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    Bestiary by JosiahIsBack

    Version: 1.00 | Updated: 10/13/08 | Search Guide | Bookmark Guide

    --------------------------THE SUPER MARIO 64 BESTIARY--------------------------
    ----------------------------------Version 1.00---------------------------------
    ------------------------Copyright © 2008: Josiah Plummer-----------------------
    -------------------Date of Creation: Saturday, July 12, 2008-------------------
    -----------------Date of Completion: Saturday, October 11, 2008----------------
    -----Contact Information: BanjoKazooie1988@aol.com (AIM: BanjoKazooie1988)-----
    NOTE: This document is immense, so traveling to a specific section is difficult
    without the use of search tags. Each topic and sub-topic presented in the Table
    of Contents has a related search tag, which is formatted as SRCH###. To go to a
    specific section efficiently, hold down the Ctrl button and press F. This makes
    a Find dialog box appear on-screen. In the 'Find what' text area, type the name
    of the search tag as it appears in the Table of Contents (capitalizing the four
    letters is unnecessary, unless 'Match case' is checked). Press Enter twice (the
    initial press just highlights the search tag in the Table of Contents) to go to
    the related topic or sub-topic immediately.
                                   TABLE OF CONTENTS
    I. Introduction.........................................................SRCH001
    II. Delineation of the Categories.......................................SRCH002
    III. The Hazards........................................................SRCH003
         i. Ballistic Bubble................................................SRCH004
         ii. Boulder........................................................SRCH005
         iii. Butterfly.....................................................SRCH006
         iv. Cannonball.....................................................SRCH007
         v. Crazed Crate....................................................SRCH008
         vi. Crumbling Bridge...............................................SRCH009
         vii. Dirt Spike....................................................SRCH010
         viii. Fireball.....................................................SRCH011
         ix. Firebar........................................................SRCH012
         x. Flame...........................................................SRCH013
         xi. Flamethrower...................................................SRCH014
         xii. Freezing Pond.................................................SRCH015
         xiii. Frozen Pond..................................................SRCH016
         xiv. Great Ball of Fire............................................SRCH017
         xv. Haunted Book...................................................SRCH018
         xvi. Haunted Chair.................................................SRCH019
         xvii. Haunted Coffin...............................................SRCH020
         xviii. Haze........................................................SRCH021
         xix. Heavy Metal...................................................SRCH022
         xx. Ice Block......................................................SRCH023
         xxi. Jolly Roger Crate.............................................SRCH024
         xxii. Lava.........................................................SRCH025
         xxiii. Pushy Wall..................................................SRCH026
         xxiv. Quicksand....................................................SRCH027
         xxv. Snowball......................................................SRCH028
         xxvi. Snowman's Breath.............................................SRCH029
         xxvii. Stalagmite..................................................SRCH030
         xxviii. Tiny Cannonball............................................SRCH031
         xxix. Tox Box......................................................SRCH032
         xxx. Trapdoor......................................................SRCH033
         xxxi. Treasure Chest...............................................SRCH034
         xxxii. Tweester....................................................SRCH035
         xxxiii. Void.......................................................SRCH036
         xxxiv. Whirlpool...................................................SRCH037
         xxxv. Wind.........................................................SRCH038
    IV. The Enemies.........................................................SRCH039
         i. Bob-omb.........................................................SRCH040
         ii. Boo............................................................SRCH041
         iii. Boo (Courtyard)...............................................SRCH042
         iv. Boo (Guard)....................................................SRCH043
         v. Bookend.........................................................SRCH044
         vi. Bullet Bill....................................................SRCH045
         vii. Bully.........................................................SRCH046
         viii. Chuckya......................................................SRCH047
         ix. Fly Guy........................................................SRCH048
         x. Goomba..........................................................SRCH049
         xi. Goomba (Giant).................................................SRCH050
         xii. Koopa Troopa..................................................SRCH051
         xiii. Koopa Troopa (Tiny)..........................................SRCH052
         xiv. Lakitu........................................................SRCH053
         xv. Micro-Goomba...................................................SRCH054
         xvi. Moneybags.....................................................SRCH055
         xvii. Monty Mole...................................................SRCH056
         xviii. Mr. Blizzard................................................SRCH057
         xix. Mr. I.........................................................SRCH058
         xx. Piranha Plant..................................................SRCH059
         xxi. Pokey.........................................................SRCH060
         xxii. Scuttle Bug..................................................SRCH061
         xxiii. Skeeter.....................................................SRCH062
         xxiv. Snufit.......................................................SRCH063
         xxv. Spindrift.....................................................SRCH064
         xxvi. Spiny........................................................SRCH065
         xxvii. Swoop.......................................................SRCH066
         xxviii. Venus Fire Trap (Huge).....................................SRCH067
         xxix. Venus Fire Trap (Tiny).......................................SRCH068
         xxx. Whomp.........................................................SRCH069
    V. The Invincible Enemies...............................................SRCH070
         i. Amp.............................................................SRCH071
         ii. Bub............................................................SRCH072
         iii. Bubba.........................................................SRCH073
         iv. Chain Chomp....................................................SRCH074
         v. Clam............................................................SRCH075
         vi. Fwoosh.........................................................SRCH076
         vii. Grindel.......................................................SRCH077
         viii. Heave Ho.....................................................SRCH078
         ix. Klepto.........................................................SRCH079
         x. Mad Piano.......................................................SRCH080
         xi. Snowman........................................................SRCH081
         xii. Spindel.......................................................SRCH082
         xiii. Sushi........................................................SRCH083
         xiv. Thwomp........................................................SRCH084
         xv. Ukiki..........................................................SRCH085
         xvi. Unagi.........................................................SRCH086
    VI. The Bosses..........................................................SRCH087
         i. Big Bob-omb.....................................................SRCH088
         ii. Big Boo........................................................SRCH089
         iii. Big Bully.....................................................SRCH090
         iv. Big Mr. I......................................................SRCH091
         v. Chill Bully.....................................................SRCH092
         vi. Eyerok.........................................................SRCH093
         vii. Whomp King....................................................SRCH094
         viii. Wiggler......................................................SRCH095
         ix. Bowser.........................................................SRCH096
    VII. Terminus...........................................................SRCH097
         i. Legal Information...............................................SRCH098
         ii. Credits & Acknowledgments......................................SRCH099
         iii. Final Note....................................................SRCH100
                               I. Introduction [SRCH001]
    Hello and welcome to Josiah's Bestiary for Super Mario 64. Herein lies detailed
    information on each enemy featured in the game, in addition to many hazards. To
    state that the adversarial aspect of a video game is a pertinent one would be a
    considerable understatement. Notwithstanding games that do not require a legion
    of foes for the participant to contend with, such as Tetris, the impetus for an
    incalculable number of video game storylines has been a villain with a lust for
    power and a gargantuan army to do his bidding. Therefore, with a few exceptions
    in the industry, a video game lacking adversaries is a vacuous one. Indeed, one
    may broaden the term to apply to any entity that inhibits the player's progress
    throughout the game. In this sense, all games exhibit enemies of some sort. The
    tetrominoes of Tetris and the ghosts of Pac-Man, for example, are dissimilar in
    appearance, construct and behavior, but essentially identical in purpose, which
    is to impede the progress of the player and make the experience a challenge.
    The imperativeness of enemies in video games, coupled with the adulation that I
    hold for Super Mario 64, serves as the justification behind this document. Some
    individuals view Super Mario 64 as a fun experience and nothing more, seemingly
    oblivious to the fact that this game is one of the most revolutionary titles in
    the entire history of the video gaming industry. It is difficult to deny that a
    large amount of games owe their existence to Super Mario 64. The groundbreaking
    release of this 1996 gem led to the creation of The Legend of Zelda: Ocarina of
    Time, Banjo-Kazooie, Donkey Kong 64 and others. Popular games such as the three
    mentioned have become legends and classics in their own right, but there is one
    single progenitor undergirding their existence: the father of three-dimensional
    gaming, Super Mario 64. This guide is not only a tribute to perhaps the overall
    greatest video game in history, but an in-depth encyclopedic account of all the
    constituents that compose its heart and soul: the hazards, enemies and bosses.
                      II. Delineation of the Categories [SRCH002]
    Taking into consideration the vast array of hindrances and adversaries in Super
    Mario 64, it seemed logical to subdivide them in order to keep this document as
    organized and efficient as possible. Therefore, the entire spectrum of foes and
    obstacles has been split into four categories. Despite the fact that each genre
    is self-explanatory, I felt a bit of demarcation was necessary. Thus, following
    is a synopsis of each of the four categories.
     --> Hazards: In the most general sense, an entity is classified as a hazard if
     it is inanimate (in the non-living sense) and attempts to either harm Mario in
     some deleterious fashion or impede his progress in some way. Understandably, a
     few exceptions must be noted, both to the former and the latter. The Butterfly
     is obviously a living creature, but those that change into a kamikaze bomb are
     classified as hazards. In addition, there are a couple of entities that have a
     semblance of being animate, namely the Pushy Walls of Whomp's Fortress and the
     Tox Boxes of Shifting Sand Land. Nonetheless, these objects simply have a face
     painted on them, and otherwise bear no resemblance to a living organism. There
     are also some exceptions to the prerequisite that a hazard intentionally tries
     to harm Mario or obstruct his progress. Lava is a prime example, as it remains
     inactive at all times and has no sentience. However, it is clearly a hazard.
     --> Enemies: This class is comprised of the quintessential opposition of Super
     Mario 64, as well as the Marioverse in general. These creatures are living and
     sentient adversaries intent on harming Mario. The primary trait distinguishing
     a foe as a normal enemy is that it must be possible to kill, destroy or other-
     wise defeat it, preferably in such a way that Mario does not incur damage. The
     other prerequisite is that a reward is offered following the enemy's defeat. A
     few exceptions to both rules exist. For instance, it is possible to 'defeat' a
     Bullet Bill by attacking it or simply standing in its way, causing it to stray
     off-course and spin out of control, but this damages Mario; it is wiser simply
     to avoid Bullet Bill and let it run its course. Bullet Bill also infringes the
     requirement that a reward is given following defeat. Spinies are guilty of the
     violation of this rule, as well. Nevertheless, these enemies are both sentient
     (preventing them from being classified as hazards) and vulnerable (thus making
     it impossible to classify them under the following category). Therefore, Spiny
     and Bullet Bill could be viewed as the pariahs of the normal enemies.
     --> Invincible Enemies: These adversaries are perhaps the most formidable foes
     in the entire game, even to a greater extent than the bosses. Battling them is
     futile because they cannot be destroyed by any means whatsoever. Therefore, it
     is acceptable to posit that invincible enemies even transcend hazards in terms
     of longevity. Indeed, there are a few hazards that can be destroyed. There are
     no invincible enemies, however, that are conquerable. Some, such as Klepto, do
     exhibit some vulnerability and can be attacked, while others, such as the huge
     and dreaded Chain Chomp, can be freed, thereby indirectly ridding the level of
     them. Nevertheless, none of these beasts can ever actually be killed, and most
     of them are entirely impervious to any kind of assault. This suggests that the
     invincible enemies are indeed the most formidable opponents in the game, since
     they transcend the transitory existences of the normal enemies and bosses, and
     even exceed the physical durability displayed by the hazards. However, they do
     not possess offensive repertoires as complex as that of the bosses, making the
     debate between who the true monsters are that much more interesting.
     --> Bosses: In terms of Super Mario 64's canon (as well as the canon of gaming
     in general), bosses are at the forefront of the bestiary. The gameplay centers
     around them and the plot relies heavily on them, as well. Sometimes a level is
     benefited through the inclusion of a local boss. The mountain featured in Bob-
     omb Battlefield, for example, would not be nearly as intimidating if there was
     no Bob-omb ruler reigning supreme atop its summit. Nor would the warp pipes at
     the end of the three Bowser stages be as ominous if the King of the Koopas was
     not waiting on the other side. It would seem redundant, then, to delineate the
     differences between bosses and the other three classes. The levels featuring a
     boss seem to depict it as a sort of local celebrity, or at the very least as a
     nefarious crime lord; a head honcho that has yet to be deposed. Thus, in spite
     of the fact that the bosses make up the minority of the four categories, their
     presence in Super Mario 64 is as necessary as any other facet.
    In addition to the four categories outlined above, there are several designated
    sections of information that shall be included for each entry. However, because
    the various entities in Super Mario 64 differ quite a bit, some sections do not
    apply to all categories. Specifically, there are two such sections: How to Com-
    bat, and Where To Find. The former offers information relating to the defeat of
    the opponent. Thus, it is not applicable to hazards (which are typically immune
    to destruction, and when they are capable of being destroyed, it is as a result
    of their own doing and not by Mario's actions) or invincible enemies (which are
    essentially impervious and cannot be slain). Thus, the How To Combat section is
    applicable only to the normal enemies and bosses. The Where To Find section, on
    the other hand, is utilized only in the entries for bosses; it states where the
    bosses are located within their respective level(s).
    There are seven more topics utilized in this guide, all of which are applicable
    to the four categories. The first is the Description, an analysis of the hazard
    or foe with details on its physical appearance as it is seen in Super Mario 64.
    Next is the Level Inventory, a comprehensive ASCII table listing all the levels
    in which the entry is featured, as well as its quantity in each level. The next
    section is named Attack(s), and it is a description of every distinct offensive
    maneuver that the entry possesses. This is followed by Damage, a simple note of
    the number of Health Units Mario loses from each attack. This is assuming Mario
    is wearing his Cap, because if he loses his Cap, he incurs more damage. This is
    followed by the Reward(s) section, which lists each of the obtainable windfalls
    gained from defeating the adversary, or simply by encountering it. For example,
    Clams cannot be defeated, but they may conceal valuables. The penultimate topic
    is the History (for hazards) or Biography (for enemies, invincible enemies, and
    bosses), a detailed account of the entry's existence in the Marioverse; remakes
    of video games are not included here. The Trivia section,
     comprised of weird or
    interesting factoids, concludes each entry.
    Note that Super Mario Bros. (1985) serves as the beginning for each History and
    Biography section. Super Mario Galaxy is usually the terminus, though there are
    some exceptions involving later games, such as the popular 2008 hit Super Smash
    Bros. Brawl. Additionally, each historical account is comprehensive but not ne-
    cessarily exhaustive. There are a variety of hazards and enemies, such as Boos,
    that are present in many video games. Including every single game that features
    a particular adversary in some way would be borderline ludicrous. Thus, each of
    the historical accounts is set up in an efficient manner so as to provide a de-
    tailed outline offering a meticulous yet concise account of the foe's existence
    in the Marioverse. The exception to this standard is Bowser, who has been given
    an in-depth biographical account due to his superlative importance to the Mario
    series. For hazards or enemies that only appeared in Super Mario 64, their his-
    torical or biographical information is designated as "None."
                               III. The Hazards [SRCH003]
    There was some unpredictable and surprising difficulty in deciding exactly what
    constitutes a hazard and what constitutes a mere obstacle. There are many kinds
    of platforms, for example, that could be construed as dangerous. However, these
    are more akin to obstacles than true hazards. In discriminating between hazards
    and obstacles, perhaps the most encompassing feature is that a hazard typically
    (but not always) is an artificial structure created to impede the player's pro-
    gress or to injure Mario. There are also natural hazards, ranging from Boulders
    to Quicksand. Admittedly, this distinction between hazards and obstacles is not
    infallible, and describing the reasons some objects were excluded is difficult.
    Here is a sample: the pendulums in Tick Tock Clock were viewed as possibilities
    in terms of being included in this guide as a hazard. Nevertheless, the nuances
    between them and other objects (that were designated as hazards) prevented Tick
    Tock Clock's pendulums from being included in this document. The Stalagmites in
    Jolly Roger Bay, for example, crash to the ground when Mario is near in a clear
    attempt to crush him. The pendulums of Tick Tock Clock, however, just oscillate
    to and fro at fixed intervals. The difference between both objects is now a bit
    more obvious. There is a latent danger in the presence of the Stalagmites. Each
    pendulum, contrariwise, never changes its pattern and is seen at face value. In
    this sense, the pendulums exist as simple obstacles that must be bypassed.
                             i. Ballistic Bubble [SRCH004]
    DESCRIPTION: These aquatic bombs are massive orbs of water. Roughly as large as
    Mario himself, Ballistic Bubbles exhibit an extreme surface tension, as seen by
    their ability to actually bounce off the ground.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Bob-omb Battlefield        | Infinite |            Present in two locations |
    ATTACK(S): Ballistic Bubbles rain down from the sky one at a time, their shadow
    and an accompanying sound effect signaling their arrival. When they land on the
    ground, they bounce twice before effervescently bursting upon the third impact.
    Ballistic Bubbles will explode automatically should they come into contact with
    something, such as Mario. The two areas bombarded by these hazards are the Bob-
    omb dominated field near the base of the mountain and the meadow underneath the
    floating island. Be careful when wandering in these areas.
    DAMAGE: 1 Health Unit
    REWARD(S): None
    HISTORY: Bubbles have had a rather extensive history in Mario's macrocosm. They
    first appeared in Super Mario World, in which there was a considerable variety.
    Bubbles in Super Mario World carried both power-ups and enemies, typically Bob-
    ombs and Goombas. There was also a particularly strange kind of bubble that was
    featured in some of the Ghost Houses; these strange bubbles were massive, green
    orbs. Additionally, they harmed Mario upon contact. The next game that included
    bubbles was Super Mario Land 2: 6 Golden Coins, which only featured them in one
    level, Hippo Zone. They were given the title 'Soap Bubbles' and were discharged
    by a statuesque Hippo; Mario could ride around in them. Next, Super Mario World
    2: Yoshi's Island gave bubbles a variety of purposes. Some contained 1-UPs, but
    the majority were called Morph Bubbles, which allowed Yoshi to transform into a
    different form, such as Yoshi Helicopter. Furthermore, if an enemy attacked the
    player, Baby Mario would float away in a bubble. Some foes, such as Bubble Day-
    zees and Barney Bubbles, would spit out bubbles that Yoshi could lick up before
    spitting out more bubbles.
    Bubbles then made an appearance in Super Mario 64. In addition to the Ballistic
    Bubbles of Bob-omb Battlefield, there were also underwater ones tucked away in-
    side treasure chests. These would replenish five Health Units. In Yoshi's Story
    there were bubbles called Bubble Pops. These usually contained fruit and were a
    bit tougher than normal bubbles. Bubble Pops could be penetrated by throwing an
    egg at them, and also by jumping on them repeatedly. Bubbles then appeared in a
    unique title called Paper Mario, wherein there was a Bubble Plant in a location
    known as Flower Fields. After bringing the plant a Bubble Berry, Mario was able
    to ride a bubble over a bramble patch, which he normally could not cross. Super
    Mario Galaxy also featured bubbles; there were two types. The first was a clear
    reference to Super Mario 64, in that they were located underwater and would re-
    plenish Mario's oxygen meter when touched. The other variety was found on land,
    and Mario could fly around in them.
    TRIVIA: - There is a cannon about halfway up the mountain that is controlled by
            a Bob-omb. This cannon is the source of the Ballistic Bubbles. It would
            seem logical to think that killing the Bob-omb would halt the Ballistic
            Bubbles from being fired, but this actually has no effect.
            - The Ballistic Bubbles can serve a useful purpose, since Bob-ombs also
            are vulnerable to their bombardment. Because the bubbles crudely follow
            Mario during the first two bounces, it is possible to lead one into the
            path of a Bob-omb, thereby killing it. Such pacifistic brutality.
