,
  hitting him just as the wind fully disappears (8)
- Summon Bits: summons three Crystal Bits
- Make Illusions: creates two duplicate illusions
- Make Parallusions: changes type to Flying, and then creates two duplicate
  illusions
- Recover: recovers 20 HP

AI:
Phase 1:
- If any Crystal Bits are present, uses Bit Spit.
- If there are no Crystal Bits, and Summon Bits was not used the previous
  round, uses Summon Bits.  Otherwise, uses Ice Bolt.
- The first time Crystal King would use Summon Bits, but his HP is 35 or
  below, he uses Ice Bolt instead.
- The second time this occurs, he starts Phase 2 if his HP is from 21 to 35,
  or he starts Phase 3 if his HP is 20 or below.

Phase 2:
- If illusions are present, uses Icy Breath.
- If Crystal King is alone, and Make Illusions was not used the previous
  round, uses Make Illusions.  Otherwise, uses Ice Bolt.
- If Crystal King would use Make Illusions, but his HP is 20 or below, he
  starts Phase 3.

Phase 3:
- If illusions are present, uses Icy Breath.
- If Crystal King is alone, and Make Parallusions was not used the previous
  round, uses Make Parallusions.  Otherwise, uses Ice Bolt.

- Crystal King may randomly decide to use Recover if his HP is 38 or below
  (even if Crystal Bits or illusions are present).  The lower his HP, the
  higher the probability that he will use Recover.  He can only use it a total
  of two times, however.
- Crystal King will not backtrack to an earlier phase, even if Recover makes
  his HP high enough.

Notes:
- Starts the battle with three Crystal Bits.
- Immune to ice attacks.
- Takes +2 damage from Kooper's Fire Shell (but not Fire Flower item).
- When Make Illusions or Make Parallusions is used, it is random which is the
  real Crystal King and which are fakes.  Any damage or successful status
  ailment inflicted on Crystal King will destroy his clones, as well as return
  Crystal King to Ground type if he is flying.
- When calculating star points, the game considers there to have been four
  enemies at the start of battle.


-------------------------------------------------------------------------------

+------------+
| Dark Koopa |
+------------+

Location:      Toad Town Tunnels
Level:         18
HP:            8
Attack:        3
Defence:       2 (standing)
               0 (flipped over)
Type:          Ground
Sleep:         Good, 3
Dizzy:         Fair, 2
Shock:         Good, 4
Shrink:        Good, 3
Stop:          Good, 4
Fear:          Good   (standing)
               Immune (flipped over)
Air-Lift:      Good
Hurricane:     Good
Battle Coins:  1
Bonus Coins:   3 to 4
Items:         POW Block
Running:       24

Attacks:
- Shell Toss: speeds into Mario in its shell (3, first-strike)
- Dizzy Tornado: spins in front of Mario for 2 seconds (Dizzy [Good, 2])
- Stand Up: stands up, returning defence to 2

AI:
- Uses Stand Up if flipped over.  If standing upright, randomly uses Shell
  Toss or Dizzy Tornado.

Notes:
- A jump or quake attack will flip over the Dark Troopa.
- If the Dark Koopa is smiling and running on the spot, it will use Dizzy
  Tornado next.  If it is not smiling, it will use Shell Toss.


-------------------------------------------------------------------------------

+-----------+
| Dry Bones |
+-----------+

Location:      Bowser's Castle
Level:         30
HP:            8
Attack:        4
Defence:       2
Type:          Ground
Sleep:         Immune
Dizzy:         Immune
Shock:         Fair, 3
Shrink:        Good, 3
Stop:          Good, 3
Fear:          Poor
Air-Lift:      Good
Hurricane:     Good
Battle Coins:  0
Bonus Coins:   0 to 5
Items:         Super Shroom
Running:       36

Attacks:
- Bone Throw: throws a bone at Mario's chin (4, first-strike)
- Shake: vibrates a bit (no effect)
- Reassemble: comes back together and stands up (recovers all HP, is no longer
  collapsed)

AI:
- Uses Shake if just collapsed, followed by Reassemble the next round.  If not
  collapsed, uses Bone Throw.

Notes:
- Reducing a Dry Bones' HP to zero will not defeat it, but simply cause it to
  collapse and lose any status change (good or bad).
- If collapsed Dry Bones are the only enemies that remain, the battle will
  end.  However, no Star Points will be earned from the collapsed Dry Bones.
- The only way to defeat a Dry Bones is to inflict fire or explosion damage,
  which will automatically defeat it (even if it is collapsed).  The only
  other attacks that will affect a collapsed Dry Bones are Air Lift,
  Hurricane, and Up and Away.
- Out of battle, you can deflect its Bone Throw first-strike with a jump,
  hammer, spindash, Kooper, or Bombette attack.
- Even with Mario at level 27 (the maximum), you cannot use the
  First/Spin/Bump Attack badges to automatically defeat Dry Bones.


-------------------------------------------------------------------------------

+------------+
| Duplighost |
+------------+

Location:      Shiver Mountain, Crystal Palace, Bowser's Castle
Level:         23
HP:            15
Attack:        4
Defence:       0
Type:          Ground
Sleep:         Fair, 2
Dizzy:         Good, 2
Shock:         Good, 4
Shrink:        Good, 3
Stop:          Good, 3
Fear:          Fair
Air-Lift:      Good
Hurricane:     Good
Battle Coins:  1
Bonus Coins:   2 to 6
Items:         Mystery?
Running:       32

Attacks:
- Headbutt: hurls itself at Mario's face (4, zap)
- Copy: transforms into Mario's current partner

AI:
- If the Duplighost transforms back to normal, it will not try to use Copy
  again.

Notes:
- The Duplighost will retain any status changes (good or bad) when it
  transforms.
- See the appropriate entry for each of its transformations.


-------------------------------------------------------------------------------

+-----------------+
| Electro Blooper |
+-----------------+

Location:      Toad Town Tunnels
Level:         50
HP:            50
Attack:        4
Defence:       0
Type:          Flying
Sleep:         Fair, 2
Dizzy:         Fair, 3
Shock:         Fair, 2 (normal)
               Immune  (electrified)
Shrink:        Good, 2
Stop:          Good, 3 (normal)
               Immune  (electrified)
Fear:          Immune
Air-Lift:      Immune
Hurricane:     Immune

Attacks:
- Spin Drop: drops on the bottom line of Mario's hat (4, zap)
- Ink Blast: shoots a stream of ink at Mario, hitting him a half-second later
  (4)
- Electric Drop: drops on the bottom line of Mario's hat (6, loses electric
  charge)
- Electric Charge: makes self electrified

AI:
1) If shrunk, uses Spin Drop and repeats this step the next round.  Otherwise,
   randomly chooses between Spin Drop and Ink Blast.
2) Electric Charge
3) If electrically charged, uses Electric Drop and repeats this step the next
   round.  Otherwise, loop to 1). 

Notes:
- There are three locations in the Toad Town Sewers where Mario can fight a
  Blooper boss.  When Mario comes to a second spot (after already fighting
  Blooper at another spot), he will face this boss.
- Electric Drop will not make Electro Blooper lose its electric charge if the
  attack misses Mario or Mario is electrified.
- If Electro Blooper is inflicted with a status ailment or takes damage (even
  if the attacker also takes damage), it will lose its electric charge.


-------------------------------------------------------------------------------

+-------+
| Ember |
+-------+

Location:      Star Road
Level:         24
HP:            10
Attack:        4
Defence:       0
Type:          Hover, Fiery
Sleep:         Immune
Dizzy:         Good, 4
Shock:         Immune
Shrink:        Good, 3
Stop:          Good, 4
Fear:          Fair
Hurricane:     Good
Battle Coins:  1
Bonus Coins:   4 to 6
Items:         Shooting Star
Running:       24

Attacks:
- Fire Bop: "hops" on the rim of Mario's hat (4, fiery, zap)
- Fireball Barrage: shoots four miniature Embers at Mario's partner, the
  second one hitting him/her (3)

AI:
- Tends to use Fire Bop most of the time.  Fireball Barrage is not used if
  Mario's partner is dazed.

Notes:
- Immune to fire damage.
- Ice and water attacks do +2 damage.
- Dealing damage to an Ember with an attack that cannot target multiple
  enemies will spawn a new Ember.  The new Ember will have the same HP as the
  parent Ember did after the attack, and it will not have any of the parent
  Ember's status changes.
- An Ember can only be spawned if there are fewer than four enemies present.
- Once an Ember has spawned a new Ember, it will never spawn another one
  (exception: Bow's Fan Smack will spawn a new Ember with each hit).
- Tertiary Embers (an Ember that was created from an Ember that was created
  from an initially present Ember) usually cannot spawn any new Embers.


-------------------------------------------------------------------------------

+--------------+
| Forest Fuzzy |
+--------------+

Location:      Forever Forest
Level:         11
HP:            6
Attack:        1
Defence:       0
Type:          Ground
Sleep:         Good, 2
Dizzy:         Good, 3
Shock:         Good, 3
Shrink:        Good, 3
Stop:          Good, 4
Fear:          Good
Air-Lift:      Good
Hurricane:     Good
Battle Coins:  1
Bonus Coins:   0 to 2
Items:         Thunder Bolt
Running:       36

Attacks:
- Sucky Kiss: hops on Mario's head, wobbles, leans back and kisses Mario (1,
  recovers HP equal to damage done to Mario, immune-zap)
- Create Friend: summons another Forest Fuzzy

AI:
- Create Friend is only used if there are less than 4 enemies present.  The
  new Forest Fuzzy will have full HP.

Notes:
- Water Block does not provide any protection against Sucky Kiss.


-------------------------------------------------------------------------------

+---------------+
| Frost Piranha |
+---------------+

Location:      Shiver Field, Shiver Mountain
Level:         22
HP:            10
Attack:        4
Defence:       0
Type:          Ground
Sleep:         Good, 4
Dizzy:         Fair, 3
Shock:         Good, 3
Shrink:        Fair, 3
Stop:          Good, 4
Fear:          Poor
Air-Lift:      Poor
Hurricane:     Poor
Battle Coins:  1
Bonus Coins:   1 to 4
Items:         <none>
Running:       18

Attacks:
- Jaw Clamp: bites Mario's neck (4, zap, first-strike)
- Icy Breath: breathes a purple cloud at Mario (Freeze [Good, 2], lag-block:
  block when the cloud is centred over Mario's nose)

AI:
- Tends to use Jaw Clamp more often than Icy Breath.

Notes:
- Immune to ice attacks.
- Takes +2 damage from fire attacks and Egg Missile item.
- When calculating star points, the game considers there to have been four
  enemies at the start of battle if any Gulpits were present.


-------------------------------------------------------------------------------

+-----------+
| Fuzzipede |
+-----------+

Location:      Toad Town Harbor
Level:         43
HP:            20
Attack:        3
Defence:       0
Type:          Ground, Elevated, or Ceiling
Sleep:         Fair, 2
Dizzy:         Good, 2
Shock:         Good, 3
Shrink:        Fair, 3
Stop:          Fair, 2
Fear:          Immune

Attacks:
- Headbonk: jumps on the rim of Mario's hat (3, zap)
- Headbutt: flings itself at the front of Mario's hat (3, Command Loss, zap)
- Recover: recovers 4 HP

AI:
- Doesn't use Recover if on the ceiling or HP is above 7.

Notes:
- If Watt is not Mario's active partner, then it will be too dark to target
  Fuzzipede.
- Every time Headbonk or Headbutt is used, Fuzzipede will change its type.  It
  has the following cycle: Elevated, Ceiling, Ceiling, Ground, Ceiling,
  <restart cycle>.
- If Fuzzipede is on the ceiling and inflicted with Sleep, Dizzy, Shock, or
  Stop, then dealing damage will change him to Ground type.  If, before he
  next uses Headbonk or Headbutt, Mario hits him with a timed Spin Hammer, he
  will change to Elevated type, although a graphical glitch makes it look like
  he upright on the ceiling.  Once he uses Headbonk or Headbutt, he returns to
  normal.


-------------------------------------------------------------------------------

+-------+
| Fuzzy |
+-------+

Location:      Behind Koopa Village, Shy Guy's Toybox
Level:         6
HP:            3
Attack:        1
Defence:       0
Type:          Ground
Sleep:         Good, 3
Dizzy:         Good, 3
Shrink:        Good, 3
Stop:          Good, 4
Fear:          Good
Air-Lift:      Good
Battle Coins:  1
Bonus Coins:   0 to 1
Items:         <none>
Running:       32

Attacks:
- Sucky Kiss: hops on Mario's head, wobbles, leans back and kisses Mario (1,
  recovers HP equal to damage done to Mario, immune-zap)

Notes:
- Fuzzies can only be fought until after returning to Koopa Village with
  Kooper, although you may fight four Fuzzies in Shy Guy's Toybox (sent by
  Kammy Koopa).


-------------------------------------------------------------------------------

+-------------+
| General Guy |
+-------------+

Location:      Shy Guy's Toybox
Level:         73
HP:            30
Attack:        4
Defence:       2
Type:          Ground
Sleep:         Immune
Dizzy:         Immune
Shock:         Immune
Shrink:        Immune
Stop:          Immune
Fear:          Immune
Air-Lift:      Immune
Hurricane:     Immune

Attacks:
- Bomb Throw: throws a bomb at the rim of Mario's hat (4)
- Lightning Shot: shoots lightning at Mario, then his partner, hitting the
  character as the bolt begins to fade (Mario: 5, Partner: 2)

AI:
- Does not use Lightning Shot if Bulb (see entry) is defeated or partner is
  dazed.

Notes:
- Watt is immune to the effects of Lightning Shot.
- When calculating star points, the game considers there to have been three
  enemies at the start of battle.


-------------------------------------------------------------------------------

+---------+
| Gloomba |
+---------+

Location:      Toad Town Tunnels
Level:         11
HP:            7
Attack:        2
Defence:       0
Type:          Ground
Sleep:         Good, 3
Dizzy:         Good, 3
Shock:         Good, 3
Shrink:        Good, 3
Stop:          Good, 4
Fear:          Good
Air-Lift:      Good
Hurricane:     Good
Battle Coins:  1
Bonus Coins:   1 to 2
Items:         Dizzy Dial, Sleepy Sheep
Running:       18

Attacks:
- Headbonk: jumps on Mario's nose (2, zap)


-------------------------------------------------------------------------------

+-------------+
| G Magikoopa |
+-------------+

Location:      Flower Fields, Crystal Palace
Level:         21
HP:            11
Attack:        3
Defence:       0
Type:          Ground or Flying
Sleep:         Fair, 3
Dizzy:         Good, 3
Shock:         Good, 3
Shrink:        Good, 3
Stop:          Good, 3
Fear:          Fair
Air-Lift:      Good
Hurricane:     Good
Battle Coins:  2
Running:       36

Attacks:
- Defence Boost: increases an enemy's defence power by 1 (lasts until enemy is
  defeated)
- Magic Blast: shoots a magical spell at the rim of Mario's hat (3)
- Wand Strike: thrusts its wand in Mario's stomach, hitting Mario a split
  second later (3)

AI:
- Defence Boost is never cast on any type of Magikoopa, or the caster itself.
- If there are any boostable enemies not with a full defence increase (+3),
  casts Defence Boost (cycles through all enemies in order from the front).
  Otherwise, uses Magic Blast if flying, and Wand Strike if standing the
  ground.
- Tends to run away if alone.

Notes:
- Can be flying on a broomstick or standing on the ground.
- A POW Block or any timed jump attack (excluding Sushie's Belly Flop) will
  knock a flying G Magikoopa off of its broom, turning it to Ground type.
- An enemy can be boosted by Defence Boost up to three times.
- The effects of Defence Boost can be ended earlier by casting Star Beam.


-------------------------------------------------------------------------------

+--------------+
| G Ninjakoopa |
+--------------+

Location:      Koopa Bros. Fortress
Level:         16
HP:            5
Attack:        1
Defence:       1 (standing)
               0 (flipped over)
Type:          Ground
Sleep:         Fair, 2
Dizzy:         Fair, 2
Fear:          Immune

Attacks:
- Shell Toss: rushes past Mario in its shell (1, lag-block: block before it
  hits Mario)
- Join Tower: leaps on top of Koopa Bros., joining the tower
- Struggle: flails limbs (no effect)
- Stand Up: stands up, returning defence to 1

AI:
- Use Struggle if just flipped over, followed by Stand Up the next round.
- If standing upright, uses Join Tower if Koopa Bros. exists (will create a
  new tower if there are any Ninjakoopas able to join it the same round),
  otherwise uses Shell Toss.