                                 ii. Boulder [SRCH005]
    DESCRIPTION: This hazard is like something from an Indiana Jones film. Boulders
    are gargantuan, spherical rocks that are many times larger than Mario. They are
    subterranean and of an earthy hue. The erosion caused by these Boulders has en-
    gendered a seemingly endless abyss, a gaping hole leading to nothingness.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Hazy Maze Cave             | Infinite |             Present in one location |
    ATTACK(S): Hazy Maze Cave's Boulders emerge from an undisclosed source, rolling
    down a moss-covered slope before reaching the terminus of their path: a massive
    cavity in the earth. This apparently bottomless pit seems to be a result of the
    incessant rolling of the Boulders. Normally, Boulders travel in a straight path
    down the declivity toward the abyss. However, if Mario happens to be traversing
    the slope, the Boulders will veer in his direction in an attempt to crush him.
    DAMAGE: 3 Health Units
    REWARD(S): None
    HISTORY: Boulders have had minimal appearances in Mario's video games. In fact,
    Super Mario 64 was the inception of their existence. Incredibly, a whole decade
    would pass before Boulders would be featured in another major title, that title
    being Super Mario Galaxy. The Boulders in that game possess a soft red spot. If
    Mario Star Spins that spot, the Boulder will be destroyed. Super Mario Galaxy's
    Boulders are more common than in Super Mario 64, appearing in several galaxies,
    including the Good Egg Galaxy and the Honeyhive Galaxy. These ones are still as
    deleterious as their predecessors, since Mario will lose health if he is rolled
    over by one. Mario Party 3 features a mini-game called Boulder Balls. This game
    has similar mechanics to the area in Hazy Maze Cave that contains the Boulders.
    Boulder Balls consists of a slope, which three players must attempt to scale. A
    single player at the top of the slope rolls boulders (which are much smaller in
    comparison to the ones in Super Mario 64) down the slope in an attempt to crush
    the ascending players.
    TRIVIA: None
                                iii. Butterfly [SRCH006]
    DESCRIPTION: These seemingly innocuous creatures are virtually identical to the
    butterflies in our world. The ones in Super Mario 64, specifically, have a dark
    blue, cerulean border around their wings, which are themselves hot pink, and an
    array of white splotches on their wings, as well. Butterflies inhabit temperate
    climates throughout the game, including the front yard of the princess's castle
    and levels with moderate environments. Those that are inherently dangerous only
    appear in two levels, however.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Tall, Tall Mountain        |    02    | The other Butterflies are innocuous |
    | Tiny-Huge Island           |    06    | The other Butterflies are innocuous |
    ATTACK(S): Butterflies do not technically attack Mario as a result of their own
    volition. Some Butterflies are mere decoration, while others are a blessing (or
    a curse) in disguise. Whenever Mario runs over a certain patch of grass, a trio
    of Butterflies will emerge and scatter in all directions. Some groups include a
    single special Butterfly that is capable of transformation, specifically into a
    1-UP Mushroom (it is a common belief that Mario must punch a Butterfly in order
    to initiate the transformation, but this is false). There are groups of Butter-
    flies in Tall, Tall Mountain and Tiny-Huge Island that are dangerous. Groups of
    Butterflies in those two levels consist of one benign and two malicious. If you
    touch either of the two (or both, in a terrible turn of misfortune), they morph
    into a homing device, a simple black orb that explodes on impact. It's possible
    to avoid these explosives long enough so that they detonate autonomously.
    DAMAGE: 2 Health Units
    REWARD(S): In addition to the harmful Butterflies in Tiny-Huge Island and Tall,
    Tall Mountain, those two levels also include Butterflies that transform into an
    ever-useful 1-UP Mushroom. This kind of beneficent Butterfly is also located in
    Whomp's Fortress and in the front yard of Princess Peach's castle.
    HISTORY: In spite of the fact that their presence is usually unexceptional, the
    presence of Butterflies in Mario games is appreciable. Super Mario 64 was their
    first appearance. Super Mario Sunshine, with its tropical environment, provided
    a splendid backdrop for Butterflies to make a return, and reinstated them as an
    important constituent of the gameplay. In Sunshine, there were three types, all
    of which Yoshi could swallow to get a valuable bonus: yellow Butterflies were a
    good source for regular coins, blue Butterflies provided Blue Coins, and, in an
    arguable homage to Super Mario 64, green ones yielded a 1-UP Mushroom. Games in
    the Mario Party series have also featured Butterflies. For instance, there is a
    mini-game in the original Mario Party named Ground Pound. The player must study
    a phalanx of twelve pegs (basically the tree stumps from Super Mario 64) before
    Butterflies cover the tops. The player must then Ground Pound all the pegs with
    flat tops. Butterflies also made an appearance in the mini-game named Butterfly
    Blitz, in Mario Party 4. This game's objective was to catch as many Butterflies
    as possible with the net before time ran out. Yellow ones were worth one point,
    red ones were worth two, and blue ones were worth three.
    TRIVIA: - There are some creatures in the Marioverse similar to butterflies. In
            Super Paper Mario, the pixl named Tippi bears a strong resemblance to a
            butterfly. In fact, one of the bosses of the game (Francis, the boss of
            The Bitlands), vowed to photograph Tippi and upload them to the website
            digibutter.nerr, which is a short form of 'digital butterfly.' There is
            also an enemy known as Flutters or Wiggler Flies. As the name suggests,
            these are Wigglers that have metamorphosed into butterflies.
                                iv. Cannonball [SRCH007]
    DESCRIPTION: Similar to round shot ammunition in the real world, Cannonballs in
    Super Mario 64 are large, black spheres, presumably made of some kind of metal.
    Cannonballs are about twice or thrice as large as Ballistic Bubbles, and always
    originate from some esoteric source, appearing in areas containing a serpentine
    and/or downward-sloping path.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Bob-omb Battlefield        | Infinite |            Present in two locations |
    | Tall, Tall Mountain        | Infinite |             Present in one location |
    | Tiny-Huge Island           | Infinite |             Present in one location |
    ATTACK(S): Cannonballs are most often seen rolling down a pathway in a fixed or
    predetermined trajectory. This makes the Boulders of Hazy Maze Cave, which have
    a similar modus operandi, more dangerous than Cannonballs, since the latter are
    incapable of shifting direction in order to crush Mario. In Bob-omb Battlefield
    there is a trench at the base of the mountain. Two to three Cannonballs roll to
    and fro inside this trench in a motion similar to pendulums. In addition, there
    is a vertical fissure present in the mountain. Cannonballs fall down this split
    in the mountainside before rolling down the whitish-colored, granite-like slope
    that leads to the main trench of the level. The Cannonballs that roll along the
    mountainside also travel down this stone declivity. The Cannonballs that end up
    in the primary trench evaporate upon impacting the dirt wall.
    DAMAGE: 2 Health Units
    REWARD(S): None
    HISTORY: There is a scant amount of Mario video games that feature Cannonballs.
    The first game to do so was Super Mario Bros. 3, wherein Cannonballs were fired
    from Bowser's tanks and airships in the final world. These could be avoided and
    even halted in midair with a well-placed stomp from above. In a befuddling turn
    of events, Cannonballs returned with the advent of Super Mario 64, but were not
    fired from cannons. This is even more puzzling considering the fact that a fair
    amount of levels actually contained cannons. In any event, Cannonballs returned
    with the release of Super Mario Galaxy, in which they were given a more techno-
    logical look. These Cannonballs have a white line around their center, with two
    yellow circles on opposite sides. The Cannonballs in Super Mario Galaxy are, in
    a similar vein to Super Mario Bros. 3, fired from cannons, most of which are in
    the Battlerock and Dreadnought Galaxies. There is a notable distinction between
    these Cannonballs and those from past games: they explode upon impact. This new
    and much more pernicious effect will stun the player, and may even result in an
    inauspicious fate for the target: the explosion could knock the player off of a
    platform or even into a black hole. With Cannonballs being upgraded and given a
    much more deleterious end result, chances are they will return in future games.
    TRIVIA: - In a similar fashion to Ballistic Bubbles, Cannonballs are capable of
            serving a beneficial purpose. The Cannonballs that roll down the marble
            slope in Bob-omb Battlefield will occasionally plow into a Bob-omb, re-
            sulting in immediate death. However, this is more of a useful auxiliary
            effect and is not as efficacious as manipulating a Ballistic Bubble.
            - There is a possibility that the Cannonballs in Super Mario 64 are Big
            Steelies, large and invincible balls that Bowser dropped from the Koopa
            Clown Car during the boss fight in Super Mario World.
                               v. Crazed Crate [SRCH008]
    DESCRIPTION: This maniacal box is well-distinguished from its inanimate, normal
    counterparts. Each side of a Crazed Crate displays the same unstable face. This
    countenance consists of a pair of swirling eyes, similar to ampersands, as well
    as a jagged line for the mouth. These crates are seemingly made of cardboard or
    some other semi-soft material. In addition, Crazed Crates bounce up and down ad
    infinitum, a possible physical manifestation of their manic frenzy.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Big Boo's Haunt            |    01    |                                ---  |
    | Lethal Lava Land           |    01    |                                ---  |
    | Shifting Sand Land         |    02    |                                ---  |
    | Tall, Tall Mountain        |    01    |                                ---  |
    ATTACK(S): Upon seizing a Crazed Crate, the volatile box will bounce a total of
    three times, each bounce progressively gaining more elevation. The third bounce
    will reach such height that the Crazed Crate will explode upon landing. Despite
    the fact that these boxes do indeed yield a reward, the wild and only partially
    controllable bouncing can lead to disaster. For instance, the Crazed Crate that
    can be found in Lethal Lava Land is surrounded by Lava, and the player needs to
    be prudent to ensure that Mario does not wind up landing in the molten rock. In
    addition, the Crazed Crates featured in Shifting Sand Land could possibly cause
    the player to wind up in the omnipotent Quicksand (the kind that sucks in Mario
    instantaneously). The Crazed Crate in Tall, Tall Mountain is positioned next to
    the edge of a cliff, potentially serving as a one-way ticket into the abyss.
    DAMAGE: Intrinsically, none. However, a Crazed Crate could indirectly lead to a
    loss of three Health Units (as is the case in Lethal Lava Land) or even a whole
    life (as is the case in Tall, Tall Mountain and Shifting Sand Land).
    REWARD(S): 5 Gold Coins
    HISTORY: Crazed Crates are considerably rare items in the long and storied life
    of Mario's video games. Their first (and last) appearance in a Mario platformer
    was in Super Mario 64. They would go on to appear in Box Mountain Mayhem, which
    was a mini-game in the original Mario Party. The goal of this game was to break
    open crates in an attempt to collect coins. Sometimes a Crazed Crate would show
    up (though they were called Whomp Boxes) and would knock a player back if he or
    she attacked it. Hitherto, the final appearance of Crazed Crates was a cameo in
    Mario Party 2, wherein they appeared in the board called Bowser Land as a basic
    background prop.
    TRIVIA: - The Crazed Crates in Super Mario 64 and Mario Party 2 have the hectic
            face on all six sides. The ones in the Box Mountain Mayhem mini-game in
            the original Mario Party, however, only feature the face on one side.
                             vi. Crumbling Bridge [SRCH009]
    DESCRIPTION: Perhaps the most universal aspect of platforms in video games is a
    sense of security. The horizontal structures floating in the air seem to have a
    sturdiness that defies gravity and physical boundaries. Crumbling Bridges break
    that stereotype. These particular structures consist of nine rectangular blocks
    adjoined to form a makeshift bridge. The general function remains constant, but
    the appearance of the Crumbling Bridges varies in terms of their width, designs
    on the surface of the individual blocks, and on their color.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Whomp's Fortress           |    01    |                                ---  |
    | Big Boo's Haunt            |    01    |                                ---  |
    | Bowser in the Fire Sea     |    01    |                                ---  |
    ATTACK(S): Upon stepping foot on a Crumbling Bridge, about half a second passes
    before the individual block on which Mario is standing simply falls away. There
    is nothing complicated about this system. It's a simple and effective mechanism
    intended to injure Mario and/or hinder his progress. For example, the Crumbling
    Bridge in Whomp's Fortress is situated high above the ground, so if Mario falls
    as a result of its frailty, not only will he need to backtrack his steps, he'll
    possibly incur the loss of two Health Units from the fall itself. The Crumbling
    Bridge in Bowser in the Fire Sea is located above Lava, clearly resulting in an
    inescapable loss of health should Mario fall. The Crumbling Bridge in Big Boo's
    Haunt is the only one that does not lead to possible injury. Rather, it results
    in an extreme waste of time, as a fall from that particular location will cause
    Mario to be transported from inside the haunted mansion all the way to the pool
    of water adjacent to Big Boo's merry-go-round. The trick to crossing these very
    simplistic and yet equally sinister platforms is to dash across them, resulting
    in the bridge crumbling apart in a piecemeal fashion but with no victims.
    DAMAGE: Indeterminate. Mario could lose two Health Units as a result of falling
    from the Crumbling Bridge in Whomp's Fortress (though this is uncommon, because
    moving slow enough to actually fall almost always results in Mario grazing part
    of the block as it falls, diminishing the descent). In addition, falling off of
    the Crumbling Bridge in Bowser in the Fire Sea will unavoidably result in Mario
    losing three Health Units, since the bridge is situated over a pool of Lava.
    REWARD(S): None
    HISTORY: None
    TRIVIA: - The differences between the three Crumbling Bridges in Super Mario 64
            are as follows. First, those featured in Whomp's Fortress and Big Boo's
            Haunt are gray, whereas the one in Bowser in the Fire Sea is a brownish
            orange color. Furthermore, the Crumbling Bridge of Whomp's Fortress and
            the one in Bowser in the Fire Sea both have a dull design on the blocks
            that comprise the bridge, while the Crumbling Bridge in Big Boo's Haunt
            has a design emblazoned on each block. Finally, all three bridges are a
            bit dissimilar in terms of width. The Crumbling Bridge that is featured
            in Big Boo's Haunt is the thinnest of the three, while the one featured
            in Whomp's Fortress is wider. Bowser in the Fire Sea's bridge is by far
            the widest in the entire game, roughly twice as wide as any other.
                               vii. Dirt Spike [SRCH010]
    DESCRIPTION: This particular hazard is incontrovertibly the most overlooked and
    subtle in the entire game. In fact, it is so obscure that many players often go
    through the entire game without ever being aware of its existence. Such a weird
    and inconspicuous hazard would seem to be unimportant in relation to a guide of
    this ilk. However, the Dirt Spike is such a minor aspect of the game that it is
    a perfect manifestation of the minutiae that makes Super Mario 64 so great. The
    Dirt Spike itself is a relatively small chunk of dirt with a tip pointing down-
    ward and some moss covering its top.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Tiny-Huge Island           |    01    |                                ---  |
    ATTACK(S): None. The Dirt Spike is a completely immobile object. In fact, there
    is hardly a chance that Mario will ever become a victim of this practically in-
    significant hazard. Indeed, the parameters of what needs to take place in order
    to be a victim of the Dirt Spike are quite conditional. First, the player needs
    to be in the huge incarnation of Tiny-Huge Island and enter Wiggler's domain by
    accessing the lower portion (where the wooden plank leads to an opening). It is
    logical to assume that this area's sole purpose is to house the eight Red Coins
    that Mario must collect to earn a Power Star, and that is a correct assumption.
    Nevertheless, few people are aware of the fact that it is possible to hang from
    the metal grating serving as the barrier between the lower portion and the area
    above where the actual battle with Wiggler takes place. This is because most of
    the platforms with the Red Coins are too far below the lattice for Mario to use
    a Double Jump and hang. Therefore, someone usually discovers that it's possible
    to hang from the grille via simple curiosity. Regardless of such circumstances,
    the Dirt Spike is positioned in the center of the lattice. If you bump into the
    Dirt Spike while hanging from the metal mesh, Mario will release his grip, thus
    plummeting into the abyss below, resulting in death.
    DAMAGE: 1 Life
    REWARD(S): None
    HISTORY: None
    TRIVIA: - It is possible to survive after succumbing to the Dirt Spike, but the
            possibility is slim. There is a specific platform (one of the platforms
            on which a Red Coin rests) fairly close to the Dirt Spike and at a very
            auspicious elevation, as it is the second lowest platform in this area.
            After being knocked off by the Dirt Spike, it is possible, assuming you
            are facing the right direction, to perform a Dive in midair and land on
            the platform. It seems the Dirt Spike is not all-powerful, after all.
            - The Dirt Spike seems to be one of the myriad examples of the enormous
            size differences between tiny island and huge island. The upper portion
            of Wiggler's cave (where the boss battle takes place) contains a float-
            ing platform. This platform, made of dirt with a moss-covered top and a
            pointed underside, is a perfect magnification of the Dirt Spike. Is the
            apparent dichotomy just a coincidence? Perhaps, but Wiggler himself, at
            the end of the battle, shrinks in size, becoming (in terms of ratio) to
            the Dirt Spike what normal-sized Wiggler is to the platform.
            - Following the defeat of Wiggler, the Power Star appears floating over
            the surface of the Dirt Spike. This still does not reveal the fact that
            the Dirt Spike exists, because it is difficult to see the actual dirty,
            pointed underside while in the upper portion. Plus, while in the bottom
            area, the player is usually too preoccupied with grabbing the Red Coins
            to bother gazing toward the lattice. The Dirt Spike is truly arcane.
                                viii. Fireball [SRCH011]
    DESCRIPTION: This searing obstacle is essentially a ball of fire with a tail of
    sorts. Understandably, Fireballs appear in the most sweltering of environments.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Lethal Lava Land           | Infinite |        Present in several locations |
    ATTACK(S): Fireballs emerge from Lava and bounce across walkways before hopping
    back into the Lava to be reabsorbed. Due to the fact that Fireballs will always
    bounce across thin sections of solid ground that are surrounded by Lava, a burn
    is especially dangerous, because the out-of-control Mario could wind up dashing
    straight into the molten rock, incurring damage from both hazards.
    DAMAGE: 3 Health Units
    REWARD(S): None
    HISTORY: Fireballs are a staple of Mario video games. They actually appear more
    often as abilities of characters rather than as hazards or enemies in their own
    right. For instance, the only two games in which Fireballs appear as individual
    dangers are Super Mario 64, in which they appeared in only one level, and Super
    Mario RPG: Legend of the Seven Stars. In the latter, there was a monster called
    Fireball that was located in Booster's Tower in the Mine Room. This monster was
    similar to a blue Sparky or Pyrosphere. Many other games feature Fireballs as a
    special power of certain characters. Super Mario Bros. introduced the now well-
    known Fire Flower, which gave Mario the ability to generate Fireballs. Over the
    years Mario and Luigi seem to have mastered this pyrokinetic ability, evidenced
    by the fact that they summon Fireballs without the aid of a Fire Flower in such
    games as the Super Smash Bros. series. In fact, it would seem that the brothers
    have their own personal rapport with pyrokinesis. Mario's Fireballs are red and
    affected by gravity, while Luigi's are green and unaffected by gravity.
    Yoshi is also capable of emitting Fireballs. For instance, in Super Mario World
    Yoshi could spit out Fireballs that looked similar to Podoboos after swallowing
    a red Koopa Troopa shell. In addition, Yoshi's Final Smash in Super Smash Bros.
    Brawl, which is named Super Dragon, allows Yoshi to sprout wings and spit Fire-
    balls. Fireballs have also appeared in the Mario Kart series. Bowser would drop
    them in Super Mario Kart, causing any drivers who crashed into them to spin out
    of control. They were a bit more dangerous than other items (such as the Banana
    Peels) because Bowser's Fireballs moved around on the track. Fireballs appeared
    in Mario Kart: Double Dash!!, as well. In that game they were Mario and Luigi's
    special item. When used, five Fireballs were launched onto the racetrack. These
    would make a driver spin out, like in Super Mario Kart, and could also ricochet
    off of walls, but would fizzle out shortly after launch. Fireballs also made an
    appearance in Mario Superstar Baseball, in which they were the special pitch of
    both Mario and Luigi. The Fireball pitch went in a straight line and was rather
    difficult to hit. Interestingly, they were red for Mario and green for Luigi, a
    validation of the distinction seen in the Super Smash Bros. series.
    Fireballs also made an appearance in Mario Party 2. The mini-game named Dungeon
    Dash featured Fireballs similar to the ones in Super Mario 64. They would cross
    the path, bouncing between lava pools in an attempt to scorch the players.
    TRIVIA: - Fireballs vary widely in terms of power throughout the Marioverse. In
            the original Super Mario Bros., for example, Fireballs could defeat the
            majority of the opposition, including Koopa Troopas and Hammer Bros. In
            the Super Smash Bros. games, however, the Fireball is a basic move that
            does minor damage. The variation extends even further. For instance, in
            the Club Nintendo comic "Super Mario: Verloren in der Zeit" (German for
            Super Mario: Lost in Time), Mario manages to defeat a Tyrannosaurus rex
            by pelting it with several Fireballs.
            - The Fireballs in Lethal Lava Land are similar to the Fire Snakes seen
            in games such as Super Mario Bros. 3 and New Super Mario Bros. However,
            Fire Snakes are usually depicted with eyes and can be destroyed.
                                 ix. Firebar [SRCH012]
    DESCRIPTION: Firebars are basically sticks of fire consisting of contiguous and
    inseparable Flames. Each Firebar's focal point is a six-sided marble or granite
    structure. From two sides of this structure emanate a quartet of Flames affixed
    to one another. These two bars of fire emanate from diametrically opposed sides
    of the structure, resulting in Firebars appearing as a single, long bar of fire
    composed of eight adjoined Flames with a granite-like structure in the middle.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Lethal Lava Land           |    02    |                                ---  |
    ATTACK(S): Firebars incessantly rotate in a clockwise manner. In terms of Fire-
    bars being positioned on sessile platforms, as is the case with the one that is
    inside the volcano of Lethal Lava Land, all Mario needs to do to prevent a burn
    is to time his jumps correctly. However, the other Firebar, which is located in
    the main area of the level (the sea of Lava), is situated on a counterclockwise
    spinning platform, making maneuverability around the Firebar more difficult.
    DAMAGE: 3 Health Units
    REWARD(S): Intrinsically, none. However, it is possible to earn a 1-UP Mushroom
    via the Firebar located in the outside area (the one on the rotating platform).
    The requirements to earn this particular 1-UP are somewhat vague and there have
    been many attempts at lucid explanations, but none of them, in my opinion, have
    been specific enough. Here is my attempt to end the confusion. Get on the plat-
    form and simply follow one of the streams of fire as it rotates; since Firebars
    spin clockwise, that is the direction that Mario must follow. Be careful not to
    get burned, and do not jump. Following a whole rotation, a 1-UP Mushroom should
    emerge from the structure in the center. Keep in mind that this particular 1-UP
    can be finicky, so do not assume you are erring if it does not show up.
    HISTORY: The first time Firebars were seen was in Super Mario Bros. In Bowser's
    fortresses, Firebars were a common nuisance. There were two varieties. One kind
    was comprised of six Flames joined together. The second, rarer, form was twelve
    Flames long and understandably more difficult to avoid. Interestingly, Firebars
    in Super Mario Bros. rotated both in clockwise and counterclockwise directions.
    Firebars then appeared in Super Mario World 2: Yoshi's Island in castles. These
    Firebars were depicted as being able to swing in a three-dimensional fashion, a
    dangerous attribute that was discarded in Super Mario 64, wherein Firebars just
    rotated horizontally in a clockwise manner (in stark contrast to those featured
    in Super Mario Bros., which rotated vertically). Firebars have been prominently
    featured in the Paper Mario series. In the first Paper Mario, Firebars appeared
    in Koopa Bros. Fortress and Mt. Lavalava. Paper Mario seemingly amalgamated the
    characteristics of the Firebars in Super Mario Bros. and Super Mario 64, seeing
    as they pivoted sideways (as in Super Mario 64) but could spin in clockwise and
    counterclockwise directions, as with Super Mario Bros. Jumping over these Fire-
    bars would cause them to rotate faster. Successfully doing this ten times would
    cause the Firebars to disappear and leave behind several coins.
    Firebars have appeared in several other games, as well. Besides the other games
    in the Paper Mario trilogy (Paper Mario: The Thousand-Year Door and Super Paper
    Mario), Firebars have been featured in New Super Mario Bros. in addition to the
    long-anticipated Super Mario Galaxy. Bowser's Castle, the course in Mario Kart:
    Double Dash!!, included a Firebar that exhibited three-dimensional mechanics, a
    possible continuation of the Firebars in Super Mario World 2: Yoshi's Island.
    TRIVIA: - The game Animal Crossing: Wild World featured Firebars as collectible
            items. Moreover, Firebars were featured in The Legend of Zelda: Phantom
            Hourglass. These ones spun on the ground and, because the player cannot
            jump, they were notably difficult to avoid. The fact that Firebars have
            appeared in games totally unrelated to the Mario series is proof of the
            influence Super Mario Bros. has had on video gaming as a whole.
                                   x. Flame [SRCH013]
    DESCRIPTION: Flames are comparatively small conflagrations (about the same size
    as Mario) that are usually found affixed to walls. Flames differ in one aspect:
    color. The vast majority of Flames are red, while the rarer ones are blue. Blue
    Flames make up just 8.3% of all the Flames in the entire game. Note that Bowser
    uses an attack in which he spits Flames out at Mario, as well as an attack that
    results in Flames raining down from the sky. Those Flames are not included here
    because they are attacks specific to Bowser and not standalone hazards.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Big Boo's Haunt            |    06    |                     All six are red |
    | Hazy Maze Cave             |    17    |               All seventeen are red |
    | The Castle Basement        |    13    |      Ten are red and three are blue |
    ATTACK(S): None. Flames remain adjoined to walls at all times. Sometimes Flames
    emanate from stone-like podiums, which only occurs in Big Boo's Haunt, but they
    are stationary at all times, as well. Essentially, one must be careless to be a
    victim of Flames. Jumping next to walls that have Flames and things of that na-
    ture is an illogical activity, so Flames usually do not claim any victims.
    DAMAGE: 3 Health Units
    REWARD(S): None
    HISTORY: The Flames in Super Mario 64 seem to have been a onetime appearance. A
    likely explanation is the availability of establishing infernal hazards and ad-
    versaries. For instance, the orbs of fire jumping out of Lava in the castles of
    Super Mario Bros. were named Podoboos. Simple chains of Fireballs linked to one
    another were called Firebars. It would be underwhelming as well as uncharacter-
    istic of a video game to include a comparatively banal flame as a hazard. Super
    Mario 64 seems to reinforce this notion, considering Flames seem to be more de-
    corative than deleterious and are quite difficult to accidentally touch. If one
    is adamant in discovering some other game that includes a simple "Flame," there
    is one. Super Mario RPG: Legend of the Seven Stars features a move called Flame
    which is fire-based and utilized by enemies such as Mack and Pandorite. When it
    is used, a Fireball is shot at the opposing player. This shows that the name of
    the attack applies strictly to its nomenclature. The only true Flames that have
    been featured in a game are the simple, realistic ones found in Super Mario 64.
    TRIVIA: - The fact that there are two distinct colors of Flames suggests that a
            blue Flame (of which there are only three in the game) would be quite a
            bit hotter than red Flames. A red fire has a temperature of about 1,500
            degrees Fahrenheit. If a fire is blue, however, its temperature is well
            over 2,500 degrees Fahrenheit. Oddly enough, both Flames in Super Mario
            64 cause the same amount of damage. It's possible that some chemical is
            added to the blue Flames to give them their color in order to make them
            distinguished from their red counterparts. This seems plausible because
            the three blue Flames in the castle basement are present near entrances
            to doors. Perhaps a chemical such as copper(I) chloride (which is known
            as cuprous chloride and nantokite, as well) is added to them to achieve
            a powerful look. Regardless, the blue Flames truly possess a mysterious
            and enthralling aura.
            - The volcano in Lethal Lava Land will periodically erupt, incalculable
            Flames bursting from the vent and scattering. This eruption is entirely
            harmless, however, because if Mario attempts to jump inside the volcano
            while it is active, the eruption will halt immediately. Presumably, the
            programmers simply included this feature as a spectacle to enjoy.
                               xi. Flamethrower [SRCH014]
    DESCRIPTION: Flamethrowers are streams of fire that attempt to scorch Mario. In
    stark contrast to the negligible Flames of Super Mario 64, Flamethrowers are an
    authentic threat. There are two main types: horizontal and vertical. Both kinds
    fire off at periodic intervals. Several Flamethrowers are emitted from what are
    called Pyro Boxes. These diamond-shaped structures appear in every Bowser stage
    and in other stages like Rainbow Ride. However, the only Flamethrowers that are
    emitted from Pyro Boxes are the horizontal ones. Vertical Flamethrowers seem to
    have no visible source, as is the case with some horizontal Flamethrowers, too.
    With one exception in the entire game, every Flamethrower consists of red fire.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Big Boo's Haunt            |    01    |                          Horizontal |
    | Hazy Maze Cave             |    03    |                            Vertical |
    | Lethal Lava Land           |    08    |   Four horizontal and four vertical |
    | Rainbow Ride               |    06    |     Horizontal (five red, one blue) |
    | Bowser in the Dark World   |    02    |                          Horizontal |
    | Bowser in the Fire Sea     |    03    |                          Horizontal |
    | Bowser in the Sky          |    03    |                          Horizontal |
    ATTACK(S): Flamethrowers are set on a periodic system, with each stream of fire
    lasting for about two seconds, followed by a two-second duration before another
    stream is activated. Flamethrowers are often situated in pits or in spaces that
    are treacherous. This means that Mario will not only incur damage from the fire
    itself, but he may even fall down into an abyss and lose an entire life! Never-
    theless, avoiding Flamethrowers is not a terribly difficult task. All one needs
    to do is memorize the delay between each stream of fire and proceed cautiously.
    DAMAGE: 3 Health Units
    REWARD(S): None
    HISTORY: Flamethrowers, like their inferior counterparts, Flames, are exclusive
    to Super Mario 64. This is somewhat surprising at first, but after deliberation
    it is not so baffling. There are multitudes of fiery hazards and enemies, and a
    common characteristic of video games is to give enemies unusual names. It would
    be uncharacteristic of a game to give an entity its literal title. Thus, rather
    than having "flamethrowers" in the Marioverse, we have other fire-based hazards
    such as Firebars, Podoboos and Sparkys, and even fire-based enemies such as the
    notorious Blargg, which was actually going to appear in Lethal Lava Land.
    TRIVIA: - The unique blue Flamethrower in Rainbow Ride apparently was not given
            its color for aesthetic purposes. It is, in fact, the only Flamethrower
            in the entire game that swivels. This makes the particular section that
            it appears in (where the rainbow road spirals around an octagonal plat-
            form with projections on two sides) much more perilous.
                              xii. Freezing Pond [SRCH015]
    DESCRIPTION: Several bodies of water exist in Super Mario 64, but this specific
    one is quite inimitable. Due to the frigid environment in which it exists, this
    body of water is considerably chilly. The Freezing Pond is bright blue and, due
    to the low temperature, is at a near standstill.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Snowman's Land             |    01    |                                ---  |
    ATTACK(S): The Freezing Pond is an inherently injurious entity. Its hypothermic
    temperature makes swimming a bad idea. In fact, doing such a thing will cause a
    slow but steady decrease in Mario's health. In contrast to most bodies of water
    in the game, which replenish Mario's health when he surfaces, this one is never
    a source for revitalization. Stay out of this water at all times.
    DAMAGE: 1 Health Unit per 2.5 seconds
    REWARD(S): None
    HISTORY: None
    TRIVIA: - The Freezing Pond seems to possess some kind of memory. Jump into the
            water and jump back out immediately after losing a Health Unit. Because
            of the swiftness with which you left, jumping back in the Freezing Pond
            will not cause Mario to lose another unit of health for another two and
            a half seconds. Now try this. While in the glacial water, once you have
            lost a Health Unit, wait until a split second before the next unit gets
            taken away and jump out of the water before it does disappear. The pond
            seems to have a knowledge of Mario's presence, because if you jump into
            the water again, Mario will immediately lose a unit of health, since he
            used up most of the two and a half seconds during the previous dive.
                              xiii. Frozen Pond [SRCH016]
    DESCRIPTION: In terms of appearance, the Frozen Pond is nearly identical to the
    Freezing Pond. It is bright blue and at a near standstill. The only differences
    in the physical sense are the temperature (based on Mario's reaction when he is
    in contact with the Frozen Pond, it is even chillier than the Freezing one) and
    some chunks of snow embedded in the water, a sign of its arctic temperature. In
    addition, the platform that the Chill Bully resides on floats above this pond.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Snowman's Land             |    01    |                                ---  |
    ATTACK(S): The Frozen Pond does not possess literal offensive maneuvers, but it
    is innately hazardous. Touching its unfathomably cold water will cause Mario to
    be launched in the air, in a fashion identical to when he touches Lava.
    DAMAGE: 3 Health Units
    REWARD(S): Intrinsically, none. However, a pair of Red Coins are inconveniently
    positioned over the water. To collect them, use the Koopa Shell that is located
    in the nook on the far side of the Freezing Pond. It is possible to grab one of
    the Red Coins without the use of the Koopa Shell and survive, but the second is
    situated directly underneath Chill Bully's platform. An attempt to obtain it is
    destined to result in Mario quickly bouncing between the chilling water and the
    platform, causing him to die quite rapidly. Therefore, use the Koopa Shell.
    HISTORY: None
    TRIVIA: - There are five snow mounds stuck in the Frozen Pond, and one of these
            is flat enough and large enough for Mario to actually stand on it. Jump
            and use a Ground Pound to land on this snow-encrusted protrusion. Other
            than riding the Koopa Shell, this is the only time Mario can be totally
            surrounded by the Frozen Pond for a prolonged period of time without an
            injurious effect taking place.
                           xiv. Great Ball of Fire [SRCH017]
    DESCRIPTION: Super Mario 64's repertoire of infernal hazards would be piteously
    incomplete without the inclusion of these orbs from Hell. Sometimes referred to
    as fire shooters or flame orbs (though, clearly, I prefer the title Great Balls
    of Fire), they are black spheres similar in appearance to Cannonballs but a lot
    smaller, about equivalent to Mario's head in terms of size. Great Balls of Fire
    inhabit a vast array of environments, usually sweltering or subterranean areas.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Hazy Maze Cave             |    02    |                                ---  |
    | Shifting Sand Land         |    02    |                                ---  |
    | Dire, Dire Docks           |    01    |                                ---  |
    | Wet-Dry World              |    13    |           Two of these are inactive |
    | Tiny-Huge Island           |    05    |                                ---  |
    | Tick Tock Clock            |    02    |                                ---  |
    | Rainbow Ride               |    02    |                                ---  |
    | Bowser in the Fire Sea     |    01    |                                ---  |
    | Bowser in the Sky          |    01    |                                ---  |
    | Vanish Cap Under the Moat  |    08    |                                ---  |
    ATTACK(S): Great Balls of Fire seem to possess some kind of a motion detection.
    Whenever Mario is within a certain proximity to one, it inflates to about twice
    its normal size before releasing a Flame that has homing capabilities. The fact
    that Great Balls of Fire are impervious in every possible way means you must be
    careful while sharing an area with them, since a Flame is bound to be released.
    Keep in mind that the Flame will eventually burn out, so simply avoid it and be
    ready for a new Flame to be emitted shortly thereafter.
    DAMAGE: 3 Health Units (via the emitted Flame)
    REWARD(S): None
    HISTORY: None
    TRIVIA: - There are two Great Balls of Fire in the downtown province of Wet-Dry
            World that are nonoperational. This is due to the fact that they are in
            shallow water, rendering them totally useless. This is one of the great
            mysteries of Super Mario 64. Why would the programmers include a couple
            of defunct hazards? Perhaps, in the original stages of development, the
            downtown area was completely dry upon being emptied of water and for an
            unknown reason, this may have been changed later on, the effects that a
            move of that ilk would have on the Great Balls of Fire going unnoticed.
                               xv. Haunted Book [SRCH018]
    DESCRIPTION: These possessed novels have green covers, green binding and cream-
    colored pages. Predictably, they can be found in a haunted library.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Big Boo's Haunt            | Infinite |             Present in one location |
    ATTACK(S): In the initial corridor of the haunted library in Big Boo's Haunt, a
    total of four spawning locations are present within the bookshelves. When Mario
    approaches one of these spawning points, Haunted Books will fly across from one
    bookcase to the other, essentially existing as a crude security system. Because
    each of the books appears one at a time, all one needs to do to pass by is wait
    until one of the books disappears and then dash forward. A more innovative move
    is to perform a Long Jump across the entire corridor. The Haunted Books fly out
    of the lowest bookshelf at all times, so Mario will leap over all of them.
    DAMAGE: 1 Health Unit
    REWARD(S): None
    HISTORY: None
    TRIVIA: - It is actually possible to destroy the Haunted Books. While one flies
            through the air, a well-timed punch (or some other offensive attack) is
            all it takes for the book to explode in midair. Nevertheless, there are
            no rewards for destroying the books and it is actually somewhat danger-
            ous to attempt it, because Mario must be quite close to them.
            - Three special Haunted Books protrude from the end of the second corr-
            idor of the library. These books are the ones that are mentioned in the
            mission entitled "Secret of the Haunted Books." Mario must activate the
            books in the correct order to obtain the Power Star. Touching a book in
            the wrong order causes a single Haunted Book to fly out of the bookcase
            and hit Mario, sometimes at point blank range. It is possible, however,
            to avoid taking damage from them, but it is extremely difficult.
                              xvi. Haunted Chair [SRCH019]
    DESCRIPTION: This is what happens when ghouls take the phrase "take a seat" too
    literally. These are simple-looking wooden chairs with two trapezoidal slabs of
    wood for legs, four rectangular pieces of wood attached to form the seat, and a
    large back with a plus-shaped insignia similar to the First Aid logo emblazoned
    on both sides. Finding a more innocent looking chair would be difficult.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Big Boo's Haunt            |    02    |                                ---  |
    ATTACK(S): When Mario approaches a Haunted Chair, the possessed piece of wooden
    furniture will begin to rattle. Next, it will creepily levitate up into the air
    before spinning a few times. Finally, it will come crashing down to the ground,
    attempting to collide with Mario. Dodging the chair will cause it to vanish the
    moment it crashes into the ground or a wall.