Notes:
- A jump or quake attack will flip over G Ninjakoopa.
- If you successfully inflict G Ninjakoopa with Sleep or Dizzy, he will only 
  skip one of his turns, even though a two is displayed.
- When calculating star points, the game considers there to have been four
  enemies at the start of battle.


-------------------------------------------------------------------------------

+--------+
| Goomba |
+--------+

Location:      Jr. Troopa's Playground, Goomba Road, Pleasant Path, 
               Shy Guy's Toybox
Level:         5
HP:            2
Attack:        1
Defence:       0
Type:          Ground
Sleep:         Good, 3
Dizzy:         Good, 3
Shock:         Good, 3
Shrink:        Good, 3
Stop:          Good, 4
Fear:          Good
Air-Lift:      Good
Hurricane:     Good
Battle Coins:  1
Bonus Coins:   0
Items:         Mushroom
Running:       6

Attacks:
- Headbonk: jumps on Mario's nose (1, zap)

Notes:
- You may fight a single Goomba in Shy Guy's Toybox (sent by Kammy Koopa).


-------------------------------------------------------------------------------

+-------------+
| Goomba King |
+-------------+

Location:      Goomba Road
Level:         49
HP:            10
Attack:        1
Defence:       0
Type:          Ground

Attacks:
- Spin Kick: spins around and kicks Mario (1)
- Ground Stomp: stomps the ground, dropping spiky goomnuts on Mario (2)

AI:
- Ground Stomp can be used only once.

Notes:
- The Goomnut Tree in the background can be hit with any attack (except for a
  Fire Flower item).  The first time you hit the Goomnut Tree, a spiky goomnut
  will drop on Goomba King, then Red Goomba(2), then Blue Goomba(2), doing 3
  damage to each.  Any future hits to the tree do nothing.
- When calculating star points, the game considers there to have been three
  enemies at the start of battle.


-------------------------------------------------------------------------------

+--------------------------+
| Goombario???(Duplighost) |
+--------------------------+

Location:      Shiver Mountain, Crystal Palace, Bowser's Castle
Level:         23
HP:            15
Attack:        1/2/3
Defence:       0
Type:          Ground
Sleep:         Fair, 2
Dizzy:         Good, 2
Shock:         Good, 3
Shrink:        Good, 3
Stop:          Good, 3
Fear:          Fair
Air-Lift:      Good
Hurricane:     Good
Battle Coins:  1
Running:       32

Attacks:
- Headbonk: jumps on Mario's head twice (<see notes for attack power>, two
  times, once-zap)
- Tattle: tattles on Mario (no effect)

AI:
- Headbonk is used more often than Tattle.

Notes:
- A Duplighost disguised as Goombario.
- Attack power of Headbonk depends on how the real Goombario is boosted.
  Unboosted: 1, super-ranked: 2, ultra-ranked: 3.
- If Goombario???(Duplighost) receives electrical damage or is successfully
  Shocked, he will transform back into a Duplighost.


-------------------------------------------------------------------------------

+-------------------+
| Goombario???(Lee) |
+-------------------+

Location:      Toad Town
Level:         1
HP:            20
Attack:        1/2/3
Defence:       0
Type:          Ground
Sleep:         Fair, 2
Dizzy:         Good, 2
Shock:         Good, 3
Shrink:        Good, 3
Stop:          Good, 3
Fear:          Immune
Air-Lift:      Immune
Hurricane:     Immune
Running:       0

Attacks:
- Headbonk: jumps on Mario's head twice (<see notes for attack power>, two
  times, once-zap)
- Tattle: tattles on Mario (no effect)

AI:
- Headbonk is used more often than Tattle.
- He will transform back to Lee on his second turn.

Notes:
- Lee disguised as Goombario.
- Attack power of Headbonk depends on how the real Goombario is boosted.
  Unboosted: 1, super-ranked: 2, ultra-ranked: 3.


-------------------------------------------------------------------------------

+------------+
| Groove Guy |
+------------+

Location:      Shy Guy's Toybox
Level:         15
HP:            7
Attack:        2
Defence:       0
Type:          Ground
Sleep:         Good, 3
Dizzy:         Fair, 2
Shock:         Good, 4
Shrink:        Good, 3
Stop:          Good, 4
Fear:          Good
Air-Lift:      Good
Hurricane:     Good
Battle Coins:  2
Bonus Coins:   0 to 3
Items:         Fright Jar, Mystery?
Running:       32

Attacks:
- Dash Attack: runs into Mario's boot (2, zap)
- Dizzy Dance: spins in front of Mario for one and a half seconds (Dizzy
  [Fair, 2], zap)
- Backup Call: summons one of the following: Shy Guy, Groove Guy, Medi Guy

AI:
- Backup Call can only be used if there are less than 4 enemies present.
- Dizzy Dance isn't used if Mario is dizzy.


-------------------------------------------------------------------------------

+---------------+
| GRY Magikoopa |
+---------------+

Location:      Crystal Palace
Level:         21
HP:            11
Attack:        3
Defence:       0
Type:          Ground or Flying
Sleep:         Fair, 3
Dizzy:         Good, 3
Shock:         Good, 3
Shrink:        Good, 3
Stop:          Good, 3
Fear:          Fair
Air-Lift:      Good
Hurricane:     Good
Battle Coins:  2
Running:       36

Attacks:
- Invisible Boost: turns an enemy invisible for two rounds
- Magic Blast: shoots a magical spell at the rim of Mario's hat (3)
- Wand Strike: thrusts its wand in Mario's stomach, hitting Mario a split
  second later (3)

AI:
- Invisible Boost is never cast on any type of Magikoopa, or the caster itself.
- If there are any boostable enemies not invisible, casts Invisible Boost
  (cycles through all enemies in order from the front).  Otherwise, uses Magic
  Blast if flying, and Wand Strike if standing the ground.
- Tends to run away if alone.

Notes:
- Can be flying on a broomstick or standing on the ground.
- A POW Block or any timed jump attack (excluding Sushie's Belly Flop) will
  knock a flying GRY Magikoopa off of its broom, turning it to Ground type.
- The effects of Invisible Boost can be ended earlier by casting Star Beam.


-------------------------------------------------------------------------------

+--------+
| Gulpit |
+--------+

Location:      Shiver Field; Shiver Mountain
Level:         22
HP:            12
Attack:        2
Defence:       0
Type:          Ground
Sleep:         Good, 3
Dizzy:         Good, 3
Shock:         Good, 4
Shrink:        Good, 3
Stop:          Good, 4
Fear:          Good
Air-Lift:      Fair
Hurricane:     Fair
Battle Coins:  1
Bonus Coins:   1 to 4
Items:         Pebble, Super Shroom
Running:       24

Attacks:
- Large Rock Spit: spits a large rock at Mario's forehead (7, eliminates a
  large rock, lag-block: block just before it hits Mario)
- Rock Spit: spits a small rock at Mario's forehead (5, eliminates a small
  rock, lag-block: block just before it hits Mario)
- Face Lick: licks Mario's face (2, zap, first-strike, lag-block: block while
  the tongue is over Mario's face)

AI:
- If shrunk or out of rocks, uses Face Lick.  Otherwise, picks a random rock
  to spit at Mario.

Notes:
- Any battle with at least one Gulpit will start with three large rocks and
  two small rocks.
- Mario can destroy a single rock with any jump attack (except for
  Multibounce) or any non-quake hammer attack (except for Hammer Throw).  Spin
  Hammer will only destroy the rock with an unsuccessful action command.
- The following partner attacks can be used to destroy a single rock:
  Headbonk, Multibonk, Shell Toss, Body Slam, Bomb, Sky Dive, Shell Shot,
  Belly Flop.
- When calculating star points, the game considers there to have been four
  enemies at the start of battle if any Gulpits were present.


-------------------------------------------------------------------------------

+--------------+
| Hammer Bros. |
+--------------+

Location:      Bowser's Castle, Shy Guy's Toybox
Level:         27
HP:            12
Attack:        5
Defence:       1
Type:          Ground
Sleep:         Good, 2
Dizzy:         Good, 2
Shock:         Good, 3
Shrink:        Good, 3
Stop:          Good, 2
Fear:          Fair
Air-Lift:      Good
Hurricane:     Good
Battle Coins:  2
Bonus Coins:   0 to 3
Items:         Super Shroom
Running:       46

Attacks:
- Hammer Throw: throws a hammer at Mario's nose (5, Shrink [Good, 2],
  first-strike)
- Hammer Surge: throws 5 hammers at Mario's nose (2, five times, Shrink [Fair,
  2])

AI:
- Uses Hammer Surge if HP is 4 or below.  Otherwise, uses Hammer Throw.

Notes:
- Out of battle, you can deflect its Hammer Throw first-strike with a jump,
  hammer, spindash, Kooper, or Bombette attack.
- You may fight a single Hammer Bros. in Shy Guy's Toybox (sent by Kammy
  Koopa).


-------------------------------------------------------------------------------

+--------------+
| Huff N. Puff |
+--------------+

Location:      Cloudy Climb
Level:         80
HP:            60
Attack:        5
Defence:       0
Type:          Flying
Sleep:         Immune
Dizzy:         Immune
Shock:         Immune
Shrink:        Immune
Stop:          Immune
Fear:          Immune
Air-Lift:      Immune
Hurricane:     Immune

Attacks:
- Body Slam: drops on Mario's legs (5)
- Wind Breath: blows yellow wind at Mario (7, power-block: 5)
- Ground Slam: flies into the air and slams the ground with all of his Tuff
  Puffs (<see notes for attack power>, lag-block: block before he hits the
  ground)
- Electric Charge: makes self electrified
- Ground Lightning: shoots the ground with lightning, hitting Mario as the
  lightning shockwaves clear from under Huff N. Puff (12, loses electric
  charge)
- Direct Lightning: flies over Mario for one and a half seconds, and shoots
  him with lightning, hitting him the instant the lightning is released (10,
  loses electric charge)
- Puff Inhale: eats all present Tuff Puffs (recovers 1 HP for each small one,
  2 HP for each big one)

AI:
1) Puff Inhale
2) Wind Breath
3) Puff Inhale
4) Electric Charge
5) Ground Lightning
6) Puff Inhale
7) Wind Breath
8) Electric Charge
9) Direct Lightning
10) Puff Inhale
11) Electric Charge
12) Ground Lightning
13) loop back to 1)
- If there are no Tuff Puffs present, then Body Slam is used instead of Puff
  Inhale.  Huff N. Puff may use Body Slam even if there are Tuff Puffs
  present; the fewer the number of Tuff Puffs, and the lower Huff N. Puff's
  HP, the higher the chances of him not using Puff Inhale.
- If Huff N. Puff's HP is 5 or below and he is not electrified, he will start
  using Ground Slam every turn for the rest of the battle.

Notes:
- Immune to electric damage.
- Water Block doesn't provide any protection against Ground Lightning or
  Direct Lightning.
- Any damage done to Huff N. Puff will spawn a number of Tuff Puffs
  representing the damage done to him: small ones represent 1 HP and large
  ones represent 2 HP.  However, he can only spawn up to four Tuff Puffs with
  each hit, and if the action command for the attack failed (no "NICE"
  appears), then only small Tuff Puffs can be spawned (item attacks and Star
  Storm are considered to have the action command failed).  Also, there can
  only be a maximum of ten Tuff Puffs present; any others will fall through
  the floor (same effect as defeating them).
- When attacking with Star Storm, Shooting Star, Multibounce, and Spiny Surge,
  the Tuff Puffs generated from hitting Huff N. Puff are always present after
  the attack.  For all other multi-target attacks, the Tuff Puffs generated
  from hitting Huff N. Puff only remain if there is room before the existing
  Tuff Puffs are defeated (although Snowman Doll, Air Raid, and Tidal Wave
  tend to always leave 2 HP worth of Tuff Puffs in place of the front-most
  existing Tuff Puffs).
- If Huff N. Puff is inflicted with Attack Drop, then any Tuff Puffs he spawns
  will also have Attack Drop (with the same number of turns remaining).
- The attack power of Ground Slam is equal to 5 plus the number of Tuff Puffs
  present; therefore, it ranges from 5 to 15 (the size of the Tuff Puffs
  does not matter).  Even though the Tuff Puffs take part in the attack, they
  still do their swarm attack beforehand.


-------------------------------------------------------------------------------

+------------+
| Hurt Plant |
+------------+

Location:      Jade Jungle
Level:         16
HP:            8
Attack:        2
Defence:       0
Type:          Ground
Sleep:         Good, 4
Dizzy:         Fair, 2
Shock:         Good, 3
Shrink:        Good, 3
Stop:          Good, 4
Fear:          Good
Air-Lift:      Poor
Hurricane:     Poor
Battle Coins:  1
Bonus Coins:   0 to 2
Items:         Tasty Tonic, Super Soda
Running:       18

Attacks:
- Poison Chomp: bites Mario's legs, hits just after jaw closes (3, Poison
  [Good, 3], zap)

Notes:
- If Mario is poisoned, the Hurt Plant's attack will not re-poison Mario.


-------------------------------------------------------------------------------

+-------------+
| Hyper Cleft |
+-------------+

Location:      Gusty Gulch
Level:         15
HP:            4
Attack:        3
Defence:       3 (standing)
               1 (flipped over)
Type:          Ground, Top-Spiky (standing)
               Ground            (flipped over)
Sleep:         Poor, 2
Dizzy:         Fair, 2
Shock:         Fair, 3
Shrink:        Good, 3
Stop:          Good, 4
Fear:          Fair   (standing)
               Immune (flipped over)
Air-Lift:      Fair
Hurricane:     Fair
Battle Coins:  2
Bonus Coins:   1 to 3
Items:         <none>
Running:       18

Attacks:
- Spike Charge: charges into Mario (3, zap, first-strike)
- Missle-Charge: charges into Mario's arm (8, loses charge, zap)
- Struggle: flails legs (no effect)
- Stand Up: stands up, returning defence to 3 and becoming Top-Spiky
- Charge Up: becomes charged up

AI:
- Uses Struggle if just flipped over, followed by Struggle the next round, and
  Stand Up the round after.
- If standing upright, uses Missile-Charge if charged up; otherwise, randomly
  picks from Spike Charge and Charge Up.
- Hyper Clefts, Hyper Paragoombas, and Hyper Goombas tend to use Charge Up on
  the same round as each other.

Notes:
- Immune to Fire attacks.
- A damage-dealing explosion attack will flip over the Hyper Cleft.  While
  flipped over, Spin Hammer will not push it backwards.


-------------------------------------------------------------------------------

+--------------+
| Hyper Goomba |
+--------------+

Location:      Gusty Gulch, Windy Mill
Level:         12
HP:            7
Attack:        1
Defence:       0
Type:          Ground
Sleep:         Good, 3
Dizzy:         Good, 3
Shock:         Good, 3
Shrink:        Good, 3
Stop:          Good, 4
Fear:          Good
Air-Lift:      Good
Hurricane:     Good
Battle Coins:  1
Bonus Coins:   0 to 2
Items:         Dried Shroom
Running:       24

Attacks:
- Headbonk: jumps on Mario's nose (1, zap)
- Missile-Bonk: shoots into Mario's hat (8, loses charge, zap)
- Charge Up: becomes charged up

AI:
- If charged up, uses Missile-Bonk.  Otherwise, randomly picks from Headbonk
  and Charge Up.
- Hyper Clefts, Hyper Paragoombas, and Hyper Goombas tend to use Charge Up on
  the same round as each other.


-------------------------------------------------------------------------------

+------------------+
| Hyper Paragoomba |
+------------------+

Location:      Gusty Gulch
Level:         12
HP:            7
Attack:        1
Defence:       0
Type:          Flying
Sleep:         Good, 3
Dizzy:         Good, 4
Shock:         Good, 3
Shrink:        Good, 3
Stop:          Good, 4
Fear:          Good
Air-Lift:      Good
Hurricane:     Good
Battle Coins:  1
Bonus Coins:   0 to 2
Items:         Dried Shroom
Running:       32

Attacks:
- Dive Kick: dives to kick Mario on the front of his hat (1, zap, first-strike)
- Missile-Dive: shoots into the space above Mario's hat's rim (8, loses
  charge, zap)
- Charge Up: becomes charged up

AI:
- If charged up, uses Missile-Dive.  Otherwise, randomly picks from Dive Kick
  and Charge Up.
- Hyper Clefts, Hyper Paragoombas, and Hyper Goombas tend to use Charge Up on
  the same round as each other.

Notes:
- Loses its wings and becomes a regular Hyper Goomba when jumped on or hit
  with a POW Block.
- Following a POW Block or any jump attack, the Hyper Paragoomba loses its
  wings and becomes a Hyper Goomba.


-------------------------------------------------------------------------------

+---------------+
| Jr. Troopa(1) |
+---------------+

Location:      Jr. Troopa's Playground
Level:         41
HP:            5
Attack:        1
Defence:       0
Type:          Ground

Attacks:
- Hop Attack: jumps on Mario (1)
- Power Hop: jumps on Mario (2)

AI:
- Uses Power Hop if HP is 1.  Otherwise, uses Hop Attack.

Notes:
- This is the from of Jr. Troopa encountered in your first battle with him.


-------------------------------------------------------------------------------

+---------------+
| Jr. Troopa(2) |
+---------------+

Location:      Pleasant Path
Level:         44
HP:            15
Attack:        2
Defence:       1
Type:          Ground
Sleep:         Good, 2
Dizzy:         Fair, 2
Fear:          Immune

Attacks:
- Hop Attack: jumps slightly in front of the top of Mario's hat (2, zap)

Notes:
- This is the from of Jr. Troopa encountered in your second battle with him
  (after Chapter 1).


-------------------------------------------------------------------------------

+---------------+
| Jr. Troopa(3) |
+---------------+

Location:      Forever Forest
Level:         52
HP:            40
Attack:        5
Defence:       1
Type:          Flying
Sleep:         Fair, 2
Dizzy:         Fair, 2
Shrink:        Good, 2
Stop:          Good, 2
Fear:          Immune
Air-Lift:      Immune

Attacks:
- Swoop Attack: swoops down and kicks Mario right above the middle of his hat
  (5, zap)

Notes:
- This is the from of Jr. Troopa encountered in your third battle with him. 
  You will fight him the first time you head back through Forever Forest with
  the Super Boots.



-------------------------------------------------------------------------------

+---------------+
| Jr. Troopa(4) |
+---------------+

Location:      Toad Town Harbor
Level:         59
HP:            20
Attack:        6
Defence:       1
Type:          Flying, Top-Spiky
Sleep:         Fair, 2
Dizzy:         Good, 3
Shock:         Fair, 2
Shrink:        Poor, 2
Stop:          Good, 2
Fear:          Immune

Attacks:
- Swoop Attack: swoops down and kicks Mario in the middle of his hat (6, zap)

Notes:
- This is the from of Jr. Troopa encountered in your fourth battle with him. 
  You will fight him the first time you ride the whale back to Toad Town since
  Sushie joined your group.
- Jr. Troopa(4) has a maximum HP of 40, but he starts the battle with only 20
  HP.


-------------------------------------------------------------------------------

+---------------+
| Jr. Troopa(5) |
+---------------+

Location:      Shiver Field
Level:         65
HP:            50
Attack:        8
Defence:       1
Type:          Ground
Sleep:         Poor, 1
Dizzy:         Fair, 2
Shock:         Fair, 2
Shrink:        Good, 2
Stop:          Fair, 2
Fear:          Immune
Air-Lift:      Immune
Hurricane:     Immune

Attacks:
- Magic Blast: shoots a magical spell at Mario's nose (8)

Notes:
- This is the from of Jr. Troopa encountered in your fifth battle with him
  (Chapter 7).


-------------------------------------------------------------------------------

+---------------+
| Jr. Troopa(6) |
+---------------+

Location:      Bowser's Castle
Level:         74
HP:            60
Attack:        8
Defence:       2
Type:          Ground            (normal/magic form)
               Flying, Top-Spiky (flying form)
Sleep:         Fair, 1 (normal form)
               Poor, 1 (flying/magic form)
Dizzy:         Fair, 1 (normal/magic form)
               Good, 2 (flying form)
Shock:         Fair, 2
Shrink:        Good, 2
Stop:          Fair, 2
Fear:          Immune
Air-Lift:      Immune
Hurricane:     Immune

Attacks:
- Hop Attack: Jumps slightly in front of the top of Mario's hat (8, zap)
- Swoop Attack: Swoops down and kicks Mario in the middle of his hat (8, zap)
- Spike Dive: Goes into his shell and dives onto Mario's eyes, hitting his
  sideburns with the spike (9, zap)
- Magic Blast: Shoots a magical spell at Mario's nose (8)
- Lightning Blast: Summons lightning to hit Mario, hitting him a half-second
  after the lightning makes contact (9)
- Recover: Recovers 10 HP

AI:
- In his normal form, he will only use Hop Attack.  If his HP is 38 or below,
  he will change to his flying form (this does not use up his turn).
- In his flying form, he will randomly use either Swoop Attack or Spike Dive.
  If his HP is 20 or below, he will change to his magic form (this does not
  use up his turn).
- In his magic form, he will randomly use one of Magic Blast, Lightning Blast,
  or Recover.

Notes:
- This is the from of Jr. Troopa encountered in your sixth and final battle
  with him (Chapter 8).
- Jr. Troopa(6) starts in his normal form, and can be defeated in any form.
- If Jr. Troopa has a status ailment when he changes form, he will keep the
  ailment.
- In his magic form, he will not revert to a previous form if he recovers his
  HP enough.


-------------------------------------------------------------------------------

+--------------+
| Jungle Fuzzy |
+--------------+

Location:      Jade Jungle
Level:         16
HP:            7
Attack:        2
Defence:       0
Type:          Ground
Sleep:         Good, 2
Dizzy:         Good, 3
Shock:         Good, 3
Shrink:        Good, 3
Stop:          Good, 4
Fear:          Good
Air-Lift:      Good
Hurricane:     Good
Battle Coins:  1
Bonus Coins:   0 to 3
Items:         Volt Shroom, Dizzy Dial
Running:       40

Attacks:
- Sucky Kisses: kisses Mario 5 times (2, five times, recovers HP equal to
  damage done to Mario, rapid-block: 23, immune-zap)
- Create Friend: summons another Jungle Fuzzy

AI:
- Create Friend is only used if there are less than 4 enemies present.  The
  new Jungle Fuzzy will have full HP.

Notes:
- Water Block does not provide any protection against Sucky Kisses.


-------------------------------------------------------------------------------

+-------------+
| Kammy Koopa |
+-------------+

Location:      Peach's Castle
Level:         1
HP:            10
Attack:        4
Defence:       0
Type:          Flying

Attacks:
- Block Crush: summons a block that drops on Twink (4)

Notes:
- This battle is more of a cutscene, as you have no battle choices to make, no
  action commands to perform, and there is no luck involved.  You cannot lose.
- It is assumed that Twink starts with an attack and defence of 0, and that
  Peach increases both his stats by 1 each time she focuses.


-------------------------------------------------------------------------------

+---------------+
| Kent C. Koopa |
+---------------+

Location:      Pleasant Path
Level:         55
HP:            70
Attack:        10
Defence:       6 (standing)
               3 (flipped over, shell) 
               0 (flipped over, tail)
Type:          Ground
Sleep:         Good, 4
Dizzy:         Fair, 2
Shock:         Poor, 2
Shrink:        Poor, 2
Stop:          Fair, 2
Fear:          Immune
Air-Lift:      Immune
Hurricane:     Immune

Attacks:
- Heavy Stomp: jumps on the top of Mario's hat (10)
- Shell Toss: spins his shell into Mario and then his partner, hitting him/her
  just as he touches them (Mario: 3, Partner: 3)

AI:
- Shell Toss isn't used if Mario's partner is dazed.
- If Kent C. Koopa is flipped over, he will stand up before attacking (this
  doesn't use up his turn).

Notes:
- A jump attack will flip over Kent C. Koopa, but the attack must him at least
  twice (so Belly Flop, Power Jump, etc. won't work).  A POW Block (but not a
  quake hammer attack) also works.
- While flipped over, you can hit either his shell (which has a defence of 3)
  or his tail (which has a defence of 0 - the better choice).
- If you use Power Bounce against a standing Kent C. Koopa, he flips over
  after the second hit, and future bounces hit his shell.
- You cannot target his shell with items, attacks that hit multiple enemies,
  or ground attacks.
- If you attack a flipped-over Kent C. Koopa with a timed Spin Hammer, you
  will steal 1 coin for every HP damage done (up to 6 coins maximum).  Kent C.
  Koopa only has 20 coins to take.
- Shell Toss will not hit Mario's partner if it doesn't miss Mario and one of
  the following is satisfied: Mario blocks the attack, Mario is Stony, or Kent
  C. Koopa is shrunk.


-------------------------------------------------------------------------------

+-------------+
| Koopa Bros. |
+-------------+

Location:      Koopa Bros. Fortress
Level:         1
HP:            ?
Attack:        1x
Defence:       1 (stable)
               0 (unstable)
Type:          Ground
Sleep:         Immune  (stable)
               Good, 0 (unstable)
Dizzy:         Immune  (stable)
               Good, 0 (unstable)
Fear:          Immune (stable)
               Good   (unstable)

Attacks:
- Ninjakoopa Special: rushes past Mario in their shells (<see below for attack
  power>, lag-block: block before it hits Mario)

Notes:
- Attack power of Ninjakoopa Special is equal to the number of Ninjakoopas in
  the stack (2 to 4).
- The Ninjakoopas themselves cannot be damaged while in the stack.
- Before attacking, Koopa Bros. will wait until all Ninjakoopas not in the
  stack take their turn.
- Any damage-dealing attack will make the stack unstable.  This unstable
  status is cleared when Koopa Bros. attack.
- While unstable, any attack (including Sleepy Sheep or Fright Jar items) is
  guaranteed to knock over the stack.
- A Thunderbolt item or a damage-dealing Bomb attack will knock over the stack
  without having to make it unstable first.
- When knocked over, all Ninjakoopas will that were in the stack will become
  separated and flipped over.


-------------------------------------------------------------------------------

+-----------+
| Koopatrol |
+-----------+

Location:      Bowser's Castle, Shy Guy's Toybox
Level:         25
HP:            8
Attack:        4
Defence:       3 (standing)
               0 (flipped over)
Type:          Ground, Top-Spiky (standing)
               Ground            (flipped over)
Sleep:         Good, 2 (normal)
               Immune  (charged-up)
Dizzy:         Good, 3 (normal)
               Immune  (charged-up)
Shock:         Good, 3 (normal)
               Immune  (charged-up)
Shrink:        Good, 3 (normal)
               Immune  (charged-up)
Stop:          Good, 3 (normal)
               Immune  (charged-up)
Fear:          Good   (standing)
               Immune (flipped over)
Air-Lift:      Good
Hurricane:     Good
Battle Coins:  2
Bonus Coins:   0 to 3
Items:         Super Shroom
Running:       36

Attacks:
- Shell Toss: speeds into Mario in its shell (4, first-strike)
- Shell Missile: shoots itself at Mario with its shell (10, loses charge)
- Summon Friend: summons another Koopatrol
- Charge Up: becomes charged up
- Stand Up: stands up, returning defence to 3 and becoming Top-Spiky

AI:
- Uses Stand Up if flipped over.  If standing upright, uses Shell Missile if
  charged up; otherwise randomly uses Shell Toss, Summon Friend, or Charge Up.
- Koopatrols tend to all use Charge Up on the same round as each other.
- Summon Friend can only be used if there are less than four enemies present.

Notes:
- A jump or quake attack will flip over the Koopatrol.
- While charged up, Koopatrol cannot be flipped over.
- You may fight two Koopatrols in Shy Guy's Toybox (sent by Kammy Koopa).


-------------------------------------------------------------------------------

+--------------+
| Koopa Troopa |
+--------------+

Location:      Pleasant Path; Koopa Bros. Fortress
Level:         6
HP:            4
Attack:        1
Defence:       1 (standing)
               0 (flipped over)
Type:          Ground
Sleep:         Good, 3
Dizzy:         Good, 3
Shock:         Good, 4
Shrink:        Good, 3
Stop:          Good, 4
Fear:          Good   (standing)
               Immune (flipped over)
Air-Lift:      Good
Hurricane:     Good
Battle Coins:  1
Bonus Coins:   1
Items:         POW Block, Koopa Leaf
Running:       18

Attacks:
- Shell Toss: speeds into Mario in its shell (1, first-strike)
- Struggle: flails limbs (no effect)
- Stand Up: stands up, returning defence to 1

AI:
- Uses Struggle if just flipped over, followed by Stand Up the next round.  If
  standing upright, uses Shell Toss.

Notes:
- A jump or quake attack will flip over the Koopa Troopa.


-------------------------------------------------------------------------------

+-----------------------+
| Kooper???(Duplighost) |
+-----------------------+

Location:      Shiver Mountain, Crystal Palace, Bowser's Castle
Level:         23
HP:            15
Attack:        2/3/5
Defence:       1 (standing)
               0 (flipped over)
Type:          Ground
Sleep:         Fair, 2
Dizzy:         Good, 2
Shock:         Good, 3
Shrink:        Good, 3
Stop:          Good, 3
Fear:          Fair
Air-Lift:      Good
Hurricane:     Good
Battle Coins:  1
Running:       32

Attacks:
- Shell Toss: speeds into Mario in his shell (<see notes for attack power>)
- Stand Up: stands up, returning defence to 1

AI:
- If flipped over, uses Stand Up.  Otherwise, uses Shell Toss.

Notes:
- A Duplighost disguised as Kooper.
- Attack power of Shell Toss depends on how the real Kooper is boosted.
  Unboosted: 2, super-ranked: 3, ultra-ranked: 5.
- A jump or quake attack will flip over Kooper???(Duplighost).
- If Kooper???(Duplighost) receives electrical damage or is successfully
  Shocked, he will transform back into a Duplighost.


-------------------------------------------------------------------------------

+----------------+
| Kooper???(Lee) |
+----------------+

Location:      Toad Town
Level:         1
HP:            20
Attack:        2/3/5
Defence:       1 (standing)
               0 (flipped over)
Type:          Ground
Sleep:         Fair, 2
Dizzy:         Good, 2
Shock:         Good, 3
Shrink:        Good, 3
Stop:          Good, 3
Fear:          Immune
Air-Lift:      Immune
Hurricane:     Immune
Running:       0

Attacks:
- Shell Toss: speeds into Mario in his shell (<see notes for attack power>)
- Stand Up: stands up, returning defence to 1

AI:
- If flipped over, uses Stand Up.  Otherwise, uses Shell Toss.
- He will transform back to Lee on his second turn, even if he is flipped over.

Notes:
- Lee disguised as Kooper.
- Attack power of Shell Toss depends on how the real Kooper is boosted.
  Unboosted: 2, super-ranked: 3, ultra-ranked: 5.
- A jump or quake attack will flip over Kooper???(Lee).


-------------------------------------------------------------------------------

+---------------------------+
| Lakilester???(Duplighost) |
+---------------------------+

Location:      Shiver Mountain, Crystal Palace, Bowser's Castle
Level:         23
HP:            15
Attack:        3/4/5
Defence:       0
Type:          Hover
Sleep:         Fair, 2
Dizzy:         Good, 2
Shock:         Good, 3
Shrink:        Fair, 3
Stop:          Good, 3
Fear:          Fair
Air-Lift:      Good
Hurricane:     Good
Battle Coins:  1
Running:       32

Attacks:
- Spiny Flip: tosses a Spiny Egg onto the rim of Mario's hat (<see notes for
  attack power>)

Notes:
- A Duplighost disguised as Lakilester.
- Attack power of Spiny Flip depends on how the real Lakilester is boosted.
  Unboosted: 3, super-ranked: 4, ultra-ranked: 5.
- If Lakilester???(Duplighost) receives electrical damage or is successfully
  Shocked, he will transform back into a Duplighost.