    DAMAGE: 2 Health Units
    REWARD(S): None
    HISTORY: None
    TRIVIA: - The chair sitting next to the Mad Piano is the same exact kind as the
            haunted ones. The difference is that the one by the piano is completely
            normal. Perhaps the apparition in that specific room decided to inhabit
            the piano instead of the chair. The answer is out of our grasp.
                             xvii. Haunted Coffin [SRCH020]
    DESCRIPTION: Haunted Coffins are six-sided wooden caskets that are large enough
    to accommodate someone roughly double Mario's height. The upper border of these
    morbid sanctuaries for the dead are designed with a dark turquoise material, in
    addition to some yellow dots, perhaps fasteners. The designs on the lids of the
    coffins are quite peculiar. On the anterior end is a bat-shaped design bordered
    by the aforementioned material. The posterior end features a notably mysterious
    symbol, which seems to consist of a vase of sorts with two curled leaves and an
    immature flower bud protruding from its brim. This insignia is also composed of
    the turquoise-colored material.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Big Boo's Haunt            |    03    |                                ---  |
    ATTACK(S): The Haunted Coffins are located in a joint room in the large mansion
    of Big Boo's Haunt. The first door to the right on the second floor leads to an
    anteroom of sorts with a Mr. I. The coffins can be found in the adjoining room,
    which is accessible via an opening in the wall. There are six coffins, although
    only three are actually haunted. From the entrance's perspective, the coffin in
    the middle in the left row of three is haunted, as are the coffins at both ends
    of the row to the right. Walking past these coffins causes them to stand on end
    before crashing down to the floor a few moments later. Understandably, Mario is
    not supposed to be underneath a coffin when it slams down.
    DAMAGE: 3 Health Units
    REWARD(S): Intrinsically, none. However, two of the Haunted Coffins (the one on
    the right, closer to the room's entrance, and the one to the left) each conceal
    a Red Coin. The only way to obtain these coins is to get the coffins concealing
    them to stand upright, nab the coin and then move out of the way before you are
    crushed by the coffin when it slams down.
    HISTORY: Coffins have had a considerably minor role in Mario's video games. The
    unremarkable side room in which they appear in Big Boo's Haunt is the only time
    they have been featured in a major platforming game. Coffins noticeably similar
    to those in Super Mario 64 appear in a mini-game in Mario Party 2 titled Coffin
    Congestion. This mini-game is an item collection opportunity, wherein the items
    warp to different coffins until the countdown stops. Then the player is allowed
    to choose a coffin, receiving whatever item it conceals. Even though these ones
    are shaped identically to those in Big Boo's Haunt, the lid features a likeness
    of a Boo, rather than the strange markings in Super Mario 64. Additionally, the
    green material is absent on Mario Party 2's coffins. Nevertheless, it seems the
    coffins featured in the mini-game were indeed inspired by the ones in Big Boo's
    Haunt, because there are six of them arranged in a similar phalanx.
    TRIVIA: - The enigmatic symbol on the coffins that seems to be a vase with some
            leaves and a flower bud protruding from it may actually be an extremely
            stylized depiction of the Piranha Plants from the first few Super Mario
            Bros. video games. The rim of the vase could be a representation of the
            warp pipes that so many Piranha Plants have inhabited. The shape of the
            flower bud coincides with the contour of the Piranha Plants. Finally, a
            common feature of Piranha Plants is a single leaf on each side of them,
            possibly explaining the serpentine leaf markings on the insignia.
                                 xviii. Haze [SRCH021]
    DESCRIPTION: This toxic mist is what Hazy Maze Cave is named after. Haze is the
    characteristic hazard of the labyrinthine portion of the aforesaid level. It is
    yellow and appears as an encompassing blanket of noxious clouds. There are some
    areas in the maze that are free of this mysterious miasma, so the Haze does not
    envelop the entire area. However, it is virtually omnipresent.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Hazy Maze Cave             | Ubiquity |      Present only in the toxic maze |
    ATTACK(S): Haze has no tangible form of attacking Mario; it is hazardous in and
    of itself. However, it is only deleterious at certain elevations. The Haze must
    be above Mario's nose in order to take effect. This makes the areas in the maze
    where the Haze is at a low elevation essentially harmless. The vast majority of
    the maze, however, is enveloped with this toxic vapor at a dangerous elevation,
    making swiftness through the area a good idea. When you are in a section with a
    sufficient amount of Haze, Mario will lose a Health Unit at a steady rate. This
    means that not only is rapidity a good idea, it is also wise to jump repeatedly
    while spelunking through the hazy maze.
    DAMAGE: 1 Health Unit per every 2.0 seconds
    REWARD(S): None
    HISTORY: None
    TRIVIA: - Haze possesses the same kind of memory that the Freezing Pond has. If
            Mario loses a Health Unit and then reaches safe ground right after, the
            entire two second delay will still be intact. However, if Mario loses a
            unit of health and then exits the Haze a split second before another is
            lost, the Haze stores this in its intangible memory. The next time that
            Mario is submerged in the Haze, he will immediately lose a Health Unit.
                               xix. Heavy Metal [SRCH022]
    DESCRIPTION: This singular hazard is a massive structure apparently constructed
    from a metal of some sort. Heavy Metal is essentially a three-dimensional right
    triangle, the hypotenuse of which serves as its slanted surface. The surface is
    unusual in that it has several markings similar to those of a grater.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Lethal Lava Land           |    01    |                                ---  |
    ATTACK(S): Heavy Metal is located within the volcano of Lethal Lava Land. It is
    concealed within the wall of the volcano and will slam down onto the path right
    when Mario walks past. In this sense, it can be viewed as a sort of booby trap.
    The side of Heavy Metal that slams onto the path is flanked by a substance that
    is identical to the volcano's wall, making it difficult (at least for the first
    time playing the game) to realize that the hazard even exists. However, all one
    needs to do is look for a slight protrusion in the wall of the volcano. This is
    the location of the Heavy Metal. Walk toward it slowly and wait for it to crash
    down onto the path. As it retracts into the wall, hurriedly jump onto the path-
    way above. Note that the grater markings on the hypotenuse are decorative. They
    do not harm Mario at all, so it is possible to use the Heavy Metal as a sort of
    makeshift stepping stone to reach the next platform, as well.
    DAMAGE: 3 Health Units
    REWARD(S): None
    HISTORY: None
    TRIVIA: None
                                xx. Ice Block [SRCH023]
    DESCRIPTION: These frigid perils are triangular mounds of compacted snow. There
    are two varieties. The first, and most common, are shorter than Mario. The much
    scarcer second type are double the height of their inferior counterparts.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Snowman's Land             | Infinite |             Present in one location |
    ATTACK(S): These vexatious hazards are emitted by what the game refers to as an
    "ice block shooter," gliding down a snow-covered path in the Freezing Pond. The
    danger about these mounds of snow is their ability to sweep Mario off his feet,
    mercilessly shoving him backward into the Freezing Pond's glacial waters. It is
    more difficult to avoid the larger Ice Blocks for obvious reasons, but a simple
    jump over both sizes is all it takes to bypass them. Here is a tip: every fifth
    Ice Block released from the ice block shooter is a large one, so anticipate the
    arrival of them whenever possible, because they can catch you off guard.
    DAMAGE: Intrinsically, none. Nevertheless, if the Ice Blocks succeed in shoving
    Mario into the Freezing Pond, he may very well lose some health. Jumping out of
    the pond immediately after being shoved in is vital for health conservation.
    REWARD(S): None
    HISTORY: Ice Blocks have been featured in a respectable amount of games, though
    the ones in Super Mario 64 differ markedly from the others. Super Mario Bros. 3
    had Ice Blocks that were basically frozen versions of normal blocks. They could
    be utilized as weapons, both by enemies (Buster Beetles, for instance) and also
    by the player. Mario and Luigi could only hold Ice Blocks for a short period of
    time before they disappeared. Super Mario World introduced Ice Blocks that were
    more cartoonish in appearance, with two black lines for eyes. These blocks were
    also capable of being thrown, and would disappear after a short amount of time,
    too. Ice Blocks returned in Super Mario World 2: Yoshi's Island, but they could
    not be picked up. Instead, they were slippery obstacles that could be melted by
    eating a Red Watermelon, which allowed Yoshi to spit fire. Finally, Super Mario
    Sunshine featured transparent Ice Blocks that generated a realistic mist. FLUDD
    could be used to melt them. In spite of the fact that Ice Blocks do not make an
    appearance in Super Mario Galaxy, it is likely they will eventually return. 
    TRIVIA: - The end of the slide in Cool, Cool Mountain consists of a bridge that
            is constructed from large, clear Ice Blocks. These ones are cubes, thus
            identical to those found in Super Mario Sunshine.
                            xxi. Jolly Roger Crate [SRCH024]
    DESCRIPTION: This perplexing wooden chest is constructed from several planks of
    wood attached to form the sides (three wooden boards per side). Fasteners of an
    olive green color keep the crate intact. The most distinguishing feature on the
    crate is certainly the skull and crossbones logo depicted on the front and back
    of the crate, as well as the two sides.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Jolly Roger Bay            |    01    |                                ---  |
    ATTACK(S): This hazard appears following the salvation of the sunken ship. Even
    though it was not visible whilst the pirate ship was submerged, it inexplicably
    can be found on the ship's deck once the ship is afloat, sliding from the stern
    to the bow and back again due to the slow rocking caused by the water. Touching
    the crate harms Mario for some esoteric reason, though the skull and crossbones
    logo certainly serves as a warning that the crate is deleterious. The three Red
    Coins floating above the bow and stern of the vessel are the only reasons Mario
    needs to be on the deck in the first place, and because the crate never changes
    direction to attempt to crash into Mario, you simply need to avoid it.
    DAMAGE: 1 Health Unit
    REWARD(S): None
    HISTORY: None
    TRIVIA: None
                                  xxii. Lava [SRCH025]
    DESCRIPTION: Lava is a crimson, viscous substance that consists of molten rock,
    and is therefore incomprehensibly hot (ranging between 1,300 degrees Fahrenheit
    and 2,200 degrees Fahrenheit). Lava is slow-moving and constantly bubbling.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Lethal Lava Land           | Ubiquity |                                ---  |
    | Bowser in the Fire Sea     | Ubiquity |                                ---  |
    ATTACK(S): Lava does not possess a true offensive attack. However, it is so hot
    that simply touching it will scorch Mario. In addition, whenever Mario does get
    burned by Lava, the unfathomable heat launches him into the air and controlling
    him becomes somewhat difficult for a few moments. Keep in mind that Lava is the
    source of the Fireballs, so in a sense it does have an indirect attack.
    DAMAGE: 3 Health Units
    REWARD(S): None
    HISTORY: Lava has had several appearances in the Mario series. Bowser's castles
    in the original Super Mario Bros. contained many pits filled with Lava. Falling
    into one of these pits resulted in instantaneous death. This aspect of the Lava
    in Super Mario Bros. (immediate death) carried over into later games, too, such
    as Super Mario Sunshine. In addition, some of the graffiti that Bowser Jr. left
    on the ground in Super Mario Sunshine seemed to contain some traces of Lava. In
    contrast to the Lava in Corona Mountain, however, the fiery goop did not result
    in instant death. Super Mario 64's Lava was not as fatal, instead eliminating a
    total of three Health Units from Mario's Power Meter each time he touched Lava.
    This also caused him to bounce high into the air, making controlling him fairly
    complicated. Super Mario Galaxy featured Lava in areas such as the Melty Molten
    Galaxy. Lava has also made several appearances in spin-off games, such as Mario
    Kart. If a racer falls into Lava, he or she must wait for several seconds until
    Lakitu lifts them out of the boiling substance and back onto the track. Lava is
    also sometimes used in the Mario Party series. For example, in Handcar Havoc, a
    mini-game in the original Mario Party, two teams must drive handcars on a rick-
    ety old track. Leaning too much to the side causes a team to fall into Lava.
    TRIVIA: None
                              xxiii. Pushy Wall [SRCH026]
    DESCRIPTION: These vexatious hazards are sections of walls that protrude at set
    intervals, attempting to knock Mario off platforms, potentially to his death. A
    considerable physical disparity exists between the two types. The first type of
    Pushy Walls encountered in the game are constructed from a multitude of stones,
    allowing them to blend in with the wall from which they emerge. These ones also
    display eyes on their anterior end. These eyes, which are likely painted on for
    an anthropomorphic effect, have a black outline and blue pupils. The other kind
    of Pushy Walls present in the game are much more mechanical in appearance. They
    sport a plain design on their anterior end and black sides with gold lines.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Whomp's Fortress           |    03    |                                ---  |
    | Tick Tock Clock            |    12    |   Some are not inherently dangerous |
    ATTACK(S): The general mechanics of the Pushy Walls are identical (jut out from
    a wall in an attempt to knock Mario off a platform), but the minutiae regarding
    durations and movements differ noticeably. For example, the Pushy Walls located
    in Whomp's Fortress utilize an initial nudge, wherein they jut out a little bit
    and stop for a brief moment before emerging completely. Each of the Pushy Walls
    in Whomp's Fortress execute this initial nudge exactly 1.5 seconds after having
    retracted back into the wall. However, not all of them complete their emergence
    at the same time. The middle Pushy Wall is twice the width of its counterparts,
    and this may explain why it is slower. The two thin ones fully emerge precisely
    two seconds after retracting into the wall, but the larger one does the same in
    three seconds. In any event, these particular Pushy Walls are not dangerous, in
    the sense that they do not cost Mario a life. Below the ledge where these Pushy
    Walls are found is a fenced-off, grassy area. Thus, the most harmful thing that
    Whomp's Fortress's boorish walls can perpetrate is impeding Mario's progress.
    The Pushy Walls located in Tick Tock Clock act in a similar manner, but they do
    not utilize an initial nudge. In addition, the position of the minute hand when
    Mario enters Tick Tock Clock determines the movement of the Pushy Walls. If the
    minute hand is on the 3, the Pushy Walls fully emerge exactly 2.5 seconds after
    retracting into the wall. The minute hand being on the 9 shortens this duration
    to just 1.5 seconds. Furthermore, if the minute hand is on the 6, the mechanics
    of Tick Tock Clock's gears become chaotic, including the Pushy Walls. Sometimes
    there are gaps of ten seconds or more before one of them finally emerges! It is
    also noteworthy that Pushy Walls freeze altogether if the minute hand is on the
    12 when Mario enters the level. Finally, keep in mind that several of the Pushy
    Walls in Tick Tock Clock serve as platforms rather than obstacles, but they are
    still unsafe since they may retract into the wall while Mario is on them.
    DAMAGE: Indeterminate. In the general sense, Pushy Walls exist to slow down the
    progress of Mario rather than cause him injury. Nevertheless, the ones featured
    in Tick Tock Clock could very well result in the loss of health, or even a life
    in the case of a treacherously-positioned Pushy Wall. Mario must be careful.
    REWARD(S): None
    HISTORY: The historical background of Pushy Walls has been quite minimal. Their
    inception in Super Mario 64 aside, Pushy Walls have only been included in Super
    Mario Galaxy. The latter revamped these rude structures, giving them a new face
    in addition to a Thwomp-like appearance. This return suggests that they will be
    featured in upcoming games.
    TRIVIA: None
                               xxiv. Quicksand [SRCH027]
    DESCRIPTION: In the real world, quicksand is categorized as a colloid hydrogel;
    it consists of sand or silt, brine (saltwater) and clay. The amalgamation makes
    quicksand difficult to notice, because it can support the weight of small stuff
    such as leaves, twigs and other detritus, concealing its presence. Luckily, the
    quicksand in Super Mario 64 is rather blatant. There are also several different
    types present in the game. It is easy to distinguish ordinary plains of sand in
    Super Mario 64 from their hazardous counterparts because the Quicksand featured
    in the game is dynamic, making itself notably conspicuous.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Shifting Sand Land         | Ubiquity |                                ---  |
    ATTACK(S): Shifting Sand Land features four distinct forms of Quicksand, all of
    which differ in terms of their effects on Mario. For example, the type that you
    could call "normal" is present in an area near the start of the level. Standing
    in this section results in Mario slowly sinking, but eventually stopping by the
    time the Quicksand is up to his chest. This area is more of a hindrance than an
    actual danger. There is also "omnipotent" Quicksand, which sucks Mario down the
    instant he steps foot on it, resulting in immediate death. This extremely fatal
    type borders a large portion of the level. In addition, a dark brown version is
    present in the Tox Box maze, surrounding the entire area. The pyramid's innards
    are the site of another type of Quicksand, a combination of the previous kinds.
    Standing in the pyramid's Quicksand causes Mario to slowly sink, eventually (if
    he does not jump out in time) perishing from asphyxiation. Finally, there are a
    lot of Quicksand "vortices" which are essentially whirlpools. These slowly draw
    Mario in toward the center. It is possible to escape a Quicksand vortex, but if
    Mario reaches the center of one, he will die.
    DAMAGE: 1 Life (potentially for some types and inevitably for others)
    REWARD(S): None
    HISTORY: Super Mario Bros. 3 was the first game to feature Quicksand. It can be
    found in both Desert Land and Dark Land. Quicksand then appeared in Super Mario
    64, wherein it was given several varieties. The Quicksand vortex is undoubtedly
    the variety that reaped the hugest benefit from its presence in Super Mario 64;
    the same kind of obstacle has appeared in Quicksand Cache, a mini-game featured
    in Mario Party 2, and in Dry Dry Desert, a venue in Mario Kart: Double Dash!!
    TRIVIA: - If Mario walks on the "omnipotent" Quicksand while ablaze from one of
            the Great Balls of Fire or Fly Guys, he will not be sucked in. However,
            if he is on the all-powerful Quicksand after his posterior is no longer
            burning, he will immediately be pulled down and killed.
                                xxv. Snowball [SRCH028]
    DESCRIPTION: This ever-increasing hazard is a pristine orb of snow. It grows in
    size the longer it travels down the snowy mountainside.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Cool, Cool Mountain        |    01    |                                ---  |
    ATTACK(S): The Snowball does not possess a true offensive attack, but that does
    not mean that it is harmless. Touching the Snowball results in a loss of health
    no matter how large it is. The damage remains constant, too, which is a bit odd
    considering a gargantuan Snowball would hurt much more than a large Snowball.
    DAMAGE: 3 Health Units
    REWARD(S): The Snowball itself is an essential aspect of one of the Power Stars
    featured in Cool, Cool Mountain, titled "Snowman's Lost His Head." The Snowball
    is, in fact, a sentient body looking for a head. Fortunately, at the end of the
    slippery mountainside trail which the Snowball rolls down there is a head of an
    equally distraught snowman whose body has melted. The two certainly make a good
    match, and the completed snowman will reward Mario with a Power Star.
    HISTORY: Snowballs in the general sense have appeared in quite a few games, but
    the kind presented in Super Mario 64 is extremely rare. In fact, only one other
    major platformer includes a Snowball similar to the one in Cool, Cool Mountain.
    In Super Mario World 2: Yoshi's Island, two levels contain Snowballs that Yoshi
    can push. The Snowballs destroy all items and enemies in their path and grow at
    a continuous rate until reaching a maximum size. Yoshi could then use the giant
    Snowballs to assist him in reaching normally inaccessible platforms. Some other
    games include similar Snowballs, as well. For instance, there is a mini-game in
    Mario Party 3 called Snowball Summit. The objective is to knock the other three
    players off of the mountaintop by rolling Snowballs and throwing them. Creating
    a monstrous Snowball is, of course, the key to victory. 