-------------------------------------------------------------------------------

+--------------------+
| Lakilester???(Lee) |
+--------------------+

Location:      Toad Town
Level:         1
HP:            20
Attack:        3/4/5
Defence:       0
Type:          Hover
Sleep:         Fair, 2
Dizzy:         Good, 2
Shock:         Good, 3
Shrink:        Fair, 3
Stop:          Good, 3
Fear:          Immune
Air-Lift:      Immune
Hurricane:     Immune
Running:       0

Attacks:
- Spiny Flip: tosses a Spiny Egg onto the rim of Mario's hat (<see notes for
  attack power>)

AI:
- He will transform back to Lee on his second turn.

Notes:
- Lee disguised as Lakilester.
- Attack power of Spiny Flip depends on how the real Lakilester is boosted.
  Unboosted: 3, super-ranked: 4, ultra-ranked: 5.


-------------------------------------------------------------------------------

+--------+
| Lakitu |
+--------+

Location:      Flower Fields
Level:         20
HP:            12
Attack:        3
Defence:       0
Type:          Flying
Sleep:         Fair, 3
Dizzy:         Good, 4
Shock:         Fair, 2
Shrink:        Good, 3
Stop:          Good, 4
Fear:          Fair
Air-Lift:      Good
Hurricane:     Good
Battle Coins:  2
Bonus Coins:   0 to 2
Items:         Honey Syrup, Stop Watch, Thunder Rage
Running:       36

Attacks:
- Spiny Flip: tosses a Spiny Egg onto the rim of Mario's hat (3)
- Spiny Summon: creates a Spiny (first-strike)

AI:
- Spiny Summon can only be used when there are less than four enemies present.

Notes:
- Out of battle, Lakitu will perform its first strike by swooping at Mario.
- A shrunken and/or electrified Lakitu will summon a Spiny with the same
  status (including the number of turns remaining).


-------------------------------------------------------------------------------

+-------------+
| Lava Bubble |
+-------------+

Location:      Mt. Lavalava
Level:         17
HP:            9
Attack:        4
Defence:       0
Type:          Hover, Fiery
Sleep:         Poor, 2
Dizzy:         Good, 4
Shock:         Fair, 3
Shrink:        Good, 3
Stop:          Good, 4
Fear:          Fair
Hurricane:     Good
Battle Coins:  1
Bonus Coins:   0 to 3
Items:         Super Shroom
Running:       30

Attacks:
- Fire Bop: "hops" on the rim of Mario's hat (4, fiery, zap)
- Fireball Barrage: shoots four miniature Lava Bubbles at Mario's partner, the
  second one hitting him/her (2)

AI:
- Tends to use Fire Bop most of the time.  Fireball Barrage is not used if
  Mario's partner is dazed.

Notes:
- Immune to fire damage.
- Explosion attacks do +1 damage (although an Egg Missile does no damage). 
  Ice and water attacks do +2 damage.


-------------------------------------------------------------------------------

+-------------+
| Lava Bud(1) |
+-------------+

Location:      Mt. Lavalava
Level:         1
HP:            8
Attack:        4
Defence:       0
Type:          Elevated
Sleep:         Fair, 2
Dizzy:         Fair, 2
Shock:         Good, 2
Shrink:        Immune
Stop:          Fair, 2
Fear:          Immune
Air-Lift:      Immune

Attacks:
- Petit Spit: spits a petit piranha at Mario (4, fiery, lag-block: block
  before the petit piranha hits Mario)

Notes:
- This is the Lava Bud encountered in the first phase of the Chapter 5 boss
  battle.
- Immune to fire attacks.
- Defeated automatically when Lava Piranha(1) is defeated.


-------------------------------------------------------------------------------

+-------------+
| Lava Bud(2) |
+-------------+

Location:      Mt. Lavalava
Level:         1
HP:            8
Attack:        0
Defence:       0
Type:          Elevated, Fiery
Sleep:         Fair, 2
Dizzy:         Poor, 2
Shock:         Good, 2
Shrink:        Immune
Stop:          Fair, 2
Fear:          Immune
Air-Lift:      Immune

Attacks:
- Piranha Spit: summons a Petit Piranha
- Ignite: becomes Fiery again and recovers all HP

AI:
1) Skips its turn if extinguished or a Petit Piranha it fired out earlier is
   still present.  Otherwise, uses Piranha Spit.
2) If extinguished (but not extinguished by an attack from the current round),
   uses Ignite.  Otherwise, skips its turn.
3) loop back to 1)

Notes:
- This is the Lava Bud encountered in the second phase of the Chapter 5 boss
  battle.
- Cannot be defeated, except by defeating Lava Piranha(2).
- If HP reaches zero, or hit with water or ice attack, Lava Bud(2) will be
  extinguished, making it no longer fiery.
- Immune to fire attacks.  Immune to Sleep, Dizzy, Shock, and Stop when HP is
  zero.
- An Egg Missile won't do damage, and if Lava Bud(2) is extinguished, will
  ignite it without using its turn.  The game will crash if Mario hits Lava
  Bud(2) with an Egg Missile as the first of two items from Double Dip.
- The left Lava Bud(2) will summon a flying Petit Piranha.  The right one will
  summon a hovering Petit Piranha.  The summoned Petit Piranha will not have
  any of the Lava Bud(2)'s status ailments.


-------------------------------------------------------------------------------

+-----------------+
| Lava Piranha(1) |
+-----------------+

Location:      Mt. Lavalava
Level:         45
HP:            40
Attack:        5
Defence:       0
Type:          Elevated
Sleep:         Fair, 2
Dizzy:         Poor, 2
Shock:         Fair, 2
Shrink:        Immune
Stop:          Fair, 2
Fear:          Immune
Air-Lift:      Immune

Attacks:
- Flame Spew: spits a large flame at Mario, hitting him when it is centred
  over him (5, fiery)

Notes:
- This is the Lava Piranha encountered in the first phase of the Chapter 5
  boss battle.
- Immune to fire attacks.


-------------------------------------------------------------------------------

+-----------------+
| Lava Piranha(2) |
+-----------------+

Location:      Mt. Lavalava
Level:         45
HP:            40
Attack:        7
Defence:       0
Type:          Elevated, Fiery
Sleep:         Poor, 2
Dizzy:         Poor, 2
Shock:         Fair, 2
Shrink:        Immune
Stop:          Fair, 2
Fear:          Immune
Air-Lift:      Immune

Attacks:
- Fire Stream: shoots a stream of fire at Mario (7, fiery, lag-block: block
  just before flame touches Mario)
- Ignite: becomes Fiery again

AI:
- Skips its turn if just extinguished, followed by Ignite the following round.
  Otherwise, uses Fire Stream.

Notes:
- This is the Lava Piranha encountered in the second phase of the Chapter 5
  boss battle.
- If Lava Piranha(2) is Fiery, water or ice attacks do +2 damage and
  extinguish Lava Piranha(2), making it no longer fiery.
- Immune to fire attacks.
- An Egg Missile won't do damage, and if Lava Piranha(2) is extinguished, will
  ignite it without using its turn.  The game will crash if Mario hits Lava
  Piranha(2) with an Egg Missile as the first of two items from Double Dip.


-------------------------------------------------------------------------------

+-----+
| Lee |
+-----+

Location:      Toad Town
Level:         1
HP:            20
Attack:        5
Defence:       0
Type:          Ground
Sleep:         Fair, 2
Dizzy:         Good, 2
Shock:         Good, 2
Shrink:        Good, 2
Stop:          Good, 3
Fear:          Immune
Air-Lift:      Immune
Hurricane:     Immune
Running:       0

Attacks:
- Headbutt: hurls itself at Mario's face (5, zap)
- Copy: transforms into one of Mario's existing partners

AI:
1) Copy
2) attacks as partner (see appropriate entry)
3) transforms back to normal, followed by Headbutt

Notes:
- Lee takes his first turn before Mario.
- Copy will use Mario's existing partner, unless that partner has been
  imitated already.  In that case, Lee randomly chooses an existing partner
  that has not yet been imitated.  After all of Mario's partners have been
  imitated, they all become available for imitation again.
- See the appropriate entry for each transformation.


-------------------------------------------------------------------------------

+--------------+
| Magikoopa(1) |
+--------------+

Location:      Shooting Star Summit
Level:         32
HP:            8
Attack:        3
Defence:       0
Type:          Flying or Ground
Sleep:         Good, 3
Fear:          Immune

Attacks:
- Magic Blast: shoots a magical spell at the rim of Mario's hat (3)

Notes:
- This is the Magikoopa encountered as a boss before Chapter 1.
- Starts battle flying on a broomstick.
- If flying, a POW Block or any timed attack (including Hammer Throw) will
  knock Magikoopa(1) off of its broom, turning it into Ground type.


-------------------------------------------------------------------------------

+--------------+
| Magikoopa(2) |
+--------------+

Location:      Bowser's Castle
Level:         26
HP:            11
Attack:        6
Defence:       0
Type:          Ground or Flying
Sleep:         Fair, 2
Dizzy:         Good, 2
Shock:         Good, 2
Shrink:        Good, 2
Stop:          Good, 2
Fear:          Fair
Air-Lift:      Good
Hurricane:     Good
Battle Coins:  2
Bonus Coins:   1 to 4
Items:         <none>
Running:       36

Attacks:
- Magic Blast: shoots a magical spell at the rim of Mario's hat (6,
  first-strike)
- Illusion Blast: together its duplicate illusion, shoots a magical spell at
  the rim of Mario's hat (6)
- Attack Boost: increases an enemy's attack power by 1 (lasts until enemy is
  defeated)
- Defence Boost: increases an enemy's defence power by 1 (lasts until enemy is
  defeated)
- Electric Boost: electrifies an enemy for three rounds
- Invisible Boost: turns an enemy invisible for two rounds
- Single Heal: one enemy recovers 5 HP
- Multi-Heal: all enemies recover 3 HP
- Make Illusion: creates a duplicate illusion

AI:
- If Magikoopa(2) has a duplicate illusion, uses Illusion Blast.  Otherwise,
  picks randomly from other moves.
- Attack/Defence/Electric/Invisible Boost is never cast on another Magikoopa
  or itself.
- Magikoopa(2)s tend to boost all boostable enemies in order, starting with
  the front.
- Only use Multi-Heal if there are at least 2 enemies not at full HP.
- Only uses Single Heal on an enemy (including itself) that is not at full HP.
- Make Illusion can only be used if there are less than four enemies present.
- Tends to run away if alone.

Notes:
- This is the Magikoopa encountered as an ordinary enemy in Bowser's Castle.
- Can be flying on a broomstick or standing on the ground.
- A POW Block or any timed jump attack (excluding Sushie's Belly Flop) will
  knock a flying Magikoopa(2) off of its broom, turning it to Ground type.
- An enemy can be boosted by Attack Boost up to three times, and can also be
  boosted by Defence Boost up to three times.
- When Make Illusion is used, it is random which is the real Magikoopa(2) and
  which is the illusion.  Any damage or successful status ailment inflicted on
  Magikoopa(2) will destroy its illusion.
- Star Beam will immediately end the effects of
  Attack/Defence/Electric/Invisible Boost and Make Illusion.


-------------------------------------------------------------------------------

+---------+
| M. Bush |
+---------+

Location:      Jade Jungle
Level:         16
HP:            8
Attack:        3
Defence:       0
Type:          Ground
Sleep:         Good, 4
Dizzy:         Fair, 2
Shock:         Good, 3
Shrink:        Good, 3
Stop:          Good, 4
Fear:          Fair
Air-Lift:      Good
Hurricane:     Good
Battle Coins:  1
Bonus Coins:   0 to 2
Items:         Tasty Tonic
Running:       18

Attacks:
- Poison Bite: bites Mario's hat (3, Poison [Poor, 2], zap)


-------------------------------------------------------------------------------

+----------+
| Medi Guy |
+----------+

Location:      Shy Guy's Toybox
Level:         14
HP:            7
Attack:        1
Defence:       0
Type:          Flying
Sleep:         Fair, 3
Dizzy:         Good, 4
Shock:         Good, 4
Shrink:        Good, 3
Stop:          Good, 4
Fear:          Good
Air-Lift:      Good
Hurricane:     Good
Battle Coins:  2
Running:       24

Attacks:
- Swoop: swoops into Mario's hat (1, zap)
- Heal: restores 4 HP to itself or another enemy.

AI:
- Heal is not used if all enemies are at full health.  However, Heal is not
  necessarily used when there are damaged enemies.


-------------------------------------------------------------------------------

+---------+
| Monstar |
+---------+

Location:      Shiver Field
Level:         45
HP:            20
Attack:        1
Defence:       0
Type:          Flying
Sleep:         Immune
Dizzy:         Immune
Shock:         Immune
Shrink:        Immune
Stop:          Immune
Fear:          Immune
Air-Lift:      Immune
Hurricane:     Immune

Attacks:
- Magic Storm: sends falling stars and energy waves at Mario, hitting him
  almost right after the last blue wave leaves the screen (1)

Notes:
- Immune to Shooting Star item and Star Storm star power.


-------------------------------------------------------------------------------

+---------------+
| Monty Mole(1) |
+---------------+

Location:      Mt. Rugged
Level:         8
HP:            3
Attack:        2
Defence:       0
Type:          Ground
Sleep:         Good, 3
Dizzy:         Good, 2
Shock:         Good, 4
Shrink:        Good, 3
Stop:          Good, 4
Fear:          Good
Air-Lift:      Fair
Hurricane:     Fair
Battle Coins:  1
Bonus Coins:   0 to 1
Items:         Honey Syrup
Running:       12

Attacks:
- Rock Toss: throws a rock at Mario's forehead (2, first-strike)

Notes:
- This is the Monty Mole that is at Mt. Rugged (Chapter 2).
- Spin Hammer will not push Monty Mole(1) backwards.


-------------------------------------------------------------------------------

+---------------+
| Monty Mole(2) |
+---------------+

Location:      Flower Fields
Level:         19
HP:            12
Attack:        3
Defence:       0
Type:          Ground
Sleep:         Fair, 3
Dizzy:         Good, 2
Shock:         Good, 4
Shrink:        Good, 3
Stop:          Good, 4
Fear:          Fair
Air-Lift:      Fair
Battle Coins:  1
Bonus Coins:   0
Items:         <none>
Running:       30

Attacks:
- Rock Toss: throws a rock at Mario's forehead (3)

Notes:
- This is the Monty Mole that is in Flower Fields (Chapter 6).  After Petunia
  gives Mario the Magical Bean, they can no longer be fought.
- Spin Hammer will not push Monty Mole(2) backwards.


-------------------------------------------------------------------------------

+-------------+
| Paragloomba |
+-------------+

Location:      Toad Town Tunnels
Level:         11
HP:            7
Attack:        2
Defence:       0
Type:          Flying
Sleep:         Good, 3
Dizzy:         Good, 4
Shock:         Good, 3
Shrink:        Good, 3
Stop:          Good, 4
Fear:          Good
Air-Lift:      Good
Hurricane:     Good
Battle Coins:  1
Bonus Coins:   1 to 2
Items:         Dizzy Dial
Running:       21

Attacks:
- Dive Kick: dives to kick Mario on the front of his hat (2, zap, first-strike)

Notes:
- Following a POW Block or any jump attack, the Paragloomba loses its wings
  and becomes a Gloomba.


-------------------------------------------------------------------------------

+------------+
| Paragoomba |
+------------+

Location:      Jr. Troopa's Playground, Goomba Road, Pleasant Path
Level:         6
HP:            2
Attack:        1
Defence:       0
Type:          Flying
Sleep:         Good, 3
Dizzy:         Good, 4
Shock:         Good, 3
Shrink:        Good, 3
Stop:          Good, 4
Fear:          Good
Air-Lift:      Good
Hurricane:     Good
Battle Coins:  1
Bonus Coins:   0 to 1
Items:         <none>
Running:       6

Attacks:
- Dive Kick: dives to kick Mario on the front of his hat (1, zap)

Notes:
- Following any jump attack, the Paragoomba loses its wings and becomes a
  Goomba.


-------------------------------------------------------------------------------

+--------------------------+
| Parakarry???(Duplighost) |
+--------------------------+

Location:      Shiver Mountain, Crystal Palace, Bowser's Castle
Level:         23
HP:            15
Attack:        2/3/5
Defence:       1
Type:          Flying
Sleep:         Fair, 2
Dizzy:         Good, 2
Shock:         Good, 3
Shrink:        Good, 3
Stop:          Good, 3
Fear:          Fair
Air-Lift:      Good
Hurricane:     Good
Battle Coins:  1
Running:       23

Attacks:
- Sky Dive: kicks Mario in his hat (<see notes for attack power>, zap)

Notes:
- A Duplighost disguised as Parakarry.
- Attack power of Sky Dive depends on how the real Parakarry is boosted.
  Unboosted: 2, super-ranked: 3, ultra-ranked: 5.
- If Parakarry???(Duplighost) receives electrical damage or is successfully
  Shocked, he will transform back into a Duplighost.


-------------------------------------------------------------------------------

+-------------------+
| Parakarry???(Lee) |
+-------------------+

Location:      Toad Town
Level:         1
HP:            20
Attack:        2/3/5
Defence:       1
Type:          Flying
Sleep:         Fair, 2
Dizzy:         Good, 2
Shock:         Good, 3
Shrink:        Good, 3
Stop:          Good, 3
Fear:          Immune
Air-Lift:      Immune
Hurricane:     Immune
Running:       0

Attacks:
- Sky Dive: kicks Mario in his hat (<see notes for attack power>, zap)

AI:
- He will transform back to Lee on his second turn.

Notes:
- Lee disguised as Parakarry.
- Attack power of Sky Dive depends on how the real Parakarry is boosted.
  Unboosted: 2, super-ranked: 3, ultra-ranked: 5.


-------------------------------------------------------------------------------

+------------+
| Paratroopa |
+------------+

Location:      Pleasant Path, Koopa Bros. Fortress
Level:         6
HP:            4
Attack:        1
Defence:       1
Type:          Flying
Sleep:         Good, 3
Dizzy:         Good, 4
Shock:         Good, 4
Shrink:        Good, 3
Stop:          Good, 4
Fear:          Good
Air-Lift:      Good
Hurricane:     Good
Battle Coins:  1
Bonus Coins:   1
Items:         <none>
Running:       24

Attacks:
- Dive Kick: dives into Mario's forehead (1, first-strike)

Notes:
- Following a jump attack that hits more than once, the Paratroopa loses its
  wings and becomes a flipped-over Koopa Troopa.
- Following a jump attack that only hits once, the Paratroopa loses its wings
  and becomes a standing Koopa Troopa.


-------------------------------------------------------------------------------

+---------------+
| Petit Piranha |
+---------------+

Location:      Mt. Lavalava
Level:         1
HP:            1
Attack:        6
Defence:       0
Type:          Flying or Hover, Fiery
Sleep:         Good, 3
Dizzy:         Good, 4
Shock:         Good, 3
Shrink:        Immune
Stop:          Good, 4
Fear:          Immune

Attacks:
- Sacrifice Dive: dives into Mario (6, fiery, defeats Petit Piranha,
  lag-block: block before Petit Piranha hits Mario)

Notes:
- Summoned by Lava Bud(2).  If summoned by the left one, will be Flying type.
  If summoned by the right one, will be Hover type.
- Immune to fire attacks. 
- Defeated automatically when Lava Piranha(2) is defeated.


-------------------------------------------------------------------------------

+---------------+
| Piranha Plant |
+---------------+

Location:      Forever Forest
Level:         11
HP:            5
Attack:        3
Defence:       0
Type:          Ground, Top-Spiky
Sleep:         Good, 4
Dizzy:         Fair, 3
Shock:         Good, 3
Shrink:        Good, 3
Stop:          Good, 4
Fear:          Fair
Hurricane:     Poor
Battle Coins:  1
Bonus Coins:   0 to 2
Items:         Fire Flower
Running:       18

Attacks:
- Jaw Clamp: bites Mario's neck (3, zap, first-strike)


-------------------------------------------------------------------------------

+-------+
| Pokey |
+-------+

Location:      Dry Dry Desert, Shy Guy's Toybox
Level:         9
HP:            4
Attack:        2
Defence:       0
Type:          Ground, Spiky
Sleep:         Good, 3
Dizzy:         Good, 3
Shock:         Good, 3
Shrink:        Good, 3
Stop:          Good, 4
Fear:          Good
Hurricane:     Good
Battle Coins:  1
Bonus Coins:   0 to 1
Items:         Dried Fruit, Tasty Tonic
Running:       18

Attacks:
- Timber Attack: tips over onto Mario (2, zap, lag-block: block when Pokey
  hits Mario's nose)
- Body Shot: throws a segment of its body at Mario (2, loses a segment,
  lag-block: block just before it hits Mario)
- Head Dive: jumps on Mario's belly (2, zap)
- Unearth Friend: summons another Pokey in front of it

AI:
- If all of its segments are gone, uses Head Dive.  Otherwise, randomly picks
  from its other moves.  It cannot use Unearth Friend if any segments are lost
  or there is no space in front of it.

Notes:
- Starts the battle with three segments.
- If attacked with Shell Toss, Power Shell, Fire Shell, or timed Spin Hammer
  (direct or indirect), will lose a segment.
- You may fight two Pokeys in Shy Guy's Toybox (sent by Kammy Koopa).


-------------------------------------------------------------------------------

+-------------+
| Pokey Mummy |
+-------------+

Location:      Dry Dry Ruins
Level:         10
HP:            4
Attack:        2
Defence:       0
Type:          Ground, Spiky
Sleep:         Good, 3
Dizzy:         Good, 3
Shock:         Good, 3
Shrink:        Good, 3
Stop:          Good, 4
Fear:          Good
Hurricane:     Good
Battle Coins:  1
Bonus Coins:   1 to 2
Items:         Tasty Tonic
Running:       24

Attacks:
- Body Shot: throws a segment of its body at Mario (2, Poison [Poor, 3], loses
  a segment, lag-block: block just before it hits Mario)
- Head Dive: jumps on Mario's belly (2, Poison [Good, 3], zap)

AI:
- If all of its segments are gone, uses Head Dive.  Otherwise, uses Body Shot.

Notes:
- Starts the battle with three segments.
- If attacked with Shell Toss, Power Shell, Fire Shell, or timed Spin Hammer
  (direct or indirect), will lose a segment.
- Without either the Spike Shield or Feeling Fine Badge equipped, Mario will
  become poisoned for three rounds when jumping on the Pokey Mummy (as well as
  taking 1 HP damage if the Spike Shield isn't equipped).


-------------------------------------------------------------------------------

+----------------+
| Putrid Piranha |
+----------------+

Location:      Jade Jungle, Mt. Lavalava
Level:         17
HP:            12
Attack:        3
Defence:       0
Type:          Ground
Sleep:         Good, 4
Dizzy:         Fair, 3
Shock:         Good, 3
Shrink:        Good, 3
Stop:          Good, 4
Fear:          Poor
Air-Lift:      Poor
Hurricane:     Poor
Battle Coins:  1
Bonus Coins:   1 to 3
Items:         <none>
Running:       24

Attacks:
- Jaw Clamp: bites Mario's neck (3, zap, first-strike)
- Poison Breath: breathes purple gas at Mario (2, Poison [Good, 3], lag-block:
  block when the gas is centred over Mario's nose)


-------------------------------------------------------------------------------

+----------+
| Pyro Guy |
+----------+

Location:      Shy Guy's Toybox
Level:         15
HP:            7
Attack:        4
Defence:       0
Type:          Ground, Fiery
Sleep:         Good, 3
Dizzy:         Good, 3
Shock:         Good, 4
Shrink:        Fair, 3
Stop:          Good, 4
Fear:          Fair
Hurricane:     Good
Battle Coins:  1
Bonus Coins:   0 to 3
Items:         Fire Flower
Running:       24

Attacks:
- Fire Bump: runs into Mario's stomach (4, fiery, zap)

Notes:
- Immune to fire attacks.
- Takes +1 damage from explosion attacks.  Takes +2 damage from water and ice
  attacks.


-------------------------------------------------------------------------------

+---------------+
| Red Goomba(1) |
+---------------+

Location:      Goomba Road
Level:         20
HP:            7
Attack:        1
Defence:       0
Type:          Ground

Attacks:
- Headbonk: jumps on Mario (1)

Notes:
- This Red Goomba is from the first battle with the Goomba Brothers.


-------------------------------------------------------------------------------

+---------------+
| Red Goomba(2) |
+---------------+

Location:      Goomba Road
Level:         5
HP:            2
Attack:        1
Defence:       0
Type:          Ground

Attacks:
- Headbonk: jumps on Mario (1)

Notes:
- This Red Goomba is from the battle with the Goomba King.
- Red Goomba(2) has a maximum HP of 7, but he starts the battle with only 2 HP.
- If Goomba King is defeated, then Red Goomba(2) will not take damage when
  Mario hits the Goomnut Tree.


-------------------------------------------------------------------------------

+-------------+
| R Magikoopa |
+-------------+

Location:      Mt. Lavalava, Crystal Palace
Level:         21
HP:            11
Attack:        3
Defence:       0
Type:          Ground or Flying
Sleep:         Fair, 3
Dizzy:         Good, 3
Shock:         Good, 3
Shrink:        Good, 3
Stop:          Good, 3
Fear:          Fair
Air-Lift:      Good
Hurricane:     Good
Battle Coins:  2
Running:       36

Attacks:
- Attack Boost: increases an enemy's attack power by 1 (lasts until enemy is
  defeated)
- Magic Blast: shoots a magical spell at the rim of Mario's hat (3)
- Wand Strike: thrusts its wand in Mario's stomach, hitting Mario a split
  second later (3)

AI:
- Attack Boost is never cast on any type of Magikoopa, or the caster itself.
- If there are any boostable enemies not with a full attack increase (+3),
  cast Attack Boost (cycles through all enemies in order from the front). 
  Otherwise, use Magic Blast if flying, and Wand Strike if standing the ground.
- Tends to run away if alone.

Notes:
- Can be flying on a broomstick or standing on the ground.
- A POW Block or any timed jump attack (excluding Sushie's Belly Flop) will
  knock a flying R Magikoopa off of its broom, turning it to Ground type.
- An enemy can be boosted by Attack Boost up to three times.
- The effects of Attack Boost can be ended earlier by casting Star Beam.


-------------------------------------------------------------------------------

+--------------+
| R Ninjakoopa |
+--------------+

Location:      Koopa Bros. Fortress
Level:         17
HP:            5
Attack:        1
Defence:       1 (standing)
               0 (flipped over)
Type:          Ground
Sleep:         Fair, 2
Dizzy:         Fair, 2
Fear:          Immune

Attacks:
- Shell Toss: rushes past Mario in its shell (1, lag-block: block before it
  hits Mario)
- Join Tower: leaps on top of Koopa Bros., joining the tower
- Struggle: flails limbs (no effect)
- Stand Up: stands up, returning defence to 1

AI:
- Use Struggle if just flipped over, followed by Stand Up the next round.
- If standing upright, uses Join Tower if Koopa Bros. exists (will create a
  new tower if there are any Ninjakoopas able to join it the same round),
  otherwise uses Shell Toss.

Notes:
- A jump or quake attack will flip over R Ninjakoopa.
- If you successfully inflict R Ninjakoopa with Sleep or Dizzy, he will only 
  skip one of his turns, even though a two is displayed.
- When calculating star points, the game considers there to have been four
  enemies at the start of battle.


-------------------------------------------------------------------------------

+-----------+
| Ruff Puff |
+-----------+

Location:      Flower Fields
Level:         19
HP:            10
Attack:        4
Defence:       0
Type:          Flying
Sleep:         Fair, 3
Dizzy:         Good, 3
Shock:         Fair, 3
Shrink:        Good, 3
Stop:          Good, 3
Fear:          Fair
Air-Lift:      Good
Hurricane:     Good
Battle Coins:  2
Bonus Coins:   0 to 2
Items:         Thunder Rage
Running:       30

Attacks:
- Inverted Thump: flips forward and bonks Mario on the nose (4)


-------------------------------------------------------------------------------

+---------+
| Shy Guy |
+---------+

Location:      Shy Guy's Toybox, Jade Jungle (from Spear Guys)
Level:         14
HP:            7
Attack:        2
Defence:       0
Type:          Ground
Sleep:         Good, 3
Dizzy:         Good, 3
Shock:         Good, 4
Shrink:        Good, 3
Stop:          Good, 4
Fear:          Good
Air-Lift:      Good
Hurricane:     Good
Battle Coins:  1
Bonus Coins:   0 to 2
Items:         POW Block, Dizzy Dial, Fright Jar
Running:       24

Attacks:
- Bump Attack: runs into Mario's stomach (2, zap)
- Acrobatic Attack: jumps on Mario's forehead (3, zap)

Notes:
- They can appear in different colours, which does not affect anything.


-------------------------------------------------------------------------------

+-----------+
| Shy Squad |
+-----------+

Location:      Shy Guy's Toybox
Level:         1
HP:            15
Attack:        1
Defence:       0
Type:          Ground
Sleep:         Immune
Dizzy:         Immune
Shock:         Immune
Shrink:        Immune
Stop:          Immune
Fear:          Immune
Air-Lift:      Immune

Attacks:
- Mob Rush: circles around Mario, and hits him multiple times (1, <see notes
  for number of times>, once-zap, lag-block: block before the circle fully
  forms, and about mid-way between hits)

AI:
- If they have received damage from an attack on two different rounds, they
  will run away.

Notes:
- The number of times the attack hits Mario is equal to the number of members
  in the squad (1 to 15).  There is one member in the squad for each HP
  remaining.  Doing damage knocks away an equal number of Shy Guys.
- Having the Shy Squad run away has the same effect as defeating them.


-------------------------------------------------------------------------------

+-----------+
| Shy Stack |
+-----------+

Location:      Shy Guy's Toybox
Level:         1
HP:            10
Attack:        1 to 4
Defence:       0
Type:          Ground
Sleep:         Fair, 3
Dizzy:         Good, 3
Shock:         Good, 3
Shrink:        Good, 3
Stop:          Fair, 4
Fear:          Immune
Air-Lift:      Immune

Attacks:
- Multi-shot: all members in the stack shoot their slingshots at Mario at once
  (<see notes for attack power>, lag-block: block before the shots hit Mario)

Notes:
- The attack power of Multi-shot is equal to the number of Shy Guys in the
  stack (1 to 4).  The stack starts with four members.
- If attacked with Shell Toss, Power Shell, or a timed Spin Hammer (whether
  hit by Mario or pushed enemy), one member will be removed from the stack (to
  a minimum of one).
- If shrunk, Spin Hammer will not push Shy Stack backwards or knock out a
  member.


-------------------------------------------------------------------------------

+---------+
| Sky Guy |
+---------+

Location:      Shy Guy's Toybox
Level:         14
HP:            7
Attack:        3
Defence:       0
Type:          Flying
Sleep:         Good, 3
Dizzy:         Good, 4
Shock:         Good, 4
Shrink:        Good, 3
Stop:          Good, 4
Fear:          Good
Air-Lift:      Good
Hurricane:     Good
Battle Coins:  1
Bonus Coins:   0 to 2
Items:         <none>
Running:       30

Attacks:
- Aerial Shot: shoots a pebble at Mario's eyes (3, first-strike)

Notes:
- Out of battle, the Sky Guy will perform its first strike by swooping at
  Mario.
- You can also target the Sky Guy's balloons.  Doing damage to them will pop
  them, turning the Sky Guy into a Shy Guy.  The balloons cannot be hit with
  attacks that target multiple enemies.


-------------------------------------------------------------------------------

+-----------+
| Spear Guy |
+-----------+

Location:      Jade Jungle
Level:         16
HP:            7
Attack:        3
Defence:       0
Type:          Ground, sometimes Top-Spiky
Sleep:         Good, 3
Dizzy:         Good, 3
Shock:         Good, 4
Shrink:        Poor, 3
Stop:          Good, 4
Fear:          Good
Air-Lift:      Good
Hurricane:     Good
Battle Coins:  2
Bonus Coins:   0 to 3
Items:         Sleepy Sheep
Running:       32

Attacks:
- Spear Stab: stabs Mario's shoes, hitting them a split second after the spear
  stops (3, first-strike)
- Spear Throw: throws spear at Mario's neck (3, turns into Shy Guy)
- Summon Friend: summons another Spear Guy

AI:
- Summon Friend can only be used when there are less than 4 enemies present.