    TRIVIA: - The "Snowman's Lost His Head" mission is notorious for the difficulty
            in combining the Snowball with the lone head. Some people seem to think
            that the parameters need to be precise in order for the mission to be a
            success. However, the mission is actually not that difficult. The anger
            and frustration arise due to the ambiguity in what Mario actually needs
            to do to complete the mission. After speaking to the Snowball, you need
            to begin sliding down the mountainside before it does. Follow the trail
            all the way down until the lone head becomes visible. Simply stand next
            to it at this point (standing behind it, in front of it or on the sides
            is irrelevant) and the Snowball should crash into it, forming a snowman
            who is ready to give away a Power Star. The key to pulling this mission
            off successfully is to remain on the mountainside the entire time while
            sliding. Do not jump off the edge for a shortcut or the Snowball simply
            rolls off the entire level, and you must start over.
                            xxvi. Snowman's Breath [SRCH029]
    DESCRIPTION: Super Mario 64's tenth level is the home of a colossal snowman. It
    is impossible to tell whether or not the snowman is alive, but it appears to be
    sentient. Walking across the icy platform in front of the snowman's face causes
    it to exclaim its displeasure. The snowman then begins to exhale powerful gusts
    of wind in an attempt to send Mario flying off the bridge. The breath is simple
    in appearance: small, white clouds being ejected at high speeds.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Snowman's Land             |    01    |    This is an endless stream of air |
    ATTACK(S): The snowman's breath is technically its own attack, but instead of a
    strange entry in the Invincible Enemies section devoted to an entity that is an
    actual component of the level rather than a true adversary (the giant snowman),
    the breath of the snowman was given its own status as a hazard. The breath does
    not harm Mario directly, but its effects can indirectly lead to more damage. In
    addition, a penguin waddles back and forth on the icy platform ad infinitum, so
    using it for protection (either by standing next to it while it waddles past or
    by standing on its head) is the only surefire method of crossing the bridge.
    DAMAGE: Intrinsically, none. However, each time Mario gets blown off the bridge
    via the Snowman's Breath, his cap flies off his head. Mario is weaker while not
    wearing his cap, so while the Snowman's Breath may not directly injure him, its
    effects may certainly be felt afterward.
    REWARD(S): None
    HISTORY: None
    TRIVIA: - The moment Mario steps foot on the icy bridge, the giant snowman will
            utter with frustration, "Hey! Who's there? What's climbing on me? Is it
            an ice ant? A snow flea?" Whether or not the snowman was simply kidding
            is a matter of debate. Is it possible that an ice ant and snow flea are
            actual creatures in the Marioverse? While it is certainly possible that
            the developers had the snowman mention these esoteric organisms as some
            kind of joke, it must be considered possible (especially in the context
            of the game's canon) that ice ants and snow fleas do exist.
            - The game refers to the huge snowman as Snowman Mountain, as evidenced
            by the sign positioned near the shore of the Freezing Pond.
                              xxvii. Stalagmite [SRCH030]
    DESCRIPTION: These mineral deposits are large diamond-shaped structures similar
    to pillars. Stalagmites are balanced on comparatively small pyramidal bases. If
    there is a disturbance within the vicinity of a Stalagmite (such as trespassers
    wandering about), the precariously positioned Stalagmite detaches from its base
    and crashes to the ground in the direction of the disturbance. Stalagmites seem
    to be constructed from a stone material or some kind of hard mineral. The sheer
    size of them suggests they have been extant for an inestimable number of years.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Jolly Roger Bay            |    06    |                                ---  |
    ATTACK(S): As mentioned in the preceding paragraph, Stalagmites detach from the
    base on which they rest when Mario runs past, attempting to crush him. Avoiding
    a falling Stalagmite is not unreasonably difficult, but Mario will certainly be
    worse for the wear if he gets caught underneath one. Stalagmites will disappear
    after crashing to the ground whether or not they crush Mario.
    DAMAGE: 3 Health Units
    REWARD(S): None
    HISTORY: None
    TRIVIA: None
                            xviii. Tiny Cannonball [SRCH031]
    DESCRIPTION: This minuscule version of the regular Cannonball is identical in a
    variety of ways. The one difference is, of course, the size. Whereas the normal
    Cannonballs are about two or three times as large as Mario, their comparatively
    diminutive counterparts are about the same size as Mario's head.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Tiny-Huge Island           | Infinite |             Present in one location |
    ATTACK(S): In a similar fashion to their larger variants, Tiny Cannonballs roll
    along a specific path and follow that trajectory without alterations. They lack
    a true attack in this sense, but colliding into one is still injurious. Despite
    the size discrepancy between this variety and the larger type, Mario incurs the
    same amount of damage when rammed.
    DAMAGE: 2 Health Units
    REWARD(S): None
    HISTORY: It is difficult to establish a historical background for this specific
    hazard. Throughout the Mario series, Cannonballs have come in various sizes and
    designs. The impetus for this particular entry is simply the fact that the game
    features two distinct types of Cannonballs, one of which only appears in an odd
    level that exists as its own dichotomy. The history of Cannonballs is therefore
    the history of their tiny variations, as well.
    TRIVIA: - There arises a logical inconsistency when one considers the basis for
            Tiny-Huge Island. Each manifestation (tiny and huge) of the level is an
            exhibition of normal enemies and objects blown out of proportion or, on
            the other hand, drastically reduced in size. Tiny Cannonballs appear in
            the tiny version of the level, as expected. However, the Cannonballs in
            the huge version of the level are the same size as the normal ones that
            can be found in Tall, Tall Mountain and Bob-omb Battlefield. This leads
            to a baffling question: if the Cannonballs in huge island are truly the
            magnified variant, and the same type is found in other levels, are Tiny
            Cannonballs actually the norm?
                                xxix. Tox Box [SRCH032]
    DESCRIPTION: Tox Boxes are notorious hazards that are enormous in size and made
    entirely of metal. Each of their indestructible sides features a face seemingly
    applied via spray paint. The top side displays a disgruntled countenance, while
    the lateral sides sport a sinister grin. The front and back sides have a rather
    dejected-looking face which seems to be crying (the tear is actually one of the
    drops of spray paint, but the effect may very well have been intentional). Each
    Tox Box also has a hollowed-out side, marked with black and yellow stripes. The
    hollow area of a Tox Box displays the classic prohibitory symbol (the basic red
    circle with a slash). This standoffish marking is used to deter the player from
    realizing that the inside of a Tox Box is a sanctuary of sorts.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Shifting Sand Land         |    03    |                                ---  |
    ATTACK(S): Tox Boxes follow predetermined paths on the colossal maze section of
    Shifting Sand Land, moving one side at a time. Getting caught underneath one of
    the sides of a Tox Box is quite painful. The trick to survival is knowing which
    squares the hollow sides of the Tox Boxes are going to fall on. Below is a very
    simple ASCII diagram depicting the entire maze. Items within the maze have have
    marked. In addition, squares that are closed off with parentheses rather than a
    pair of straight lines are safe. That is, when a Tox Box occupies that specific
    space, it will always do so with its hollow side. Keep in mind that many spaces
    on the maze are never occupied by a Tox Box at all, so designating them as safe
    would be redundant. The parenthetically-enclosed squares denote spaces that are
    specifically a constituent of a Tox Box's route, but harmless nonetheless.
                                                        _ _   ____________________
                  _       _                            |_|C| |        KEY         |
                 |_|_ _  |_|      _         _     _ _ _|_|_| |        ---         |
                 (_)_|_| (_)_ _ _|_|    _ _|_|   |_|_|_|_|_| |                    |
                _|_| |_|_|_|_|_|_|_|_ _|_|_|_|        _  |!| | C = Cannon         |
    Finish --> |_|_| (_)_|_|     |_(_)_|_| |R|       |_| |W| | R = Red Coin       |
                                   |_|_ _ _ _ _ _   _        | W = Warp           |
                                   |_|_(_)_|_|_|_|_|_|    _  | ! = Wing Cap Block |
                                               |_(_)_|   |_| |____________________|
                                                 |_|    _
                                                 |_|   |_|
                                                 |_| <-- Start
    DAMAGE: 3 Health Units
    REWARD(S): None
    HISTORY: Tox Boxes are extraordinarily rare. Excluding their inclusion in Super
    Mario 64, the only other game to feature them is Super Mario Galaxy. The latter
    gave Tox Boxes a new look, specifically anthropomorphic features such as fuming
    eyes and large teeth, including two fangs. These upgraded Tox Boxes only appear
    in two galaxies: Beach Bowl Galaxy and Toy Time Galaxy. Their behavior is quite
    similar to that seen in Shifting Sand Land, suggesting that Tox Boxes will make
    a well-deserved full-time return to the Marioverse.
    TRIVIA: None
                                xxx. Trapdoor [SRCH033]
    DESCRIPTION: This booby-trap consists of wooden planks, camouflaging the hazard
    among the floor with which it resides. The Trapdoor is not wholly inconspicuous
    due to faint lines that are visible, demarcating the separation of the Trapdoor
    and the floor. Nevertheless, a Red Coin sits on the floor at one of the corners
    of this subtle nuisance, prompting the player to run right over the Trapdoor.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Big Boo's Haunt            |    01    |                                ---  |
    ATTACK(S): The Trapdoor of Big Boo's Haunt works under similar mechanics as the
    seesaw bridge in Bob-omb Battlefield. Standing on it causes it to tilt. Once it
    reaches a critical angle, Mario will slide off and fall down into the pool next
    to the merry-go-round. This does not injure Mario, but it certainly hinders his
    progress through the level.
    DAMAGE: None
    REWARD(S): None
    HISTORY: None
    TRIVIA: - It is possible to stand on the Trapdoor without it tilting; the trick
            is to stand in the exact center. Mario's positioning must be precise in
            order for it to work. This daredevil stunt can also be performed on the
            seesaw in Bob-omb Battlefield, though it is much more difficult.
                             xxxi. Treasure Chest [SRCH034]
    DESCRIPTION: These archetypal custodians of wealth are constructed from several
    wooden boards. The lid is slightly arched and the entire chest is fastened with
    four metal strips each attached via numerous bolts. Each chest is closed with a
    large metal lock to prevent bandits from stealing the goods.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Jolly Roger Bay            |    08    |                                ---  |
    | Dire, Dire Docks           |    04    |                                ---  |
    ATTACK(S): Treasure Chests are potential dangers. There are always four of them
    to a group. In order to obtain their treasure, they must be opened in the right
    order. Touching the front of a Treasure Chest is all it takes to open it; open-
    ing a Treasure Chest in the wrong order results in Mario being given a powerful
    electric shock. Therefore, learning the correct order quickly is important.
    DAMAGE: 1 Health Unit
    REWARD(S): Indeterminate. Unlocking the four Treasure Chests in the secret cave
    in Jolly Roger Bay reveals a Power Star. The same thing holds true for the four
    Treasure Chests in Dire, Dire Docks. There is also a quartet of chests in Jolly
    Roger Bay's sunken pirate ship. Not only does opening them in the correct order
    empty the ship of water, thereby allowing Mario to ascend the slippery barnacle
    platforms to reach a Power Star, they also release an air bubble while the ship
    is still submerged. These air bubbles refill five Health Units, making them the
    same value in terms of health as Blue Coins, and therefore highly beneficial.
    HISTORY: Treasure Chests are appreciably common items in the Mario series. They
    first appeared in Super Mario RPG: Legend of the Seven Stars, wherein they were
    suspended in the air. Mario had to hit them from below to open them. The chests
    would contain items such as mushrooms and coins, in addition to enemies; Hidon,
    Box Boy, Pandorite and Chester are examples. There were also invisible Treasure
    Chests called Surprise Boxes. Furthermore, a unique golden Treasure Chest could
    be found in the last area of Bowser's Keep. This specific chest held an endless
    amount of Gold Coins. Treasure Chests then appeared in Super Mario 64, followed
    by the Paper Mario series. The latter games featured large Treasure Chests that
    held weapon upgrades, such as the Ultra Hammer or Super Boots. Additionally, an
    apparently evil type called Black Chests contained demons. These demons were in
    actuality heroes who helped to defeat the Shadow Queen a millennium earlier. In
    fact, the 'curses' placed upon Mario after opening a Black Chest were helpful.
    Luigi's Mansion was the next game to include Treasure Chests. These ones held a
    variety of items, such as Stones and Keys. Some chests could be opened by using
    the Poltergust 3000 (Luigi's vacuum that could suck up apparitions). Not at all
    surprisingly, Treasure Chests were featured in Wario World. Sixty-four Treasure
    Chests could be found throughout the game, each one holding one of Wario's many
    treasures. Each chest had to be unlocked by activating a corresponding Treasure
    Button. Treasure Chests are featured prominently in the Mario Party series. For
    example, Treasure Divers is a mini-game in the first Mario Party. The objective
    for each player is to dive down, grab a Treasure Chest, and swim back up to the
    surface to gain coins. Two Bloopers and Sushi the shark serve as underwater ob-
    stacles. Mario Party 2 features a game called Magnet Carta, which was a special
    coin-collecting game in which Treasure Chests were among the collectibles. Many
    other mini-games featured Treasure Chests, making them highly important objects
    in the Mario Party games. Treasure Chests also appear in Super Mario Galaxy. It
    is therefore likely that they will continue to be a mainstay of the series.
    TRIVIA: - The flashing animation used when Mario is shocked is quite simple; it
            consists of switching back and forth between his normal appearance (his
            red and blue outfit) and the appearance of Metal Mario.
                               xxxii. Tweester [SRCH035]
    DESCRIPTION: Tweesters are, as their name implies, whirlwinds. They are massive
    and dark gray, with a core consisting of several sand particles being flung all
    around in a centrifuge type of motion. This suggests that Tweesters are perhaps
    a combination of a sandstorm and a tornado.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Shifting Sand Land         |    02    |                                ---  |
    ATTACK(S): Tweesters emerge from specific Quicksand vortices when Mario happens
    to be nearby. Their arrival is seemingly negligible at first, because they look
    like minor whirlwinds. However, their size increases exponentially. Soon there-
    after the Tweesters are larger than the four pillars around the pyramid. By the
    time a Tweester reaches this maximum size, its powerful suction properties will
    draw Mario in if he is too close. The Tweester twirls Mario around before dying
    down soon afterwards, thus leaving him to float down to solid ground (the after
    effects of being sucked into a Tweester are essentially identical to jumping on
    a Spindrift's head). Use this slow descent to your advantage and make sure that
    Mario does not land on one of the Quicksand whirlpools. Keep in mind that the A
    Button can be held down to make Mario spin around faster, thus slowing down his
    descent even more.
    DAMAGE: Intrinsically, none. However, the minor difficulty in controlling Mario
    after he has been sucked into a Tweester could theoretically lead to him coming
    to rest on a Quicksand vortex or even the omnipotent form of Quicksand.
    REWARD(S): None
    HISTORY: Tweesters are relatively common throughout the Mario series. The first
    game to feature them was Super Mario Bros. 3. Tweesters only appeared in a very
    distinctive desert stage. They trapped Mario in air pockets before throwing him
    backward. To get past one, Mario had to run at it full speed; this launched him
    into the air. Following their inclusion in Super Mario 64, Tweesters were given
    a brand new look (in the form of a malicious face) in Paper Mario. Appearing in
    Dry Dry Desert, Tweesters blew Mario one screen east and one screen north. This
    was a dubious occurrence. Mario could get lost in the expansive desert, but one
    of the Tweesters would deposit Mario on a high rock that held a rare item. This
    item could not be reached by any other means.
    Tweesters have also made appearances in the Mario Party series. For example, in
    Mario Party 5 there were Tweester Capsules. These were highly impactful in that
    they would move the Star Space to another location on the board. In Mario Party
    6 and 7, Tweester Capsules were changed into Tweester Orbs. These orbs could be
    placed on one of the spaces. When a character passed a space that was inhabited
    by a Tweester Orb, Tweester appeared and sent him or her to a different area of
    the board. Other games that feature this cyclonic hazard are Mario Kart: Double
    Dash!! (a Tweester appears in Dry Dry Desert) and Dance Dance Revolution: Mari
    Mix, in which a Tweester attacked the S.S. Brass. The second scuffle with Petey
    Piranha in Super Mario Sunshine involved the use of small tornadoes, which were
    possibly diminutive relatives of Tweester.
    Super Mario Galaxy introduced a revamped strain of Tweesters. Instead of a mean
    face, Tweesters were given large white eyes and no mouth. With the exception of
    the garbage flinging around within them (which could harm Mario), the Tweesters
    in Super Mario Galaxy are quite helpful. Using a Star Spin while being flung by
    a Tweester allows Mario to glide through the air like a helicopter, practically
    identical to the effect seen in Super Mario 64.
    TRIVIA: None
                                 xxxiii. Void [SRCH036]
    DESCRIPTION: This unnerving hazard is a gargantuan, underwater cavity. Prior to
    the retrieval of a specific Power Star, the Void is masked by an enormous metal
    covering on which Bowser's likeness is emblazoned.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Dire, Dire Docks           |    01    |                                ---  |
    ATTACK(S): Following the collection of the "Board Bowser's Sub" Power Star, the
    metal covering concealing the Void disappears and the strange emptiness becomes
    quite visible. The Void possesses powerful suction abilities; swimming close to
    it causes Mario to be pulled in at a frightening rate. Despite the fact that it
    is possible to escape from the Void's grasp, there is a critical point where it
    is impossible to do so due to the Void's extreme pull. If the Void does succeed
    in pulling in Mario, it will transport him to the little pond in the front yard
    of the castle. The mechanics behind this are quite abstruse.
    DAMAGE: Technically, none. However, it is rather vexing to be sent to the front
    yard of the castle and have to travel all the way back down to the basement and
    re-enter Dire, Dire Docks. So, while the Void may not be deleterious in a truly
    physical sense, it is certainly a considerable annoyance.
    REWARD(S): None
    HISTORY: None
    TRIVIA: - The Void is the only hazard that is capable of transporting Mario all
            the way to the castle's main gardens. The only other times this is seen
            in the entire game is in the Cavern of the Metal Cap (if you slide down
            the waterfall, you will be transported to the top of the waterfall out-
            side the castle) and in Wing Mario Over the Rainbow (plummeting through
            the skies results in Mario falling all the way down, landing inside the
            pond). The Void's effect is unique in that Mario is motionless after he
            has been transported, in contrast to the other two events wherein he is
            moving, either by sliding down the waterfall or falling from the skies.
                               xxxiv. Whirlpool [SRCH037]
    DESCRIPTION: This underwater cyclone could be viewed as the maritime equivalent
    of Tweester. The Whirlpool is similar in appearance to a tornado, except it has
    whitish-colored bands of wind rather than dark gray. Additionally, many bubbles
    can be seen being twirled around in a motion similar to hurricanes, insinuating
    that the Whirlpool is extremely powerful, perhaps even more than Tweesters.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Dire, Dire Docks           |    01    |                                ---  |
    ATTACK(S): In a fashion similar to Tweesters and the Void, the Whirlpool uses a
    powerful suction property to draw Mario in when he swims too close. It seems to
    be easier to escape from this particular hazard's grasp than to escape from the
    pull of the aforementioned perils. Nevertheless, the Whirlpool is categorically
    more dangerous, for being sucked into it results in the loss of an entire life.
    DAMAGE: 1 Life
    REWARD(S): None
    HISTORY: None
    TRIVIA: - For some strange reason, pausing the game causes the bubbles swirling
            within the Whirlpool to completely disappear. The bubbles seem to be an
            auxiliary effect active only while the game is in motion.
                                  xxxv. Wind [SRCH038]
    DESCRIPTION: This strong gust of air is represented by multitudes of very small
    white orbs moving at high speeds in one direction. Wind can be both harmful and
    helpful. For the sake of continuity, this entry focuses on the harmful type.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Snowman's Land             | 01 Gust  |             Present in one location |
    | Tiny-Huge Island           | 02 Gusts |            Present in two locations |
    | Rainbow Ride               | 02 Gusts |            Present in two locations |
    | Bowser in the Sky          | 01 Gust  |             Present in one location |
    ATTACK(S): When Mario approaches a specific area of Wind-containing levels, the
    strong gusts appear immediately. Wind is typically used to complicate traversal
    of the area. However, Mario's running speed is greater than the strength of the
    gusts, so it is possible for Mario to force his way through the Wind. Indeed, a
    much more dangerous situation is when Wind blows laterally, attempting to cause
    Mario to plummet to his death. This is a possibility, for instance, on a wooden
    bridge in the huge incarnation of Tiny-Huge Island.
    DAMAGE: Intrinsically, none. However, succumbing to Wind could result in a wide
    variety of misfortunes. The Wind in Snowman's Land, for instance, could wind up
    pushing Mario into a nearby Amp. Even more dangerous is the aforementioned Wind
    in Tiny-Huge Island which can actually shove Mario off the level, obviously re-
    sulting in the loss of an entire life. Of course, even excluding these physical
    detriments, the Wind in the four levels listed above is always an irritation.
    REWARD(S): None. However, keep in mind that other levels feature a helpful type
    of Wind which assists in preventing Mario from falling to his death. There is a
    beneficial gust of Wind, for example, in Cool, Cool Mountain near the ski lift.
    If Mario falls off the level at this location, the Wind appears and propels him
    high into the air, allowing him to land back on solid ground safely.
    HISTORY: None
    TRIVIA: None
                               IV. The Enemies [SRCH039]
    There is an old aphorism that states, "Keep your friends close and your enemies
    closer." Regardless of the veracity of that maxim, Super Mario 64 certainly has
    plenty of enemies for the player to hold dear. Some would say that this section
    is the crux of Super Mario 64. After all, what is a video game without enemies?
    The answer to that question is debatable, but countless individuals would agree
    that such a game is lacking in spirit. Perhaps this is one of the reasons Super
    Mario 64 is held in such high esteem. Many adversaries from earlier Mario games
    were introduced to the three-dimensional realm of gaming, and brand new enemies
    were presented, as well. The result is an amalgam of enemies from the past, the
    present and the future; a panoramic perspective of the glorious Mario series.
                                  i. Bob-omb [SRCH040]
    DESCRIPTION: Bob-ombs are living biomechanical explosive devices. The body of a
    Bob-omb consists of a black sphere about as large as Mario himself. The eyes of
    a Bob-omb are simple white ovals, while the feet are an orange-brown color. The
    body of a Bob-omb is mounted by a gray, hexagonal fuse. This fuse serves as the
    initiation of the self-detonation process Bob-ombs are known so widely for.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Bob-omb Battlefield        |    12    |                                ---  |
    | Shifting Sand Land         |    02    |                                ---  |
    | Tall, Tall Mountain        |    05    |                                ---  |
    | Tick Tock Clock            |    02    |                                ---  |
    | Rainbow Ride               |    04    |                                ---  |
    | Bowser in the Fire Sea     |    01    |                                ---  |
    | Bowser in the Sky          |    04    |                                ---  |
    ATTACK(S): The basic movement of a Bob-omb is patrolling a small area by simply
    walking in circles. Walking or running past a Bob-omb causes its fuse to ignite
    and the Bob-omb gives chase. There is an exact five-second duration between the
    moment the fuse ignites and the moment the Bob-omb detonates. This short period
    is quite hectic due to the frenzied movement of the Bob-omb. Nonetheless, there
    is generally more than enough time to escape from a frantic Bob-omb. Areas that
    are not at all copacetic in terms of outrunning an ignited Bob-omb are the ones
    with little room to maneuver about.
    DAMAGE: 2 Health Units
    HOW TO COMBAT: There are two primary methods of dispatching a Bob-omb. The most
    common technique is to pick it up (using the B Button) and then toss it down to
    the ground by tapping B once more. This causes the Bob-omb to detonate the very
    moment it makes contact with the ground. Just be sure to toss it quickly, since
    its fuse will ignite the moment Mario picks it up. There is another method that
    is not as direct. When a Bob-omb self-ignites after noticing Mario, maneuvering
    around it is a pacifistic solution. The Bob-omb will explode following the five
    second interval without claiming any victims in the process. There are a couple
    other methods that are entertaining to utilize but not nearly as efficient. For
    example, leading an ignited Bob-omb toward another Bob-omb at the moment of the
    explosion causes both of them to detonate. In addition, it is possible to use a
    well-timed Jump Kick on a Bob-omb, launching it forward and causing it to burst
    as soon as it touches the ground. It becomes quite clear at this point that the
    player's imagination is the only hindrance when it comes to defeating Bob-ombs.
    REWARD(S): 1 Gold Coin
    BIOGRAPHY: Bob-ombs are among Mario's most classic enemies. Strangely, the very
    first game to feature them is questionable in its veracity. Super Mario Bros. 2
    took place in a land known as Subcon. The events in that game are controversial
    due to the fact that Mario seemed to have dreamt the entire affair! That raises
    a thought-provoking question: if Super Mario Bros. 2 never truly happened, then
    how did Bob-ombs (which were introduced in said game) become established as one
    of the staples of the real Marioverse? The situation is bizarre, but it is also
    worth noting that the Bob-ombs in Super Mario Bros. 2 were given hands. This is
    the only occurrence of Bob-ombs possessing limbs and it convolutes the scenario
    even more. In any event, the Bob-ombs of Super Mario Bros. 2 would often appear
    by being dropped from the sky by an Albatoss. Sometimes, rather than Vegetables
    or Coins being discovered after pulling up a red tuft of grass, a Bob-omb would
    appear. These would have to be thrown quickly before they exploded in the hands
    of the player. Bob-ombs would also emerge from vases near the end of the game.
    Super Mario Bros. 3 made some considerable alterations to the appearance of the
    Bob-ombs, paving the way for their modern appearance. Their color was now black
    rather than blue and their hands were scrapped. Additionally, a wind-up key was
    attached to their back, reinforcing the notion that Bob-ombs are much more of a
    robotic creature than a living organism. Super Mario World scrapped the wind-up
    key and made Bob-ombs comparatively dumb, but dangerous, adversaries. Similarly
    to green Koopa Troopas, the Bob-ombs in Super Mario World would simply walk off
    of edges to their demise. When they were not committing suicide, Bob-ombs would
    walk back and forth before flashing pink and exploding. Mario (and Luigi) could
    jump on a Bob-omb to make it immobile, allowing them to pick it up and throw it
    as a weapon. However, the Bob-omb would explode if not thrown quickly enough. A
    single level, Forest of Illusion 3, featured Bob-ombs encased in bubbles. These
    would act like regular Bob-ombs once the bubble was popped. Yoshi could stomp a
    Bob-omb to destroy it instantly, and could also swallow them whole (Yoshi could
    even swallow the bubble-encased Bob-ombs in one gulp!).
    Bob-ombs then appeared in Super Mario RPG: Legend of the Seven Stars. They were
    average enemies with moderate statistics and no special attacks. They were used
    prominently by Punchinello, a minor villain who was an explosives expert. Super
    Mario RPG's Bob-ombs had the wind-up key from Super Mario Bros. 3. However, the
    ones featured in Super Mario 64 lacked the wind-up key, adding to the mercurial
    nature of Nintendo to definitively settle on a design for Bob-ombs. Regardless,
    Super Mario 64 introduced Bob-omb Buddies, enlightening the gaming community to
    the fact that there were peaceful Bob-ombs. This revelation was elaborated upon
    in Paper Mario, which featured both malevolent and benevolent Bob-ombs. Instead
    of only being able to explode, the belligerent Bob-ombs could also ram into the
    player. The Bob-ombs who were allies of Mario could regenerate themselves after
    detonating. Confusingly, four Bob-ombs can be seen with hands while the credits
    are rolling. This suggests that Bob-ombs actually do have arms, perhaps visible
    only while being used.
    The most idiosyncratic incarnation of Bob-ombs undoubtedly appeared in the 2002
    semi-sequel to Super Mario 64, Super Mario Sunshine. Sunshine's Bob-ombs are an
    irrefutably mechanical construct, with nothing animate about them. They display
    a digital 'face' and the wind-up key from the games of yore. After a relatively
    brief amount of time, the 'eyes' begin a countdown from three to zero, at which
    point they explode. Mario can spray these digital Bob-ombs with FLUDD, freezing
    them and turning them blue. Mario can then pick them up and throw them, prefer-
    ably at Monty Mole, the cantankerous foe who hurls them at Mario. Bob-ombs then
    returned to their normal appearance in Super Mario Galaxy. There were two kinds
    presented: ones that lacked legs and could not move on their own, and ones that
    had legs and could move, which were less common. Bob-ombs in Super Mario Galaxy
    made major appearances in the Battlerock Galaxy and the Dreadnought Galaxy.
    Bob-ombs have also appeared in spin-offs such as the Mario Kart and Mario Party
    series. For example, in Mario Kart: Double Dash!! they were Wario and Waluigi's
    special weapon. They would remain in one spot on the course before exploding. A
    driver who collided into one of these Bob-ombs would either be propelled in the
    air or be spun out, depending on the radius of the explosion. There are several
    mini-games in the Mario Party series that involve Bob-ombs, as well. There is a
    mini-game named Hot Bob-omb in the original Mario Party, for instance. The game
    consists of players tossing an ignited Bob-omb to one another. The objective of
    course was to not be the person holding the Bob-omb when it exploded. The Super
    Smash Bros. series also features Bob-ombs, allowing competitors to pick them up
    and toss them at the other players. Bob-ombs left on the ground for an extended
    period of time will eventually walk around by themselves, ultimately detonating
    and thus massively injuring any characters nearby.
    TRIVIA: - In addition to the multiple methods available to dispatch Bob-ombs, a
            couple other methods are still present. Specifically, the Ballistic Bu-
            bbles and Cannonballs in Bob-omb Battlefield destroy a Bob-omb whenever
            they come into contact with it, though this is fairly uncommon.
            - Bob-ombs are the only entity in Super Mario 64 capable of hurting the
            seemingly-invulnerable Chain Chomp. Grabbing the Bob-omb patrolling the
            area next to Chain Chomp and throwing it at the latter's face will make
            Chain Chomp thrust high into the air, eventually falling back down.
            - Bob-ombs are so popular that they have been featured in the Legend of
            Zelda series, particularly Link's Awakening and The Minish Cap. If Link
            strikes them with his sword, they will run around crazily, bouncing off
            walls and objects until they explode. Link can strike them for a second
            time during this frenzy to make them stop and explode.
                                   ii. Boo [SRCH041]
    DESCRIPTION: Boos are (un)dead specters. It is not known whether they are truly
    ghosts in the literal sense or simply a species that resembles ghosts. The body
    of a Boo is solid white and spheroidal, with the exception of a few appendages.
    The posterior end of a Boo is slightly pointed, representing some sort of tail,
    and Boos also possess two short, pointed arms. Boos seem to sneer constantly in
    a sinister fashion. Their eyes are a dark blue with a black outline, their eye-
    brows are furled and their mouth is curled into a sneer which displays a couple
    of sharp fangs. Boos are indeed quite ghoulish in appearance.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Big Boo's Haunt            |    11    |                                ---  |
    ATTACK(S): Boos exhibit a shy and yet equally cunning demeanor. When the player
    is facing a Boo, the apparition changes from opaque to translucent and slightly
    shrinks in size. During this phase, the Boo cannot be attacked, nor can it hurt
    the player. As soon as the player turns his or her back on a Boo, it returns to
    its normal size and opacity and stalks Mario; for a Boo to damage Mario it just
    needs to ram into him. This offensive technique makes Boos more intelligent, at
    least comparatively, than most of the other enemies in the game. Note that when
    a Boo turns translucent, the prize it holds becomes visible.
    DAMAGE: 2 Health Units
    HOW TO COMBAT: Due to the fact that Boos become immobilized but also invincible
    when stared at, an efficient method of defeating them is to attack from behind,
    using a standard punch or even a dive attack. In addition, another useful tech-
    nique is to jump over one and perform a Butt-stomp in midair as soon as the Boo
    becomes solid. Both methods are efficacious since Boos turn around slowly.
    REWARD(S): 1 Blue Coin
    BIOGRAPHY: The fact that Boos are chronologically younger than both Goombas and
    Bob-ombs is surprising considering their extensive history in the Mario series.
    These supernatural opponents debuted in Super Mario Bros. 3, in which they were
    called Boo Diddleys. The classic behavioral characteristics that several people
    have come to associate Boos with were established in that game. Whenever one of
    the heroes (Mario or Luigi) stared a Boo Diddley in the eyes, it would reveal a
    timidity and shield its face. However, these conniving and surreptitious ghosts
    would stalk Mario or Luigi the moment the heroes turned their back. A testament
    to the toughness of Boos was displayed by the fact that Fireballs had no effect
    on them. There were three things that could destroy Boo Diddleys: a Hammer Bro.
    Suit, a Koopa shell and a Starman. Super Mario Bros. 3 also featured a peculiar
    type of Boo known as Stretch. These were Boos attached to white platforms. When
    Mario or Luigi attempted to pass by, a Boo would emerge from the top and bottom
    of the platform in an attempt to hit them. Stretches were quite dangerous.
    Super Mario World renamed these belligerent apparitions, shortening the name to
    just Boo. Few differences were made. Their attack pattern remained the same but
    there were two new kinds of Boos introduced. Boo Buddies were groups that liked
    to attack en masse, making them a formidable clique. Additionally, Big Boo made
    his debut in Super Mario World, serving as the gargantuan leader of the species
    as a whole. Big Boos were utterly massive and could usually only be passed with
    a trampoline or the cape. In Super Mario World 2: Yoshi's Island, many distinct
    varieties of Boos were established. The Bigger Boo was a result of the powerful
    magic of Kamek, the leader of the Magikoopas. Bigger Boo grew in size each time
    Yoshi attacked it with an egg, eventually exploding. There was also a weird foe
    named Boo Blah, which stuck to the ceiling or floor and jumped periodically. To
    say these particular enemies are rare would be an understatement, since Yoshi's
    Island is the only game in which they have appeared. In terms of normal Boos in
    Yoshi's Island, they could only be defeated while attacking Yoshi. Therefore, a
    surefire method of killing them was to bounce eggs off walls and onto the Boos.
    Super Mario Land 2: 6 Golden Coins featured a bizarre cross between a Boo and a
    Goomba. This creature is called the Boo Goomba, or Terekuribo in Japanese (this
    is a portmanteau of Teresa and Kuribo, the Japanese names for Boos and Goombas,
    respectively). The Boo Goombas possessed the semi-invincibility of Boos and the
    aimless meandering behavior of Goombas. Boos then made appearances in acclaimed
    games such as Super Mario RPG: Legend of the Seven Stars and Super Mario 64 be-
    fore making a minor appearance in Yoshi's Story. Stage 5-3 in Yoshi's Story was
    called the Ghost Castle. Strangely, the Boos here were referred to as Big Boos,
    despite the fact that they are only slightly larger than normal Boos. The Ghost
    Castle introduced other species such as the Blindfold Boo. Paper Mario included
    a building called Boo's Mansion, which housed Boos that were both amiable and a
    bit devious. This amicability was soon scrapped when Boos were given a starring
    antagonistic role in Luigi's Mansion. The prime antagonist, King Boo, possessed
    500 HP, which was an extraordinary amount in comparison to the other Boos.
    Boos returned in Super Mario Sunshine, wherein they haunted Hotel Delfino. They
    often imitated common objects and even enemies. For example, some Boos mimicked
    coins, though it was uncomplicated to discern them from real coins because they
    did not spin. Some Boos would also imitate Shadow Mario. These ones were simple
    to distinguish from the real Shadow Mario due to their pale blue color. Several
    supernatural occurrences took place in Hotel Delfino. King Boo turned out to be
    the source of these happenings, and Mario battled him in the casino's basement.
    This boss battle was somewhat eccentric. Mario had to toss chilis and fruits at
    King Boo in order to defeat him. Super Paper Mario introduced a new sub-species
    called Dark Boos, purple ones with relatively high HP and attack stats. Balloon
    Boo is a variety that debuted in New Super Mario Bros. These ones appear in the
    Ghost Houses and suck in air to grow in size. Super Princess Peach introduced a
    new kind named Mad Boo, which possesses reverse properties of normal Boos. This
    means that when Peach has her back turned, a Mad Boo does nothing, but when she
    is facing a Mad Boo, it attacks. Using Rage on these Boos will not defeat them.
    Boos of the traditional ilk are present in Super Mario Galaxy in several of the
    galaxies, including the Ghostly, Deep Dark and Sand Spiral Galaxies. Bringing a
    Boo into a ray of light is the only way to kill them. There is a character that
    is seemingly a continuation of the 'rival racer' from past games, such as Koopa
    the Quick from Super Mario 64 and Il Piantissimo from Super Mario Sunshine. The
    ambulatory master of Super Mario Galaxy is the Spooky Speedster. Mario needs to
    race the Spooky Speedster twice throughout the game to earn Power Stars. Spooky
    Speedster may have also been inspired by Super Mario Bros. Deluxe, in which the
    player could race a Boo to the end of some levels in a "You VS. Boo" mode. Bomb
    Boos are yet another sub-species that were introduced in Super Mario Galaxy. In
    a crude sense, these are the Bob-ombs of the Boo race, since they are black and
    explode. Bomb Boos only appear in the Ghostly Galaxy.
    Boos have made numerous appearances in spin-off series, as well. The Mario Kart
    series utilizes Boos as items that are both offensive and defensive. When used,
    they steal an item from a random player and also make the user invulnerable and
    invisible. Boos are also common characters throughout the Mario Party games. In
    the first four Mario Party games, Boo would allow players to steal coins (which
    was free in the first game, but later would cost five coins) from other players
    and even Stars, though this was extremely expensive at fifty coins a pop. Chain
    Chomp took over this role in Mario Party 5 due to Boo becoming a playable char-
    acter. Red Boos oversaw the coin-stealing and Star-stealing activities in later
    games. Boos also make appearances in several of the mini-games, including Ghost
    Guess and Running of the Bulb in the original Mario Party, Roll Call and Day at
    the Races in Mario Party 2, and Curtain Call in Mario Party 3. 
    Trivia: - The Boo Diddleys from Super Mario Bros. 3 were named after the former
            rock star Bo Diddley, who passed away on June 2, 2008.
            - Boos appear to be frightened of themselves when they look in mirrors.
            - Teresa, which is the Japanese name for Boos, means "to be shy." Quite
            accurate nomenclature, eh?