Notes:
- At either the beginning of battle or after its turn, a Spear Guy will point
  its spear forward if it is in the front, making it no longer top-spiky.
- The spear will always be pointing up if inflicted with Sleep or Dizzy.
- With the spear pointed forward, Mario cannot perform hammer attacks (except
  for Hammer Throw and the Quake Hammer's) without the Spike Shield badge
  equipped.
- Bombette's Body Slam and Bomb attacks cannot be performed while the spear is
  pointing forward.


-------------------------------------------------------------------------------

+--------+
| Spike? |
+--------+

Location:      Flower Fields
Level:         40
HP:            50
Attack:        4
Defence:       0
Type:          Flying
Sleep:         Fair, 2
Dizzy:         Fair, 3
Shock:         Fair, 2
Shrink:        Poor, 2
Stop:          Fair, 3
Fear:          Immune
Air-Lift:      Immune

Attacks:
- Spiny Flip: tosses a Spiny Egg onto the rim of Mario's hat (4)


-------------------------------------------------------------------------------

+----------------+
| Spiked Gloomba |
+----------------+

Location:      Toad Town Tunnels
Level:         12
HP:            7
Attack:        3
Defence:       0
Type:          Ground, Top-Spiky
Sleep:         Good, 3
Dizzy:         Good, 3
Shock:         Good, 3
Shrink:        Good, 3
Stop:          Good, 4
Fear:          Good
Hurricane:     Good
Battle Coins:  1
Bonus Coins:   1 to 2
Items:         Sleepy Sheep, Dizzy Dial
Running:       20

Attacks:
- Spikebonk: jumps on Mario's nose, hitting his stomach with the spike (3, zap)


-------------------------------------------------------------------------------

+---------------+
| Spiked Goomba |
+---------------+

Location:      Jr. Troopa's Playground, Goomba Road, Pleasant Path
Level:         6
HP:            2
Attack:        2
Defence:       0
Type:          Ground, Top-Spiky
Sleep:         Good, 3
Dizzy:         Good, 3
Shock:         Good, 3
Shrink:        Good, 3
Stop:          Good, 4
Fear:          Good
Hurricane:     Good
Battle Coins:  1
Bonus Coins:   0 to 1
Items:         Mushroom
Running:       6

Attacks:
- Spikebonk: jumps on Mario's nose, hitting his stomach with the spike (2, zap)


-------------------------------------------------------------------------------

+-----------+
| Spike Top |
+-----------+

Location:      Mt. Lavalava, Toad Town Tunnels
Level:         17
HP:            4
Attack:        3
Defence:       4 (standing)
               0 (flipped over)
Type:          Ground, Top-Spiky (standing)
               Ground            (flipped over)
Sleep:         Poor, 2
Dizzy:         Good, 4
Shock:         Good, 3
Shrink:        Good, 3
Stop:          Good, 4
Fear:          Good   (standing)
               Immune (flipped over)
Air-Lift:      Good
Hurricane:     Good
Battle Coins:  1
Bonus Coins:   2 to 3
Items:         Super Soda
Running:       18

Attacks:
- Shell Toss: flings himself at Mario with his shell (3, first-strike)
- Stand Up: stands up, returning defence to 4 and becoming Top-Spiky

AI:
- Uses Stand Up if flipped over.  Otherwise, uses Shell Toss.

Notes:
- Immune to fire and explosion damage when not flipped over.
- A jump or quake attack will flip over the Spike Top.


-------------------------------------------------------------------------------

+-------+
| Spiny |
+-------+

Location:      Flower Fields, Toad Town Tunnels
Level:         19
HP:            5
Attack:        4
Defence:       3 (standing)
               0 (flipped over)
Type:          Ground, Spiky (standing)
               Ground        (flipped over)
Sleep:         Good, 3
Dizzy:         Good, 3
Shock:         Good, 3
Shrink:        Good, 3
Stop:          Good, 4
Fear:          Good   (standing)
               Immune (flipped over)
Air-Lift:      Good
Hurricane:     Good
Battle Coins:  1
Bonus Coins:   0 to 1
Items:         <none>
Running:       26

Attacks:
- Egg Roll: curls into a ball and rolls into Mario's left overall button (4,
  first-strike)
- Stand Up: stands up, returning defence to 3 and becoming Spiky

AI:
- Uses Stand Up if flipped over.  Otherwise, uses Egg Roll.

Notes:
- A jump or quake attack will flip over the Spiny.


-------------------------------------------------------------------------------

+---------+
| Spy Guy |
+---------+

Location:      Shy Guy's Toybox
Level:         15
HP:            7
Attack:        2
Defence:       0
Type:          Ground
Sleep:         Good, 3
Dizzy:         Good, 3
Shock:         Good, 4
Shrink:        Good, 3
Stop:          Good, 4
Fear:          Good
Air-Lift:      Good
Hurricane:     Good
Battle Coins:  1
Bonus Coins:   0 to 3
Items:         <none>
Running:       32

Attacks:
- Hammer Smack: smacks Mario in the stomach with its hammer (2, Command Loss)
- Quick Slingshot: shoots Mario in the forehead (2, first-strike)

AI:
- Uses Hammer Smack if equipped with a hammer.  Uses Quick Slingshot if
  equipped with a slingshot.

Notes:
- You can deflect its field attack with a jump or (when wearing Spin Attack
  badge) spin dash.
- Is equipped with either a hammer or slingshot.  A Spy Guy starts the battle
  with a hammer equipped, unless it is in the front.
- A damage-dealing attack will cause them to switch weapons (unless they are
  inflicted with Sleep, Dizzy, Shock, Stop).


-------------------------------------------------------------------------------

+-----------+
| Stilt Guy |
+-----------+

Location:      Shy Guy's Toybox
Level:         1
HP:            7
Attack:        4
Defence:       0
Type:          Elevated
Sleep:         Fair, 3
Dizzy:         Fair, 3
Shock:         Good, 3
Shrink:        Good, 3
Stop:          Fair, 4
Fear:          Immune
Air-Lift:      Immune

Attacks:
- Stick Stomp: jumps on the rim of Mario's hat (4)

Notes:
- A quake attack, a timed jump attack, or successfully inflicting a status
  ailment will knock a Stilt Guy off of its stilts, turning it into a Shy Guy.


-------------------------------------------------------------------------------

+-------------+
| Stone Chomp |
+-------------+

Location:      Dry Dry Ruins
Level:         14
HP:            4
Attack:        3
Defence:       1
Type:          Ground
Sleep:         Immune
Dizzy:         Good, 2
Shrink:        Good, 3
Stop:          Good, 3
Fear:          Immune
Air-Lift:      Poor
Battle Coins:  5
Bonus Coins:   0
Items:         <none>

Attacks:
- Body Hurl: flings itself at the rim of Mario's hat (3, zap)

Notes:
- You can first-strike the Stone Chomps that guards the Pyramid Stone.


-------------------------------------------------------------------------------

+---------------+
| Super Blooper |
+---------------+

Location:      Toad Town Tunnels
Level:         65
HP:            70
Attack:        5
Defence:       0
Type:          Flying
Sleep:         Poor, 2 (normal)
               Immune  (enraged)
Dizzy:         Good, 3 (normal)
               Immune  (enraged)
Shock:         Fair, 2 (normal)
               Immune  (enraged)
Shrink:        Good, 2 (normal)
               Immune  (enraged)
Stop:          Good, 2 (normal)
               Immune  (enraged)
Fear:          Immune
Air-Lift:      Immune
Hurricane:     Immune

Attacks:
- Spin Drop: drops on the bottom line of Mario's hat (5, zap)
- Ink Blast: shoots a stream of ink at Mario, hitting him a half-second later
  (5)
- Enraged Drops: drops on the bottom line of Mario's hat twice (10, two times,
  returns to normal, once-zap)
- Get Enraged: makes self enraged (flashes red while enraged)
- Make Babies: summons one or two Blooper Babies

AI:
1) If shrunk, uses Spin Drop and repeats this step the next round.  Otherwise,
   randomly chooses between Spin Drop and Ink Blast.
2) If two Blooper Babies are present or Super Blooper is shrunk, loop to 3).
   Otherwise, uses Make Babies.
3) Get Enraged
4) If enraged, uses Enraged Drops.  Otherwise, loop to 1).
5) loop to 1)

Notes:
- There are three locations in the Toad Town Sewers where Mario can fight a
  Blooper boss.  When Mario comes to the final spot (after already fighting
  Blooper and Electro Blooper at the other two spots), he will face this boss.
- If there is one Blooper Baby present, Make Babies will summon one.  If there
  are none present, Make Babies will summon two.
- If Super Blooper is inflicted with Attack Drop, the summoned Blooper Babies
  will not have Attack Drop.


-------------------------------------------------------------------------------

+-----------------------+
| Sushie???(Duplighost) |
+-----------------------+

Location:      Shiver Mountain, Crystal Palace, Bowser's Castle
Level:         23
HP:            15
Attack:        3/4/5
Defence:       0
Type:          Ground
Sleep:         Fair, 2
Dizzy:         Good, 2
Shock:         Good, 3
Shrink:        Good, 3
Stop:          Good, 3
Fear:          Fair
Air-Lift:      Good
Hurricane:     Good
Battle Coins:  1
Running:       32

Attacks:
- Belly Flop: jumps on the rim of Mario's hat (<see notes for attack power>,
  zap)

Notes:
- A Duplighost disguised as Sushie.
- Attack power of Belly Flop depends on how the real Sushie is boosted.
  Unboosted: 3, super-ranked: 4, ultra-ranked: 5.
- If Sushie???(Duplighost) receives electrical damage or is successfully
  Shocked, she will transform back into a Duplighost.


-------------------------------------------------------------------------------

+----------------+
| Sushie???(Lee) |
+----------------+

Location:      Toad Town
Level:         1
HP:            20
Attack:        3/4/5
Defence:       0
Type:          Ground
Sleep:         Fair, 2
Dizzy:         Good, 2
Shock:         Good, 3
Shrink:        Good, 3
Stop:          Good, 3
Fear:          Immune
Air-Lift:      Immune
Hurricane:     Immune
Running:       0

Attacks:
- Belly Flop: jumps on the rim of Mario's hat (<see notes for attack power>,
  zap)

AI:
- She will transform back to Lee on her second turn.

Notes:
- Lee disguised as Sushie.
- Attack power of Belly Flop depends on how the real Sushie is boosted.
  Unboosted: 3, super-ranked: 4, ultra-ranked: 5.


-------------------------------------------------------------------------------

+---------+
| Swooper |
+---------+

Location:      Dry Dry Ruins
Level:         10
HP:            4
Attack:        2
Defence:       0
Type:          Ceiling or Flying
Sleep:         Good, 3
Dizzy:         Good, 4
Shock:         Good, 4
Shrink:        Good, 3
Stop:          Good, 4
Fear:          Good
Air-Lift:      Good
Hurricane:     Good
Battle Coins:  1
Running:       32

Attacks:
- Flutter Bump: swoops at Mario's forehead (2, zap)

Notes:
- Starts the battle on the ceiling.  Any damage-dealing attack will change it
  to Flying type.


-------------------------------------------------------------------------------

+----------+
| Swoopula |
+----------+

Location:      Crystal Palace
Level:         22
HP:            8
Attack:        2
Defence:       0
Type:          Ceiling or Flying
Sleep:         Fair, 3
Dizzy:         Good, 4
Shock:         Good, 3
Shrink:        Good, 3
Stop:          Good, 4
Fear:          Good
Air-Lift:      Good
Hurricane:     Good
Battle Coins:  1
Bonus Coins:   0 to 4
Items:         Volt Shroom
Running:       40

Attacks:
- Sucky Kisses: kisses Mario 5 times (2, five times, recovers HP equal to
  damage done to Mario, rapid-block: 30, immune-zap)

Notes:
- Starts the battle on the ceiling.  Any damage-dealing attack will change it
  to Flying type.
- Water Block does not provide any protection against Sucky Kisses.


-------------------------------------------------------------------------------

+---------------+
| The Master(1) |
+---------------+

Location:      Toad Town
Level:         1
HP:            50
Attack:        6
Defence:       0
Type:          Ground
Sleep:         Fair, 2
Dizzy:         Fair, 2
Shock:         Fair, 2
Shrink:        Good, 2
Stop:          Fair, 3
Fear:          Immune
Air-Lift:      Immune
Hurricane:     Immune
Running:       0

Attacks:
- Focus Punch: pauses, and then punches Mario in the moustache (6, zap)

Notes:
- This is the first fight with The Master.


-------------------------------------------------------------------------------

+---------------+
| The Master(2) |
+---------------+

Location:      Toad Town
Level:         1
HP:            75
Attack:        8
Defence:       0
Type:          Ground
Sleep:         Poor, 1
Dizzy:         Fair, 2
Shock:         Fair, 2
Shrink:        Poor, 2
Stop:          Fair, 3
Fear:          Immune
Air-Lift:      Immune
Hurricane:     Immune
Running:       0

Attacks:
- Slide Kick: pauses for a moment in front of Mario, then slide kicks into his
  legs (8, zap)
- Double Combo: pauses from far away, dashes into Mario (hits Mario's ear with
  his palm), followed with an uppercut half a second after (dash: 5, uppercut:
  6, two times, once-zap)

AI:
- Tends to use Straight Punch most of the time.

Notes:
- This is the second fight with The Master.


-------------------------------------------------------------------------------

+---------------+
| The Master(3) |
+---------------+

Location:      Toad Town
Level:         1
HP:            99
Attack:        10
Defence:       1
Type:          Ground
Sleep:         Poor, 1
Dizzy:         Poor, 1
Shock:         Poor, 2
Shrink:        Poor, 2
Stop:          Poor, 3
Fear:          Immune
Air-Lift:      Immune
Hurricane:     Immune
Running:       0

Attacks:
- Slide Kick: pauses for a moment in front of Mario, then slide kicks into his 
  legs (10, zap)
- Double Combo: pauses from far away, dashes into Mario (hits Mario's ear with
  his palm), followed with an uppercut half a second after (dash: 6, uppercut:
  7, two times, once-zap)
- Triple Combo: taunts Mario, dashes into him (hits Mario's ear with his
  palm), followed with an a uppercut half a second after, followed by a slide
  kick into his legs (dash: 5, uppercut: 6, kick: 7, three times, once-zap)

Notes:
- This is the third and final fight with The Master.


-------------------------------------------------------------------------------

+-----------------+
| Tubba Blubba(1) |
+-----------------+

Location:      Tubba Blubba's Castle
Level:         1
HP:            10
Attack:        4
Defence:       ?
Type:          Ground
Sleep:         Immune
Dizzy:         Immune
Shrink:        Immune
Stop:          Immune
Fear:          Immune
Air-Lift:      Immune
Running:       50

Attacks:
- Fist Drop: pounds his fists onto Mario's neck (4)
- Body Crush: jumps on the rim of Mario's hat (6)
- Confused Search: looks around for Mario, and then walks away from battle

AI:
- Uses Confused Search if Mario is invisible.  Otherwise, randomly chooses
  between Fist Drop and Body Crush.

Notes:
- This is Tubba Blubba in his invincible form, before he reunites with his
  heart.
- No attacks have any effect; your only option is to run away or make Mario
  invisible.  Confused Search has the same effect as running away.
- If Tubba Blubba(1) is encountered patrolling his hallway, then running away
  from him will put Mario in the previous room, right by the doors to go back
  to his hallway.
- If Tubba Blubba(1) is encountered after acquiring the Mystical Key, then
  running away will put Mario at the entrance to the next closest room out of
  his castle.


-------------------------------------------------------------------------------

+-----------------+
| Tubba Blubba(2) |
+-----------------+

Location:      Gusty Gulch
Level:         70
HP:            10
Attack:        4
Defence:       0
Type:          Ground
Sleep:         Good, 3
Dizzy:         Good, 3
Shrink:        Good, 3
Stop:          Good, 4
Fear:          Immune
Air-Lift:      Immune

Attacks:
- Fist Drop: pounds his fists onto Mario's neck (4, zap)
- Body Crush: jumps on the rim of Mario's hat (6, zap)

Notes:
- This is Tubba Blubba in his "not-invincible" form, after he reunites with
  his heart.



-------------------------------------------------------------------------------

+---------------+
| Tubba's Heart |
+---------------+

Location:      Windy Mill
Level:         1
HP:            50
Attack:        6
Defence:       0
Type:          Elevated
Sleep:         Immune
Dizzy:         Immune
Shrink:        Good, 3
Stop:          Immune
Fear:          Immune
Air-Lift:      Immune

Attacks:
- Tackle: tackles Mario on the front of his hat (6, zap)
- Swarm Squeeze: summons many tiny hearts to squeeze Mario, hitting him when
  they let go (12, loses charge)
- Charge Up: becomes charged up (glows while charged)

AI:
1) Charge Up
2) Swarm Squeeze
3) Charge Up
4) Swarm Squeeze
5) Tackle
6) Loop back to 3) 

Notes:
- Only 45 HP damage must be done to Tubba's Heart to end the battle.  Reducing
  its HP to 0 has no special effect.


-------------------------------------------------------------------------------

+-----------+
| Tuff Puff |
+-----------+

Location:      Cloudy Climb
Level:         1
HP:            1
Attack:        2
Defence:       0
Type:          Flying
Sleep:         Immune
Dizzy:         Immune
Shock:         Immune
Shrink:        Immune
Stop:          Immune
Fear:          Immune
Air-Lift:      Immune
Hurricane:     Immune

Attacks:
- Puff Squeeze: all Tuff Puffs swarm around Mario and repeatedly squeeze him,
  hitting him an infinite number of times (2, unlimited times, rapid-block: 25)

AI:
- Puff Squeeze will only end on its own if the attack is doing no damage, and
  at least one hit has been done prior.

Notes:
- Immune to electric damage.  Water Block does not provide protection against
  the swarm attack.
- All of the Tuff Puffs attack at once in a single attack before Huff N.
  Puff's turn.  The number of Tuff Puffs in the attack is irrelevant.
- Can be big (has nose) or small (doesn't have nose).  The only significance
  of the size is how much Huff N. Puff recovers when he sucks them back up.
- Defeated automatically when Huff N. Puff is defeated.


-------------------------------------------------------------------------------

+------------+
| Tutankoopa |
+------------+

Location:      Dry Dry Ruins
Level:         55
HP:            30
Attack:        3
Defence:       0
Type:          Elevated
Sleep:         Poor, 2
Dizzy:         Fair, 2
Shrink:        Good, 2
Stop:          Poor, 2
Fear:          Immune
Air-Lift:      Immune

Attacks:
- Shell Heave: tosses a shell onto the rim of Mario's hat (3, loses a shell)
- Magic Spell: a rock drops on Mario, and then another drops on his partner
  (Mario: 2, Partner: 2, lag-block: block before it hits the character)
- Traitor Spell: a rock drops on Tutankoopa (Tutankoopa: 2, causes Tutankoopa
  to change from Elevated to Ground type)
- Summon Chomp: summons a chomp to join the battle

AI:
- Tutankoopa always uses Summon Chomp on his first turn, and for his third
  attack since a Chomp has been defeated.
- If he is not supposed to use Summon Chomp, Tutankoopa uses Shell Heave,
  unless he is shrunk, he used Shell Heave the previous round, or he is out of
  shells.
- If he is not supposed to use Summon Chomp or Shell Heave, he randomly uses
  Magic Spell or Traitor Spell.
- The first time he randomly chooses a spell, it will always be Magic Spell. 
  The second time will always be Traitor Spell.

Notes:
- Tutankoopa starts the battle with 3 shells.
- If Tutankoopa is on the ground, he returns himself to Elevated type before
  attacking (doesn't use up his turn).
- If Tutankoopa is shrunk, then Traitor Spell will only do 1 damage to himself.


-------------------------------------------------------------------------------

+---------------------+
| Watt???(Duplighost) |
+---------------------+

Location:      Shiver Mountain, Crystal Palace, Bowser's Castle
Level:         23
HP:            15
Attack:        3/4/5
Defence:       0
Type:          Flying
Sleep:         Fair, 2
Dizzy:         Good, 2
Shock:         Good, 3
Shrink:        Good, 3
Stop:          Good, 3
Fear:          Fair
Hurricane:     Good
Battle Coins:  1
Running:       32

Attacks:
- Electro Dash: shocks Mario's hat, hitting him just as the waves of
  electricity disappear  (<see notes for attack power>)

Notes:
- A Duplighost disguised as Watt.
- Attack power of Electro Dash depends on how the real Watt is boosted.
  Unboosted: 3, super-ranked: 4, ultra-ranked: 5.
- Unlike the real Watt's Electro Dash, Watt???(Duplighost)'s Electro Dash does
  not pierce Mario's defence.
- Water Block provides no protection from Watt???(Duplighost)'s attack.
- Watt???(Duplighost) is always electrified, and is immune to electric damage.


-------------------------------------------------------------------------------

+--------------+
| Watt???(Lee) |
+--------------+

Location:      Toad Town
Level:         1
HP:            20
Attack:        3/4/5
Defence:       0
Type:          Flying
Sleep:         Fair, 2
Dizzy:         Good, 2
Shock:         Good, 3
Shrink:        Good, 3
Stop:          Good, 3
Fear:          Immune
Hurricane:     Immune
Running:       0

Attacks:
- Electro Dash: shocks Mario's hat, hitting him just as the waves of
  electricity disappear  (<see notes for attack power>)

AI:
- She will transform back to Lee on her second turn.

Notes:
- Lee disguised as Watt.
- Attack power of Electro Dash depends on how the real Watt is boosted.
  Unboosted: 3, super-ranked: 4, ultra-ranked: 5.
- Unlike the real Watt's Electro Dash, Watt???(Lee)'s Electro Dash does not
  pierce Mario's defence.
- Water Block provides no protection from Watt???(Lee)'s attack.
- Watt???(Lee) is always electrified, and is immune to electric damage.


-------------------------------------------------------------------------------

+--------------+
| White Clubba |
+--------------+

Location:      Shiver Mountain, Crystal Palace
Level:         23
HP:            12
Attack:        5
Defence:       0
Type:          Ground
Sleep:         Good, 4
Dizzy:         Good, 3
Shock:         Good, 4
Shrink:        Good, 3
Stop:          Good, 3
Fear:          Fair
Air-Lift:      Fair
Hurricane:     Fair
Battle Coins:  1
Bonus Coins:   3 to 6
Items:         <none>
Running:       32

Attacks:
- Heavy Club: clubs Mario on the head (5, first-strike)
- Swift Club: clubs Mario on the head three times (2, three times)

Notes:
- Immune to ice attacks.
- Takes +2 damage from fire attacks and Egg Missile item.


-------------------------------------------------------------------------------

+-------------+
| W Magikoopa |
+-------------+

Location:      Jade Jungle, Mt. Lavalava, Crystal Palace
Level:         21
HP:            11
Attack:        3
Defence:       0
Type:          Ground or Flying
Sleep:         Fair, 3
Dizzy:         Good, 3
Shock:         Good, 3
Shrink:        Good, 3
Stop:          Good, 3
Fear:          Fair
Air-Lift:      Good
Hurricane:     Good
Battle Coins:  2
Running:       36

Attacks:
- Single Heal: one enemy recovers 5 HP
- Multi-Heal: all enemies recover 3 HP
- Magic Blast: shoots a magical spell at the rim of Mario's hat (3)
- Wand Strike: thrusts its wand in Mario's stomach, hitting Mario a split
  second later (3)

AI:
- Only use Multi-Heal if there are at least 2 enemies not at full HP.
- Only uses Single Heal on an enemy (including itself) that is not at full HP.
- W Magikoopa may not use Single Heal or Multi-Heal when enemies could benefit
  from it, but it usually does.
- Magic Blast is only used when W Magikoopa is flying; Wand Strike is only
  used when W Magikoopa is on the ground.
- Tends to run away if alone.

Notes:
- Can be flying on a broomstick or standing on the ground.
- A POW Block or any timed jump attack (excluding Sushie's Belly Flop) will
  knock a flying W Magikoopa off of its broom, turning it to Ground type.


-------------------------------------------------------------------------------

+-------------+
| Y Magikoopa |
+-------------+

Location:      Flower Fields, Crystal Palace
Level:         21
HP:            11
Attack:        3
Defence:       0
Type:          Ground or Flying
Sleep:         Fair, 3
Dizzy:         Good, 3
Shock:         Good, 3
Shrink:        Good, 3
Stop:          Good, 3
Fear:          Fair
Air-Lift:      Good
Hurricane:     Good
Battle Coins:  2
Running:       36

Attacks:
- Electric Boost: electrifies an enemy for three rounds
- Magic Blast: shoots a magical spell at the rim of Mario's hat (3)
- Wand Strike: thrusts its wand in Mario's stomach, hitting Mario a split
  second later (3)

AI:
- Electric Boost is never cast on any type of Magikoopa, or the caster itself.
- If there are any boostable enemies not electrified, cast Electric Boost
  (cycles through all enemies in order from the front).
- Otherwise, use Magic Blast if flying, and Wand Strike if standing the ground.
- Tends to run away if alone.

Notes:
- Can be flying on a broomstick or standing on the ground.
- A POW Block or any timed jump attack (excluding Sushie's Belly Flop) will
  knock a flying Y Magikoopa off of its broom, turning it to Ground type.
- The effects of Electric Boost can be ended earlier by casting Star Beam.


-------------------------------------------------------------------------------

+--------------+
| Y Ninjakoopa |
+--------------+

Location:      Koopa Bros. Fortress
Level:         16
HP:            5
Attack:        1
Defence:       1 (standing)
               0 (flipped over)
Type:          Ground
Sleep:         Fair, 2
Dizzy:         Fair, 2
Fear:          Immune

Attacks:
- Shell Toss: rushes past Mario in its shell (1, lag-block: block before it
  hits Mario)
- Join Tower: leaps on top of Koopa Bros., joining the tower
- Struggle: flails limbs (no effect)
- Stand Up: stands up, returning defence to 1

AI:
- Use Struggle if just flipped over, followed by Stand Up the next round.
- If standing upright, uses Join Tower if Koopa Bros. exists (will create a
  new tower if there are any Ninjakoopas able to join it the same round),
  otherwise uses Shell Toss.

Notes:
- A jump or quake attack will flip over Y Ninjakoopa.
- If you successfully inflict Y Ninjakoopa with Sleep or Dizzy, he will only 
  skip one of his turns, even though a two is displayed.
- When calculating star points, the game considers there to have been four
  enemies at the start of battle.


 _____________________________________________________________________________
\                                                                             /
<  6. Badges                                                                  >
/_____________________________________________________________________________\

Here is a list of all the specific effects of the game's badges.  I do not 
mention where/how a badge is obtained, as that is beyond the scope of this
guide.

+----------------+
| All or Nothing |
+----------------+

BP Cost: 4

Effects:
- Mario's attack power goes up by 1.  However, if the action command for a
  jump/hammer attack fails, then the attack will do no damage (other effects of
  the attack will still happen).
- This badge will not provide an attack boost for Mario's first-strikes (which
  will still do damage, due to the lack of an associated action command).
- For Mario's Power Bounce jump attack, if you only mess up on the last bounce
  by a small margin, you will still do full damage.  Missing by a large margin
  will cause only the last hit to do no damage.
- For Mario's Multibounce jump attack, messing up the action command will only
  cause the last enemy hit to receive no damage.  Provided there at least two
  non-ceiling enemies, then the last enemy hit does not need an action command
  to receive damage.


+-------------+
| Attack FX A |
+-------------+

BP Cost: 0

Effects:
- Changes the sound effects of Mario's hammer and jump attacks to sound like an
  echoing whistle.
- If more than one Attack FX badge is equipped, then a random one is chosen for
  each attack.


+-------------+
| Attack FX B |
+-------------+

BP Cost: 0

Effects:
- Changes the sound effects of Mario's hammer and jump attacks to sound like a
  whistle increasing in pitch.
- If more than one Attack FX badge is equipped, then a random one is chosen for
  each attack.


+-------------+
| Attack FX C |
+-------------+

BP Cost: 0

Effects:
- Changes the sound effects of Mario's hammer and jump attacks to sound like a
  woman going "Ooh!"
- If more than one Attack FX badge is equipped, then a random one is chosen for
  each attack.


+-------------+
| Attack FX D |
+-------------+

BP Cost: 0

Effects:
- Changes the sound effects of Mario's hammer and jump attacks to sound like a
  twinkling bell.
- If more than one Attack FX badge is equipped, then a random one is chosen for
  each attack.


+-------------+
| Attack FX E |
+-------------+

BP Cost: 0

Effects:
- Changes the sound effects of Mario's hammer and jump attacks to sound like a
  classic yoshi grunt.
- If more than one Attack FX badge is equipped, then a random one is chosen for
  each attack.


+-------------+
| Bump Attack |
+-------------+

BP Cost: 5

Effects:
- If you make a first-strike against an enemy, or Mario touches an enemy out of
  battle, you will instantly win the battle if the enemy would not give Mario
  any star points (i.e. Mario's level is at least as high as the enemy's; see
  Section 5).
- This badge ignores whether any other enemies that would be present in the 
  battle would give Mario star points.  However, such enemies will not give 
  star points when you instant-win the battle.
- This badge overrides an enemy's first-strike, provided that the first-strike
  involved touching Mario.
- This badge overrides the effects of the Dizzy Attack badge.
- You will still earn coins (although only the bonus coins, not the battle 
  coins; see Section 5a), items, hearts, and flowers.


+-----------+
| Chill Out |
+-----------+

BP Cost: 2

Effects:
- If an enemy hits Mario with a first-strike out of battle, the enemy will not
  actually execute the attack when the battle begins.


+------------+
| Close Call |
+------------+

BP Cost: 1

Effects:
- While Mario is in "danger" (HP is 5 or below), all enemy attacks have about a
  25% chance of missing Mario.
- This badge can be combined with Pretty Lucky, Lucky Day, and Lakilester's
  Cloud Nine to boost Mario's evasion higher.


+-------------+
| D-Down Jump |
+-------------+

BP Cost: 2

Effects:
- Gives Mario access to the "D-Down Jump" jump attack (see Section 4a).


+--------------+
| D-Down Pound |
+--------------+

BP Cost: 2

Effects:
- Gives Mario access to the "D-Down Pound" hammer attack (see Section 4a).


+--------------+
| Damage Dodge |
+--------------+

BP Cost: 3

Effects:
- For each Damage Dodge badge equipped, Mario takes 1 HP less damage when he 
  successfully blocks an attack.


+------------+
| Deep Focus |
+------------+

BP Cost: 1

Effects:
- For each Deep Focus badge equipped, Mario recovers 0.25 more units of star 
  power when he uses the "Focus" star power ability.
- This badge does not affect how much Mario's partners recover when they use
  "Focus".


+-------------+
| Defend Plus |
+-------------+

BP Cost: 6

Effects:
- Mario's defence power goes up by 1.


+--------------+
| Dizzy Attack |
+--------------+

BP Cost: 2

Effects:
- If Mario touches an enemy out of battle while performing a spin dash, that 
  particular enemy (which is always the front-most) will start the battle dizzy
  for one round (unless the enemy is immune to dizzy).  This occurs with 100% 
  accuracy.
- This badge overrides an enemy's first-strike, provided that the first-strike
  involved touching Mario.
- The effects of the Spin Attack and Bump Attack badges override this badge.
- This move is not considered a first-strike by the First Attack badge.


+-------------+
| Dizzy Stomp |
+-------------+

BP Cost: 1

Effects:
- Gives Mario access to the "Dizzy Stomp" jump attack (see Section 4a).


+--------------+
| Dodge Master |
+--------------+

BP Cost: 2

Effects:
- With this badge equipped, Mario's in-battle action commands are slightly 
  easier to execute (e.g. larger time frames in which to hit a button, fewer 
  button presses required to fill a meter).  This includes Mario's jump/hammer
  attacks, reducing the damage an enemy inflicts, and running away from battle.
- This badge does not affect the action commands for Mario's partners' moves.