                             iii. Boo (Courtyard) [SRCH042]
    DESCRIPTION: These Boos, which inhabit the castle's courtyard, do not differ at
    all from normal Boos in terms of appearance. Courtyard Boos do not appear until
    twelve Power Stars have been collected.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | The Castle Courtyard       |    09    |                                ---  |
    ATTACK(S): Courtyard Boos possess the same offensive style as normal Boos. They
    shrink and turn translucent when looked in the eyes, but become solid and chase
    the player as soon as Mario turns his back.
    DAMAGE: 2 Health Units
    HOW TO COMBAT: Since these enemies are impervious to attacks while in the phase
    of translucence, attacking them from behind is necessary. Punches are handy, as
    are moves like dropkicks and dives. It is also useful to Butt-stomp a Courtyard
    Boo from above, in essence subjugating their entire offensive modus operandi.
    REWARD(S): 1 Gold Coin
    TRIVIA: - It is possible that these Boos are, in fact, Boo Buddies, considering
            the fact that they are always in groups of three.
                               iv. Boo (Guard) [SRCH043]
    DESCRIPTION: The Guard Boo is similar in appearance to regular Boos, as well as
    the Courtyard Boos. The only difference is that it is noticeably larger (around
    two times as large as the aforementioned Boos). The Guard Boo will appear after
    the player has amassed a total of twelve Power Stars.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | The Castle Courtyard       |    01    |                                ---  |
    ATTACK(S): In spite of its imposing stature, the Guard Boo is as shy as regular
    Boos. Thus, staring it in the eyes causes it to shrink somewhat and turn trans-
    lucent. Turn your back and it becomes solid again before stalking Mario.
    DAMAGE: 3 Health Units
    HOW TO COMBAT: The Guard Boo is as vulnerable as the other Boos, so punching it
    from behind is all it takes to defeat it. Keep in mind that this particular Boo
    is larger than normal, so utilizing the Butt-stomp method is not as efficient.
    REWARD(S): Access to Big Boo's Haunt
    TRIVIA: - Guard Boo appears to be the same size as Big Boo after the latter has
            been successfully attacked two times.
                                  v. Bookend [SRCH044]
    DESCRIPTION: Bookends are possessed novels that are a bit more vicious than the
    hazardous Haunted Books. Bookends have a green binding and green covers as well
    as cream-colored pages. Upon opening itself, a Bookend reveals a red mouth that
    is marked by two rows of four razor-sharp teeth.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Big Boo's Haunt            |    03    |                                ---  |
    ATTACK(S): When Mario walks past specific bookcases, a Bookend emerges from the
    bookshelves and hovers in the air for a few moments, rapidly flapping its green
    covers like wings. Then it lunges toward Mario at a rapid speed.
    DAMAGE: 2 Health Units
    HOW TO COMBAT: The trick to defeating a Bookend is to attack it while it hovers
    in the air. Perhaps the most efficient method is to jump from below, in essence
    head-butting the Bookend. Other methods, such as performing a Jump Kick or even
    jumping on top of it, are not as quick and useful as jumping from underneath.
    REWARD(S): 1 Blue Coin
    TRIVIA: - Bookends are named after supports that are used to prevent books on a
            bookshelf from falling over.
                               vi. Bullet Bill [SRCH045]
    DESCRIPTION: Bullet Bills are large artillery shells that have angry eyes and a
    wide scowl that displays several sharp teeth. Bullet Bills are usually black in
    color, but the ones in Super Mario 64 are a dark blue. Indeed, Super Mario 64's
    Bullet Bills differ markedly from those featured in other games. The weird look
    of the Bill Blaster (the structure that fires Bullet Bills) is a prime example.
    Bill Blasters in other Mario games are black cannons, but the one seen in Super
    Mario 64 is more of a box with strange designs on it. Quite peculiar.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Whomp's Fortress           | Infinite | These are fired from a Bill Blaster |
    ATTACK(S): Bullet Bills are fired from the Bill Blaster one at a time while the
    player is within a certain proximity. Prior to the firing of a Bullet Bill, the
    missile peeks its head out of the Bill Blaster for a moment and then completely
    emerges, homing in on Mario in an attempt to harm him. This behavior is also a-
    typical; most Bullet Bills simply travel in a straight path. In any event, note
    that it is not necessary to avoid the Bill Blaster entirely in order to prevent
    a Bullet Bill from being fired. Standing next to the Bill Blaster results in it
    ceasing fire for some reason. This trait dates back to Super Mario Bros.
    DAMAGE: 3 Health Units
    HOW TO COMBAT: If an individual who had never played a Mario game in their life
    first played Super Mario Bros. and then Super Mario 64, the transition would be
    imperfect. This is because Super Mario Bros. established Bullet Bills as adver-
    saries that could be defeated via a simple stomp from above, whereas this exact
    method is discouraged in Super Mario 64. Attempting to destroy a Bullet Bill by
    jumping on it will simply result in Mario being hurt, although it will send the
    Bullet Bill in an unrecoverable tumble. This is, in fact, the closest Mario can
    come to defeating a Bullet Bill in Super Mario 64. Upon colliding with Mario in
    any way, a Bullet Bill gets sent flying in the out-of-control spin. It is a lot
    safer to simply avoid a Bullet Bill and let it eventually vanish by itself.
    REWARD(S): None
    BIOGRAPHY: Bullet Bills made their first appearance alongside some of the great
    adversaries of the Mario series in the original Super Mario Bros. Level 5-1 was
    the first stage to feature these enemies. Bullet Bills were typically shot from
    Bill Blasters, which were basically cannons. This was not always the case, as a
    few levels featured Bullet Bills that were fired from an undisclosed source off
    in the distance. Bullet Bills were placed in strategic locations throughout the
    game, making them extremely dangerous foes. Mario would often find himself in a
    Bill Blaster's direct line of fire. Appreciably perilous were the Bill Blasters
    positioned on the ground, since even normal Mario needed to avoid them. Jumping
    on a Bullet Bill was enough to defeat it. In addition, the player could use the
    Starman or a Koopa shell. Fireballs, however, had no effect. Super Mario Bros.:
    The Lost Levels, which was the true sequel to the original (Super Mario Bros. 2
    was a modified version of a game titled Doki Doki Panic), featured Bullet Bills
    that were placed in even more precarious positions. The player had to carefully
    maneuver throughout levels to avoid these very strategically-placed enemies.
    Bullet Bills were not as prominent in Super Mario Bros. 3, chiefly appearing in
    the later levels and on the airships of the bosses. Missile Bill, a new variety
    which debuted in Super Mario Bros. 3, was red and had heat-seeking capabilities
    which made them especially dangerous. If a Missile Bill failed to impact Mario,
    it would recognize its error and turn around to home in on Mario once again. If
    it did not succeed in colliding into Mario the second time, it would act like a
    normal Bullet Bill and continue flying in the same direction. Bullet Bills then
    appeared in Super Mario World, wherein they were noticeably rare. In any event,
    some new varieties were introduced: Torpedo Ted and Banzai Bill. The former was
    a Bullet Bill launched from an underwater cannon. The latter was a gigantic and
    imposing Bullet Bill that, oddly enough, could be defeated with a single stomp.
    The sequel to Super Mario World, Yoshi's Island, introduced the Bouncing Bullet
    Bills, which would ricochet off of walls after being fired. Yoshi could swallow
    Bullet Bills and then spit them out as if they had been fired from a cannon.
    Super Mario Land 2: 6 Golden Coins featured Bullet Bill in a purely traditional
    sense, in that no new sub-species were introduced. Torpedo Teds also made their
    second appearance in the game. In Super Mario RPG: Legend of the Seven Stars, a
    special kind of Bullet Bill, called the Magnum, debuted. Smithy used Magnums in
    the final battle of the game; these were golden Bullet Bills that would explode
    on impact and could even defeat the party member instantly. Following their odd
    presence in Super Mario 64, which was bizarre in itself due to the weird design
    of the Bill Blaster, Bullet Bills returned in Yoshi's Story. These ones sported
    tongues and differed in appearance in other ways, as well. In particular, their
    color was a dull gold rather than black or dark blue. The Bullet Bills featured
    in Paper Mario displayed behavior similar to a kamikaze, ramming into Mario and
    destroying themselves in the process, but dealing a hefty load of damage. Paper
    Mario also introduced the Bombshell Bills, golden Bullet Bills which had higher
    statistical ratings, particularly higher HP and higher attack power.
    Super Mario Sunshine included several varieties of Bullet Bills. The level that
    featured them most prominently was Pinna Park, where they were utilized by both
    Mecha Bowser and Monty Mole. The latter fired regular Bullet Bills, in addition
    to Missile Bills, which made their return after more than a decade, and special
    gold Bullet Bills that yielded extra coins when defeated. In order to destroy a
    Bullet Bill, Mario simply needed to spray it with water using FLUDD. During the
    final battle with Bowser and Bowser Jr., a sub-species called Blue Bullet Bills
    were utilized in addition to normal ones. Upon jumping on the former, Mario got
    a 1-UP Mushroom or a water bottle in return. Sniper Bill was a sub-species that
    debuted in Mario & Luigi: Superstar Saga; it used a Super Scope to shoot normal
    Bullet Bills at the characters. Super Princess Peach introduced another variety
    called Mad Bullet Bills. These emerged from their Bill Blasters at high speeds.
    New Super Mario Bros. featured both normal Bullet Bills and Banzai Bills, while
    Super Mario Galaxy featured those two enemies in addition to Torpedo Ted. Super
    Mario Galaxy's Bullet Bills would twirl around after spotting the player. Their
    eyes would turn red, as well, and they would home in on the player. The Torpedo
    Teds generated a radar sound to let the player know how close they were. Banzai
    Bill, which appeared on Bowser's Galaxy Reactor, did not home in on the player.
    Bullet Bills have made several appearances in spin-off series. For instance, in
    Mario Kart Wii, Bullet Bill is an item that a player who is in 6th to 8th place
    may obtain. When used, Bullet Bill guides the player's kart down the raceway at
    breakneck speeds. This can be dangerous, however, on tracks that are serpentine
    and narrow, since the kart may accidentally be sent careening off the course. A
    Banzai Bill periodically appears in Super Smash Bros. Melee on Princess Peach's
    Castle. When it appears, it crashes into the castle and explodes violently. Any
    player caught in the blast radius receives substantial damage and is inexorably 
    knocked out of the stage. Bullet Bills are also sometimes utilized as opponents
    in mini-games in the Mario Party series, as is the case with Crazy Cogs, a game
    in Mario Party 3. In addition, sports-based games such as Mario Superstar Base-
    ball and Mario Power Tennis feature Bullet Bills, proving that these pernicious
    missiles have become a fundamental aspect of the Mario series.
    TRIVIA: - The Japanese name for Bullet Bill is Kira. In case the reader happens
            to be unfamiliar with Death Note, Kira means "killer."
            - There is a clown named Fyer in The Legend of Zelda: Twilight Princess
            who operates a cannon. There is a Bullet Bill on his shirt.
                                  vii. Bully [SRCH046]
    DESCRIPTION: Bullies are assertive enemies that appear to be somehow related to
    Bob-ombs due to their physical similarities. The body of a Bully consists of an
    average-sized black sphere, about as large as Mario. Bullies have eyes that are
    much more expressive than those of Bob-ombs; the eyes of a Bully are slanted in
    to suggest furled eyebrows, depicting an irate countenance. Bullies have bright
    green feet and two crooked, yellow horns atop their head.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Lethal Lava Land           |    10    |                                ---  |
    | Bowser in the Fire Sea     |    04    |                                ---  |
    ATTACK(S): Bullies live up to their name by ramming into Mario as soon as he is
    nearby. This attack does not injure Mario directly, but it does knock him back-
    ward. Considering the fact that Bullies exist in levels that are enveloped with
    Lava, it does not require much imagination to realize why Bullies are dangerous
    DAMAGE: Intrinsically, none. However, if a Bully succeeds in shoving Mario into
    Lava, Mario will lose three Health Units.
    HOW TO COMBAT: The best strategy to implement when battling a Bully is to bully
    it back. Use punches, Jump Kicks, dropkicks and any other moves in your arsenal
    to knock the Bullies into the Lava, melting them instantly. Simply jumping at a
    Bully is another great method of knocking it back.
    REWARD(S): 1 Gold Coin
    TRIVIA: None
                                viii. Chuckya [SRCH047]
    DESCRIPTION: Chuckyas are inimitable enemies that are somewhat reminiscent of a
    Bob-omb but with several major differences. The body of a Chuckya consists of a
    purple sphere about three or four times larger than Mario. Their eyes are large
    white ovals identical to those of a Bob-omb, but bigger. Additionally, the arms
    of a Chuckya are stubby and purple, with hands that are red spheres as large as
    Mario's head. Chuckyas also possess a yellow antenna that has a sphere attached
    to the end of it; this sphere is identical to their hands. There is also a gray
    spike jutting from their underside. There is also a black, diamond-shaped thing
    attached to the back of Chuckyas. These enemies are unique, to say the least.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Wet-Dry World              |    01    |                                ---  |
    | Tall, Tall Mountain        |    01    |                                ---  |
    | Tiny-Huge Island           |    01    |                                ---  |
    | Rainbow Ride               |    01    |                                ---  |
    | Bowser in the Sky          |    01    |                                ---  |
    ATTACK(S): The movement of a Chuckya is somewhat sporadic. When Mario is absent
    from the area, Chuckya faces a random direction and glides forward a little bit
    in that direction. It then remains stationary for a few moments until it glides
    in another random direction. When Mario approaches a Chuckya, the random direc-
    tion aspect of its behavior gets abandoned and the Chuckya glides toward Mario.
    When a Chuckya successfully grabs Mario, it spins around once or twice and then
    tosses him in a haphazardous fashion. This arbitrary nature can lead to results
    that are either deleterious or harmless. The major factor boils down to chance.
    DAMAGE: Indeterminate. Due to the fact that Chuckya tosses Mario in an entirely
    random direction, stating a net damage effect is impossible. Sometimes Mario is
    simply thrown a few feet, landing on the same plane of ground and therefore not
    the recipient of lost Health Units. However, there are certainly times when the
    spectrum of chance shifts in favor of misfortune. For example, the Chuckya that
    inhabits Wet-Dry World may toss Mario down to the lower echelon, resulting in a
    loss of two Health Units. The Chuckya in Tiny-Huge Island has an opportunity to
    throw Mario a great distance, particularly in the vertical sense, leading to an
    extremely detrimental loss of four Health Units. Death is even a possibility in
    terms of a Chuckya's sporadic tosses, as is the case with the one in Tall, Tall
    HOW TO COMBAT: The method used to defeat a Chuckya is identical to the one used
    to dispatch the Big Bob-omb. Wait until the Chuckya stops for a few moments and
    then run behind it. Press the B Button for Mario to hoist it up, displaying his
    great strength. Tap B once more to send the Chuckya crashing into the ground.
    REWARD(S): 5 Gold Coins
    TRIVIA: None
                                 ix. Fly Guy [SRCH048]
    DESCRIPTION: Fly Guys are mysterious enemies quite similar to Mario in terms of
    body size. Their bodies are completely covered with a draping red robe and they
    wear white masks over their faces, with two eyeholes cut out. Their feet, which
    stick out from under the robe, are blue. Perhaps the most distinguishing aspect
    of Fly Guys is the three-pronged propeller attached to their heads which allows
    them to hover in the air indefinitely.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Shifting Sand Land         |    03    |                                ---  |
    | Snowman's Land             |    01    |                                ---  |
    | Tall, Tall Mountain        |    01    |                                ---  |
    | Tiny-Huge Island           |    03    |                                ---  |
    | Rainbow Ride               |    01    |                                ---  |
    ATTACK(S): Fly Guys utilize two separate offensive maneuvers, one of which is a
    direct attack and the other an indirect one. The former consists of the Fly Guy
    simply swooping down and ramming into Mario. The latter consists of the Fly Guy
    spitting a Flame that homes in on Mario but burns out soon afterward.
    DAMAGE: 2 Health Units for the ramming attack and 3 Health Units for the Flame.
    HOW TO COMBAT: The most popular technique for defeating a Fly Guy is to jump on
    the propeller on its head. This destroys them immediately and also allows Mario
    to hover through the air like a helicopter. If this effect is not desired, then
    a simple Butt-stomp or Jump Kick will get the job done without propelling Mario
    into the air. Note that while twirling as a result of jumping on a Fly Guy, you
    can make Mario spin faster (and therefore descend slower) by holding down A.
    REWARD(S): 2 Gold Coins
    BIOGRAPHY: Fly Guys are in actuality a sub-species of Shy Guys. Notwithstanding
    that, Fly Guys have enjoyed an appreciable existence in the Mario series. Their
    debut occurred in Super Mario World 2: Yoshi's Island. These Fly Guys carried a
    variety of items, such as Red Coins, 1-UPs and sometimes bombs. Some levels had
    a Fly Guy that carried a Winged Cloud. Yoshi had to get the cloud quickly since
    the Fly Guy would eventually float back up and laugh mockingly. These foes then
    appeared in Super Mario 64. Due to their unique ability to spit Flames, the Fly
    Guys in Super Mario 64 are sometimes referred to as Fire Guys. The 1998 release
    of Yoshi's Story, the sequel to Yoshi's Island, established a somewhat peculiar
    characteristic for Fly Guys: they always appeared in quartets. If Yoshi managed
    to defeat all four with one egg, he would be rewarded with a melon.
    In Mario & Luigi: Partners in Time, Fly Guys were enemies in Star Hill that had
    time bombs. In addition, there were enemies called Boom Guys. These were simply
    Shy Guys with Bill Blasters on their head. In the case of a Boom Guy losing the
    Bill Blaster, two Fly Guys would appear and drop a new one on its head. Mario &
    Luigi: Partners in Time also featured Elite Boom Guys, which were stronger than
    their counterparts and were blue rather than red. As opposed to common Fly Guys
    who were red and assisted regular Boom Guys, the Fly Guys who helped Elite Boom
    Guys were blue, as well. Quite a few spin-off games have included Fly Guys as a
    component of the gameplay and sometimes as playable characters. For example, in
    Mario Power Tennis, Fly Guy is a secret character with great technique. Yoshi's
    Island, a stage in Super Smash Bros. Brawl, features Fly Guys that are carriers
    of food items, which replenish lost health. Competitors can obtain the goods by
    by attacking the Fly Guys. Additionally, a few of the in
    stallments in the Mario
    Party series feature Fly Guys as impactful constituents of the gameplay. In the
    fifth installment, for example, Fly Guy was responsible for Duel mini-games.
    TRIVIA: - Fly Guys are not to be confused with Flying Shy Guys, which are basic
            Shy Guys that are capable of flight via a propeller-like contraption on
            their back, or Sky Guys, which are Shy Guys that float using balloons.
                                  x. Goomba [SRCH049]
    DESCRIPTION: Few individuals would disagree that Goombas are the quintessential
    enemies of the entire Mario series. Goombas are fungus-based organisms, closely
    resembling a mushroom in appearance. Their head, or cap, is the largest part of
    their body. It is brown and shaped like a gumdrop. Goombas have large eyes that
    are white with black irises and white pupils, accented by a pair of furled eye-
    brows to suggest an angry visage. The mouth of a Goomba forms a scowl, display-
    ing two protruding fangs. The feet of a Goomba, which are small and dark brown,
    are attached to the head via a comparatively diminutive stalk.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Bob-omb Battlefield        |    11    |                                ---  |
    | Jolly Roger Bay            |    03    |                                ---  |
    | Shifting Sand Land         |    12    |                                ---  |
    | Snowman's Land             |    03    |                                ---  |
    | Tall, Tall Mountain        |    09    |                                ---  |
    | Rainbow Ride               |    01    |                                ---  |
    | Bowser in the Dark World   |    06    |                                ---  |
    | Bowser in the Fire Sea     |    03    |                                ---  |
    | Bowser in the Sky          |    07    |                                ---  |
    ATTACK(S): When Mario runs past a Goomba, the mycological creature seems to hop
    in excitement or surprise. Then it charges toward Mario, attempting to ram into
    him. This causes damage and also knocks Mario slightly backward. As banal as it
    seems, this attack is actually advanced compared to the offense Goombas used in
    Super Mario Bros., wherein they simply walked like mindless drones.