+------------+
| Double Dip |
+------------+

BP Cost: 1

Effects:
- Gives Mario access to the "Double Dip" item ability (see Section 4j).


+--------------+
| Feeling Fine |
+--------------+

BP Cost: 3

Effects:
- Prevents Mario from being inflicted with Sleep, Dizzy, Shrink, Poison, or
  Freeze.
- As a side effect, it also causes Electric (unless the Zap Tap badge is
  equipped), Invisible, and Stony to wear off after only one round.


+-------------+
| Fire Shield |
+-------------+

BP Cost: 2

Effects:
- Mario's defence power goes up by 1, but only for fiery attacks.
- Also, this badge lets Mario safely jump on fiery enemies.


+--------------+
| First Attack |
+--------------+

BP Cost: 1

Effects:
- If you make a first-strike against an enemy, you will instantly win the
  battle if the enemy would not give Mario any star points (i.e. Mario's level
  is at least as high as the enemy's; see Section 5).
- This badge ignores whether any other enemies that would be present in the 
  battle would give Mario star points.  However, such enemies will not give 
  star points when you instant-win the battle.
- This badge overrides the effects of the Dizzy Attack badge.
- You will still earn coins (although only the bonus coins, not the battle 
  coins; see Section 5a), items, hearts, and flowers.
- The effects of the Dizzy Attack badge are not considered a first-strike.


+---------------+
| Flower Finder |
+---------------+

BP Cost: 3

Effects:
- After a battle, significantly more recovery flowers will appear than normal.


+--------------+
| Flower Saver |
+--------------+

BP Cost: 6

Effects:
- For each Flower Saver badge equipped, all abilities of Mario and his partners
  cost 1 FP less to use.
- This badge cannot lower a move's cost to 0 FP.


+---------+
| FP Plus |
+---------+

BP Cost: 3

Effects:
- For each FP Plus badge equipped, Mario's maximum FP (but not his current FP)
  goes up by 5.
- You can use these badges to increase Mario's FP beyond its "natural" maximum
  of 50.
- When de-equipping these badges, Mario's current FP will lower to the new
  maximum, if necessary.


+-------------+
| Group Focus |
+-------------+

BP Cost: 2

Effects:
- Allows Mario's partners to also use the "Focus" command (recovers 0.5 units
  of star power).
- The Deep Focus badges do not affect how much Mario's partners recover.


+--------------+
| Hammer Throw |
+--------------+

BP Cost: 2

Effects:
- Gives Mario access to the "Hammer Throw" hammer attack (see Section 4a).


+--------------+
| Happy Flower |
+--------------+

BP Cost: 3

Effects:
- There is about a 50% chance that after Mario's turn, he will recover 1 FP for
  each Happy Flower badge equipped.
- The Happy Heart and HP Drain badges do not interfere with this badge.
- Mario cannot recover FP if he is inflicted with Stony, Sleep, Dizzy, or
  Freeze.  He also cannot recover FP if he misses his turn (such as Bow using
  Outta Sight before he acts).


+-------------+
| Happy Heart |
+-------------+

BP Cost: 3

Effects:
- There is about a 50% chance that after Mario's turn, he will recover 1 HP for
  each Happy Heart badge equipped.
- The Happy Flower and HP Drain badges do not interfere with this badge.
- Mario cannot recover HP if he is inflicted with Stony, Sleep, Dizzy, or
  Freeze.  He also cannot recover HP if he misses his turn (such as Bow using
  Outta Sight before he acts).


+--------------+
| Heart Finder |
+--------------+

BP Cost: 3

Effects:
- After a battle, significantly more recovery hearts will appear than normal.


+----------+
| HP Drain |
+----------+

BP Cost: 3

Effects:
- After Mario's turn, he will recover 1 HP for each individual hit he makes on
  each enemy with a jump/hammer attack.
- As a side effect, Mario's attack power goes down by 1.
- This badge can recover no more than 5 HP each turn.  Any excess recovery is
  lost.
- The Happy Heart and Happy Flower badges do not interfere with this badge.
- If the attack has no effect on an enemy, you will still recover HP.
- For the "Spin Smash" hammer attack, only the hit against the front enemy
  counts.
- The HP gained from hitting with a jump/hammer first-strike is delayed until
  after Mario's first turn.  If he cannot recover on his first turn (e.g. Bow
  uses Outta Sight before he acts, or he uses a Stone Cap), then the
  HP-recovery will be delayed until the next possible oppurtunity.

Examples:
- hit an enemy with a timed hammer attack: recover 1 HP
- hit an enemy with a time, two-hit jump attack: recover 2 HP
- hit four enemies with a Quake Hammer attack: recover 4 HP
- hit an enemy seven times with Power Bounce: recover 5 HP (maximum)
- hit one enemy with a hammer first-strike, then hit two enemies with
  Multibounce: recover 3 HP
- hit three enemies with a Fire Flower item: recover 0 HP (not a hammer/jump
  attack)


+---------+
| HP Plus |
+---------+

BP Cost: 3

Effects:
- For each HP Plus badge equipped, Mario's maximum HP (but not his current HP)
  goes up by 5.
- You can use these badges to increase Mario's HP beyond its "natural" maximum
  of 50.
- When de-equipping these badges, Mario's current HP will lower to the new
  maximum, if necessary.


+-------+
| I Spy |
+-------+

BP Cost: 1

Effects:
- If you enter an area that has a star piece hidden under a panel, a picture of
  one will briefly appear above Mario's head, accompanied by a sound effect.


+-----------+
| Ice Power |
+-----------+

BP Cost: 2

Effects:
- This badge makes all of Mario's jump and hammer attacks Ice elemental (except
  for Hammer Throw and the quake hammer attacks).
- If an enemy is immune to ice attacks, Mario's jump and hammer attacks will
  still do normal damage with this badge equipped.
- Also, this badge lets Mario safely jump on fiery enemies.


+-------------+
| Jump Charge |
+-------------+

BP Cost: 1

Effects:
- Gives Mario access to the "Charge" jump ability (see Section 4a).


+------------+
| Last Stand |
+------------+

BP Cost: 1

Effects:
- When Mario is in "danger" (HP is 5 or below), all attacks will do half as
  much damage as normal to him (rounded down).
- Calculate the effects of Last Stand after Chill Out, Shrink, and defence, but
  before blocking.


+-----------+
| Lucky Day |
+-----------+

BP Cost: 7

Effects:
- All enemy attacks have about a 25% chance of missing Mario.
- This badge can be combined with Close Call, Pretty Lucky, and Lakilester's
  Cloud Nine to boost Mario's evasion higher.


+-----------+
| Mega Jump |
+-----------+

BP Cost: 3

Effects:
- Gives Mario access to the "Mega Jump" jump attack (see Section 4a).


+------------+
| Mega Quake |
+------------+

BP Cost: 3

Effects:
- Gives Mario access to the "Mega Quake" hammer attack (see Section 4a).


+-----------+
| Mega Rush |
+-----------+

BP Cost: 1

Effects:
- When Mario is in "peril" (HP is 1), his attack power goes up by 4.
- If both Mega Rush and Power Rush are equipped, Mario only gets a +4 (not +6)
  attack boost from the two badges at 1 HP.


+------------+
| Mega Smash |
+------------+

BP Cost: 3

Effects:
- Gives Mario access to the "Mega Smash" hammer attack (see Section 4a).


+-------------+
| Money Money |
+-------------+

BP Cost: 7

Effects:
- After a battle, twice as many coins will appear.
- This coin boost is applied after the effects of the Pay-Off badge.
- If you use First Attack, Spin Attack, or Bump Attack to avoid a battle, this
  badge will still double the coins that appear.


+-------------+
| Multibounce |
+-------------+

BP Cost: 1

Effects:
- Gives Mario access to the "Multibounce" jump attack (see Section 4a).


+--------------+
| P-Down, D-Up |
+--------------+

BP Cost: 2

Effects:
- Mario's attack power goes down by 1, and his defence power goes up by 1.


+--------------+
| P-Up, D-Down |
+--------------+

BP Cost: 2

Effects:
- Mario's attack power goes up by 1, and his defence power goes down by 1.


+---------+
| Pay-Off |
+---------+

BP Cost: 2

Effects:
- For every 2 HP damage Mario takes in battle (rounded down), you will receive
  an extra coin after the battle.
- This coin boost is applied before the effects of the Money Money badge.
- This badge can be used to earn coins in battles where you would normally not
  get any (such as the Anti Guy in Shy Guy's Toybox), but most special battles
  cannot yield coins.


+----------+
| Peekaboo |
+----------+

BP Cost: 3

Effects:
- Allows you to see all enemies' remaining HP without using Goombario's
  "Tattle" ability.


+--------------+
| Power Bounce |
+--------------+

BP Cost: 2

Effects:
- Gives Mario access to the "Power Bounce" jump attack (see Section 4a).


+------------+
| Power Jump |
+------------+

BP Cost: 1

Effects:
- Gives Mario access to the "Power Jump" jump attack (see Section 4a).


+------------+
| Power Plus |
+------------+

BP Cost: 6

Effects:
- For each Power Plus equipped, Mario's attack power goes up by 1.


+-------------+
| Power Quake |
+-------------+

BP Cost: 2

Effects:
- Gives Mario access to the "Power Quake" hammer attack (see Section 4a).


+------------+
| Power Rush |
+------------+

BP Cost: 1

Effects:
- When Mario is in "danger" (HP is 5 or below), his attack power goes up by 2.
- If both Mega Rush and Power Rush are equipped, Mario only gets a +4 (not +6)
  attack boost from the two badges at 1 HP.


+-------------+
| Power Smash |
+-------------+

BP Cost: 1

Effects:
- Gives Mario access to the "Power Smash" hammer attack (see Section 4a).


+--------------+
| Pretty Lucky |
+--------------+

BP Cost: 3

Effects:
- All enemy attacks have about a 10% chance of missing Mario.
- This badge can be combined with Close Call, Lucky Day, and Lakilester's Cloud
  Nine to boost Mario's evasion higher.


+--------------+
| Quake Hammer |
+--------------+

BP Cost: 1

Effects:
- Gives Mario access to the "Quake Hammer" hammer attack (see Section 4a).


+--------------+
| Quick Change |
+--------------+

BP Cost: 4

Effects:
- In battle, Mario and his partner can switch to a different partner unlimited
  times without using up his/her turn.


+--------+
| Refund |
+--------+

BP Cost: 1

Effects:
- If you use an item in battle, you'll receive some coins.
- The number of coins earned is approximately 75% of the standard selling price
  of the item (see Section 4j).


+-------------+
| Runaway Pay |
+-------------+

BP Cost: 2

Effects:
- If you run away from a battle, Mario will be able to keep any star points
  from defeated enemies.
- Mario cannot level-up when running away from battle.  Once his star-point
  total reaches 99, all other star points will be discarded.


+--------------+
| S. Jump Chg. |
+--------------+

BP Cost: 3

Effects:
- Gives Mario access to the "Super Charge" jump ability (see Section 4a).


+---------------+
| S. Smash Chg. |
+---------------+

BP Cost: 3

Effects:
- Gives Mario access to the "Super Charge" hammer ability (see Section 4a).


+--------------+
| Shrink Stomp |
+--------------+

BP Cost: 1

Effects:
- Gives Mario access to the "Shrink Stomp" jump attack (see Section 4a).


+-------------+
| Sleep Stomp |
+-------------+

BP Cost: 1

Effects:
- Gives Mario access to the "Sleep Stomp" jump attack (see Section 4a).


+---------+
| Slow Go |
+---------+

BP Cost: 0

Effects:
- While out of battle, prevents Mario from moving faster than a slow walk.
- This is mostly a disadvantage, but it can be helpful for sneaking past some
  enemies (such as sleeping Clubbas) if you have trouble lightly pressing the
  control stick.


+--------------+
| Smash Charge |
+--------------+

BP Cost: 1

Effects:
- Gives Mario access to the "Charge" hammer ability (see Section 4a).


+-------------+
| Speedy Spin |
+-------------+

BP Cost: 1

Effects:
- When Mario uses his out-of-battle Spin Dash, he will go faster and further
  than normal.


+--------------+
| Spike Shield |
+--------------+

BP Cost: 2

Effects:
- Allows Mario to safely jump on spiky enemies without getting hurt.
- He can also safely use hammer attacks on a Spear Guy that has its spear
  pointed forwards.


+-------------+
| Spin Attack |
+-------------+

BP Cost: 3

Effects:
- If Mario touches an enemy out of battle while performing a spin dash, you
  will instantly win the battle if the enemy would not give Mario any star
  points (i.e. Mario's level is at least as high as the enemy's; see Section
  5).
- This badge ignores whether any other enemies that would be present in the 
  battle would give Mario star points.  However, such enemies will not give 
  star points when you instant-win the battle.
- This badge overrides an enemy's first-strike, provided that the first-strike
  involved touching Mario.
- This badge overrides the effects of the Dizzy Attack badge.
- You will still earn coins (although only the bonus coins, not the battle 
  coins; see Section 5a), items, hearts, and flowers.


+------------+
| Spin Smash |
+------------+

BP Cost: 1

Effects:
- Gives Mario access to the "Spin Smash" hammer ability (see Section 4a).


+------------+
| Triple Dip |
+------------+

BP Cost: 3

Effects:
- Gives Mario access to the "Triple Dip" item ability (see Section 4j).


+---------+
| Zap Tap |
+---------+

BP Cost: 4

Effects:
- With this badge equipped, Mario will always have the "Electric" status boost
  in battle.


 _____________________________________________________________________________
\                                                                             /
<  7. Version History                                                         >
/_____________________________________________________________________________\

Version 2.0 - December 2006.
- Added badge section.
- Added monster level data, as well as method for calculating the number of
  star points dropped by enemies.
- Encouraged by a reader, I changed the Shrink values to be what appears in the
  game, not the effective number of reduced attacks.
- Added some item drops for Duplighost and Lakitu.
- Fixed a few errors.
- Decided to stop being paranoid and give my email address.

Version 1.1 - August 2006.
- Some additions to the item information for Bzzap!, Groove Guy, and Shy Guy.

Version 1.0 - June 2006.
- The first version of this guide.  Hopefully, there will be no need to update.
- In the future, I may add a section on badges, but I feel that it is beyond
  the scope of this guide.  Perhaps it would work better in a new FAQ.


 _____________________________________________________________________________
\                                                                             /
<  8. Acknowledgements                                                        >
/_____________________________________________________________________________\

First of all, I would obviously like to thank Nintendo, Intelligent Systems,
and everyone else involved in the production of Paper Mario.

Also, I would like to thank Jeff "CJayC" Veasey and all others involved in
www.gamefaqs.com for admitting this guide.

Special thanks goes to the owner of the Paper Mario Shrine at
www.rpgclassics.com.  That great site is what encouraged me to research all of
this information.

Those that were planning a speedrun of this game at www.speeddemosarchive.com
also encouraged me to start researching, as I wanted to find any tricks that
they could use.

A lot of thanks goes to Iron Knuckle, who came up with the formula to determine
the number of star points an enemy drops, as well as helping me to calculate
each enemy's level.  He also provided me with some item drops I missed, and
suggested I change the way Shrink data is presented.

Also, thanks to some of the members of the GameFAQs message board for this
game, as they encouraged me to type up my results in an FAQ.

Sorry to anyone I may have forgotten.


 _____________________________________________________________________________
\                                                                             /
<  9. Copyright/Contact                                                       >
/_____________________________________________________________________________\

This document is copyright (c) 2006 by Floogal.  As of the latest update of
this guide, only www.gamefaqs.com may use it.  Also, the information within is
free for the owner of the Paper Mario shrine at www.rpgclassics.com to use.

If you have any comments, questions, or corrections for the guide, or you would
like to use the guide or information within, feel free to email me at 
ebooth84 (at) hotmail (dot) com.  Please put "Paper Mario" somewhere in the 
subject heading so that I do not  mistake it for spam.

If emailing me does not work, try asking in a topic in the gameFAQs message
board for this game.  Make the topic title obvious, so that I notice it on one
of my periodic visits.