    DAMAGE: 1 Health Unit
    HOW TO COMBAT: Perhaps as a result of their sheer commonness, Goombas are among
    the most easily defeated enemies in the entire Marioverse. There is actually no
    exaggeration in the statement, "Anything will defeat a Goomba." The easiest and
    most popular method for defeating a Goomba is to jump on its head. However, any
    other attack will do, though punches are arguably the most fun to use.
    REWARD(S): 1 Gold Coin
    BIOGRAPHY: The first game to feature these fungal foes was Super Mario Bros. In
    that classic 1985 adventure, Goombas were the main soldiers in Bowser's dreaded
    army. They were extremely common enemies throughout the game, even appearing in
    subterranean levels and in castles that Bowser had conquered. In spite of their
    frequency, Goombas were quite unintelligent. They plodded along slowly in a sad
    attempt to ram into Mario or Luigi. In a display of sheer stupidity (or, at the
    very least, an ignorance of the surroundings), Goombas would simply walk off of
    ledges into bottomless pits. To compensate for this denseness, Bowser exhibited
    some intelligence in his own right by dispatching Goombas in groups of three at
    a time. While a lone Goomba was pathetically easy to defeat, the trios that the
    Mario brothers encountered several times throughout the game required much more
    prudence. If timed correctly, Mario or Luigi could successively jump on each of
    the three Goombas without touching the ground, gaining bonus points in the pro-
    cess. Goombas also appeared in Super Mario Bros.: The Lost Levels, although the
    much tougher Buzzy Beetle replaced them at several points in the game. In spite
    of that, Goombas in The Lost Levels were placed in areas that had scant jumping
    room, making them much more of a threat than those in the game's predecessor.
    Super Mario Bros. 3 continued the role of Goombas as the prominent soldier. The
    game also introduced some sub-species. Paragoombas had wings and attacked Mario
    or his brother either by jumping at them or by dropping Micro-Goombas, a minute
    variety that hampered the brothers' ability to jump. In addition, some of these
    diminutive Goombas would hide in blocks. These were known as Pile Driver Micro-
    Goombas. The fourth kingdom, Giant Land, introduced Grand Goombas, which were a
    lot larger but, oddly enough, no tougher than normal Goombas. Most memorable is
    World 5-3, which featured arguably the rarest power-up in the series. This item
    is known as either Kuribo's Shoe or Goomba's Shoe. It is a green boot that some
    Goombas would ride around in. It gave them the ability to jump toward Mario in-
    stead of simply walking toward him aimlessly. If a Goomba utilizing this rather
    legendary item was defeated from underneath (i.e., if it was standing on blocks
    and the player hit the blocks from below), the Goomba would be defeated but the
    boot would remain. Mario could then hop inside Kuribo's Shoe and even cross the
    harmful Muncher patches without taking any damage!
    The appearance of Goombas was drastically altered in Super Mario World. Goombas
    in that game were spherical and looked like chestnuts rather than mushrooms. In
    the wake of this makeover, however, came increased resilience. Unlike the games
    prior to Super Mario World, these Goombas would not be defeated with one normal
    jump. This would simply flip them over, at which point Mario could pick them up
    and throw them at other enemies. However, the powerful Spin Jump would defeat a
    Goomba with one hit. Super Mario World also convoluted the name Paragoomba. The
    Paragoombas of Super Mario Bros. 3 had wings, while the Paragoombas featured in
    Super Mario World arrived from the sky via parachutes. By extension, Goombas in
    Super Mario World that possessed wings were called Winged Goombas. Some Goombas
    even appeared on-screen encapsulated in bubbles! The history of Goombas was ex-
    pounded upon in Super Mario World 2: Yoshi's Island. It seems that Goombas were
    once peaceful creatures living in harmony with Toads. However, at some point in
    time, Goombas turned traitor and joined the Koopa Troop. This event happened so
    long ago that Mario and Luigi were not even born yet and Bowser was a child.
    Yoshi's Island went on to reveal that Goombas originally saw limited deployment
    as soldiers in Bowser's fleet. In fact, the one and only level in the game that
    featured them was World 4-1 (GO! GO! MARIO!!). These Goombas were a lot tougher
    than their descendants, which is quite confusing, because it suggests a reverse
    evolution. In any event, stomping one of these Goombas would not defeat it. The
    Goomba would flatten like a pancake but continue to stalk Yoshi, and after some
    time it would return to its normal state. These resilient Goombas would fall to
    a Ground Pound, though, in addition to eggs. Yoshi could also eat them and turn
    them into Yoshi Eggs. These Goombas also exhibited a unique trait: before jump-
    ing off a ledge, they would wiggle their eyebrows. This toughness was discarded
    in Super Mario RPG: Legend of the Seven Stars, in which Goombas were one of the
    weakest enemies. During the events of the game, Bowser's entire army (including
    all of the Goombas) deserted him, many joining forces with the Smithy Gang. The
    betrayal forced Bowser to unite with Mario and Peach to defeat the Smithy Gang.
    Following their considerable presence in Super Mario 64, Goombas appeared in an
    acclaimed video game named Paper Mario. This game featured several varieties of
    Goombas, including Spiky Goombas, which wore spiked helmets as an answer to the
    jumping ability displayed by Mario, and Gloombas, which resided underground. In
    addition, Hyper Goombas could charge their attack power and were an appreciable
    threat. The normal Goombas from Super Mario 64 also appeared, utilizing a brand
    new attack named Headbonk. This move consisted of the Goomba jumping in the air
    and crashing its head against Mario's. Paper Mario even featured a whole family
    of very peaceful Goombas, consisting of Goompa, Gooma, Goompapa, Goomama, Goom-
    baria and Goombario. The latter idolized Mario and joined him on his adventure.
    In Paper Mario: The Thousand-Year Door, Goombas were given the unflattering and
    deprecating description, "The underling of underlings." However, specific areas
    featured highly aggressive Goombas. Rogueport Sewers and Petal Meadows are some
    examples. In a scenario analogous to Goombario in Paper Mario, Goombella, a fe-
    male college student from Goomba University, joined Mario on his quest.
    In Super Princess Peach, Mario's love interest had to deal with hordes of nasty
    enemies all by herself. Her umbrella, Perry, offered some innovative methods to
    defeat a Goomba. Peach could attack a Goomba with Perry and even have Perry eat
    Goombas! This game also introduced a few new varieties, such as Red Paragoombas
    and Goombas that were affected by the Vibe Scepter, such as Sad Goombas and Mad
    Goombas. In New Super Mario Bros., Goombas remained very loyal, even continuing
    to serve Bowser Jr. after the death of Bowser himself. In the castle of World 4
    was a Mega Goomba, so-named because it had grown to monstrous proportions after
    being affected by Bowser Jr.'s Mega Mushroom. When Mario was pint-sized as Mini
    Mario, he had to use a Butt-stomp to defeat regular Goombas because of the size
    difference. Even more sub-species were introduced in Super Mario Galaxy, namely
    Electrogoombas, Astro Goombas and a spooky variety that wears a pumpkin helmet.
    The latter was capable of emitting a blue flame in an attempt to harm Mario. If
    the pumpkin was lost (which occurred following a Star Spin or Butt-stomp), they
    lost this ability. These Goombas resemble Splunkins from New Super Mario Bros.
    Goombas have been prominent constituents of several spin-off series, especially
    in the Mario Party series. Battle Mini-games are often supervised by Goombas or
    Bob-ombs. In Mario Party 4, a board called Goomba's Greedy Gala was operated by
    a Goomba. It was a casino-themed board with gambling aspects. In Mario Party 8,
    Goomba's Booty Boardwalk was a pirate-themed board managed by Captain Goomba. A
    sacred island on this board serves as the home of the GoomGod, a Star-providing
    diety who remains unseen. Goombas have also appeared as shopkeepers, in many of
    the mini-games, and on several boards to oversee certain events. Peculiarly, in
    Mario Superstar Baseball, Goombas could utilize a baseball bat and a glove even
    though they have no arms. Rather weird, no? In any event, Goombas have appeared
    in the Super Smash Bros. series as minor nuisances. In Super Smash Bros. Melee,
    for example, Goombas sometimes emerged from Party Balls and Crates. Competitors
    would be damaged by touching a Goomba, but could knock it off the stage with an
    ordinary attack. Goombas will incontrovertibly continue to be an imperative and
    extensive constituent of Mario's entire macrocosm.
    TRIVIA: - The Japanese name for a Goomba is Kuribo (as demonstrated in the name
            of the power-up called Kuribo's Shoe). The name translates to "chestnut
            people." Interestingly, the Goombas in Super Mario World were given the
            name Kuribon, suggesting they are actually a sub-species.
            - In Super Mario Bros., the Goombas present in subterranean levels were
            blue, while the ones in the castles were gray. These Goombas were not a
            sub-species, but rather palette swaps to signify the lighting. In spite
            of that, blue and gray Goombas have actually appeared in later games. A
            Gloomba, for instance, is a blue Goomba in Paper Mario. Gloombas, in an
            homage to Super Mario Bros., live in underground areas. Additionally, a
            Headbonk Goomba is a grayish-silver one featured in Super Paper Mario.
            - The Goomba King, also known as Goomboss, is technically the leader of
            all Goombas. Nonetheless, Goomboss himself is subordinate to Bowser, so
            the latter is the de facto leader of Goombas.
            - Tippi, one of the Pixls in Super Paper Mario, states that Goombas are
            afraid of Koopa Troopas. This is a bizarre notion considering the great
            presence of Goombas within the Koopa Troop. Perhaps they joined after a
            bit of threat-laced persuasion?
            - In 1990, McDonald's released a "Little Goomba" Happy Meal in order to
            promote Super Mario Bros. 3. The meal included a springloaded Goomba as
            the toy. When the head was pressed down, the toy performed a backflip a
            few moments later.
            - The Mario series is known for its Italian influence. This was greatly
            evident in the nomenclature for Super Mario Sunshine's levels. There is
            a possibility that the name Goomba derives from the Italian slang word,
            "Goombah." The term was used by Italian-Americans as a self-descriptive
            title, but has since been used in a derogatory manner. It is also worth
            noting that the Hungarian word for mushroom is "gomba."
            - As is the case with a few other enemies, Goombas have appeared in the
            Legend of Zelda series, specifically in Link's Awakening. They could be
            found in underground passages and dungeons on Koholint Island. In order
            to defeat them, Link had to jump on them or slash them with his sword.
                              xi. Goomba (Giant) [SRCH050]
    DESCRIPTION: Giant Goombas are identical to regular Goombas except for the fact
    that they are much larger. These gargantuan versions dwarf Mario. These enemies
    also go by the name Grand Goombas.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Tiny-Huge Island           |    11    |                                ---  |
    ATTACK(S): When a Giant Goomba spots Mario, it hops in surprise and charges. In
    the case of normal Goombas, this attack is easily avoidable. However, since the
    Giant Goombas are so massive, it is somewhat difficult to outrun them.
    DAMAGE: 2 Health Units
    HOW TO COMBAT: Approaching these mammoth beasts with the same mentality for the
    normal Goombas is a mistake. Giant Goombas are impervious to every ground-based
    attack. This means punching them does nothing. The same holds true for the dive
    attack, the leg sweep and even the dropkick. The only way to defeat these giant
    enemies is by reverting to the classic method: stomping them. A regular jump on
    the noggin will do the trick, but Butt-stomping them is much more valuable.
    REWARD(S): 1 Gold Coin (via a regular stomp) or 1 Blue Coin (via a Butt-stomp).
    BIOGRAPHY: Giant Goombas have had a minimal presence in the Mario series. Their
    first appearance was in the spectacular game Super Mario Bros. 3. They appeared
    only in Giant Land and were no tougher than regular Goombas. Following a hiatus
    of several years, Giant Goombas returned in Super Mario 64. This time, the size
    difference between them and their smaller counterparts meant something. Several
    of Mario's attacks were futile against them. However, jumping on them proved to
    be more than they could handle. More than a decade passed before these enormous
    enemies were featured in another game. That game was Super Mario Galaxy. In the
    Gateway Galaxy, Mario had to defeat a Giant Goomba to get a key that let him go
    inside the planet and obtain one of the game's seven Grand Stars.
    TRIVIA: - Most people are under the assumption that Butt-stomping Giant Goombas
            is the only way to obtain a Blue Coin from them, but that belief is not
            valid. There is another, albeit obscure, method. This particular method
            has gone unnoticed due to the fact that it can only be used where there
            are Giant Goombas and Fly Guys in the same area. The only section where
            this is the case is where the cannon is located. Jump on the Fly Guy so
            Mario begins spinning through the air like a helicopter. While descend-
            ing, steer Mario so that he 'lands' on the Giant Goomba nearby. It will
            go through the animation of being stomped and then yield a Blue Coin.
                              xii. Koopa Troopa [SRCH051]
    DESCRIPTION: Koopa Troopas are creatures similar to turtles, though they appear
    to be more advanced in terms of intelligence and posture. Koopa Troopas are bi-
    pedal enemies, meaning they walk on two legs. Their shell is green with a white
    rim and their flesh is a yellowish-orange color. Due to the anthropomorphically
    styled appearance of Koopa Troopas, their arms protrude from their shells. They
    have simple hands that are more like spheres with a split to designate grabbing
    abilities, and they wear green shoes on their feet. Their head is comparatively
    large, with white eyeballs that have black pupils. Their mouth is quite similar
    to a beak, such as that of a snapping turtle. Hilariously, Koopa Troopas appear
    to be self-conscious about their nakedness; when knocked out of their shell, an
    amusing pair of pajamas consisting of a white shirt and pink shorts can be seen
    in clear view. This also serves as a differentiation between actual turtles and
    Koopa Troopas. The former are internally attached to their shell and are unable
    to survive without it, whereas the latter seem to use it for protection or even
    decency. Note that ordinary Koopa Troopas are about as tall as Mario, while the
    ambulatory racer known as Koopa the Quick, who is easygoing, is much larger.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Bob-omb Battlefield        |    01    |                                ---  |
    | Tiny-Huge Island           |    01    |                                ---  |
    ATTACK(S): The Koopa Troopas in Super Mario 64 are interesting in that they are
    unwilling to attack Mario. In fact, they seem to exhibit extreme cowardice. The
    moment a Koopa Troopa realizes that Mario is near, it flees in a hurry. Perhaps
    this lack of courage can be attributed to the scarcity of Koopa Troopas in this
    game. It would seem that Mario had nearly exterminated the entire population in
    his adventures during the previous games, so it is understandable that a select
    few survivors would be deathly afraid of the man who went on a near genocide.
    DAMAGE: None (even if Mario runs into a Koopa Troopa intentionally)
    HOW TO COMBAT: Some would question the purpose in battling a nonbelligerent foe
    who actually attempts to flee from altercations. The purpose is indeed somewhat
    materialistic due to the auspicious rewards one receives upon defeating a Koopa
    Troopa. This avarice aside, it is quite simple to eliminate a Koopa Troopa, but
    there are two steps. First, Mario must separate the enemy from its shell. Using
    a simple stomp is most effect, although other moves like punches work, too. The
    attack will launch the Koopa Troopa from its shell, at which point it will dash
    around in a frenzy in an attempt to jump back into the shell. During this phase
    Mario must attack the Koopa Troopa once more, using any offensive tactic. Dives
    and punches, as well as stomps, are efficient methods.
    REWARD(S): 1 Koopa Shell & 1 Blue Coin
    BIOGRAPHY: The first game to feature Koopa Troopas was Super Mario Bros. In the
    extensive history of the Mario series, Koopa Troopas have the distinct honor of
    being the second enemy that Mario and his brother ever encountered (if one does
    not count the games Donkey Kong or Mario Bros.). They were quadrupedal enemies,
    in contrast to their future incarnations, and were notably resilient. Following
    a stomp from Mario, a Koopa would withdraw into its shell. At this point, Mario
    could kick the shell into other enemies. If a Koopa hiding within its shell was
    not attacked in a certain amount of time, it would eventually right itself. The
    two types of Koopas in Super Mario Bros. differed in intelligence. Those with a
    green shell would simply walk off of cliffs and fall to their death. Those with
    red shells would patrol a certain area, executing an about face upon reaching a
    drop-off. Koopa Troopas also appeared in Super Mario Bros.: The Lost Levels, in
    which they were once again one of the most common enemies. In Super Mario Bros.
    3, Mario could jump on a Koopa Troopa and then pick up its shell even while the
    Koopa was still inside it. Mario could then throw the shell at other enemies.
    Koopa Troopas up to this point were all quadrupedal and this characteristic was
    still present in Super Mario Land 2: 6 Golden Coins, in which Koopa Troopas had
    a new boss in Wario and attempted to take over Mario Land. It is not known what
    color the Koopa Troopas in this game were, since the game was not in color. The
    acclaimed game Super Mario World made several changes to Koopa Troopas; changes
    that would appear in Super Mario 64 and innumerable games thereafter. The Koopa
    Troopas in Super Mario World were now bipedal enemies who wore shoes. Also, the
    game abandoned the trait of Koopas withdrawing into their shells when jumped on
    in favor of them actually popping out of their shells. In addition, Koopas with
    yellow shells and blue shells were introduced. The sequel to Super Mario World,
    Yoshi's Island, featured Koopa Troopas in a much more reduced role, largely due
    to the fact that Shy Guys were the predominant adversaries in that game. Koopas
    in Yoshi's Island were rare, first appearing in the level named Visit Koopa and
    Para-Koopa. Both green-shelled and red-shelled versions appeared. Neither kinds
    would walk off of ledges, which is somewhat interesting.
    Following their (minor) appearance in Super Mario 64, Koopa Troopas appeared in
    Paper Mario, some as allies and others as enemies. The cowardice that was shown
    in Super Mario 64 was abandoned and Koopa Troopas were depicted as considerably
    tough enemies. They have moderate defense and are entirely vulnerable only when
    flipped upside-down. In addition, they could withdraw into their shells and use
    themselves as projectiles. The peaceful Koopas resided in Koopa Village. One of
    them, Kooper, joined Mario on his quest. The belligerent Koopas always wore red
    shells, as well as sunglasses. This characteristic carried over to Paper Mario:
    The Thousand-Year Door. In Super Paper Mario, Koopa Troopas that succumbed to a
    villainess's (Nastasia) brainwashing spells wore black bands with spikes around
    their neck and arms, just like Bowser does. Koopa Troopas were also featured in
    Super Mario Galaxy with some noticeable changes. Perhaps most obvious was their
    bipedality being abandoned in favor of their archaic quadrupedal nature. Unlike
    the spineless variety in Super Mario 64, Super Mario Galaxy's were more similar
    to those featured in the earlier games, in that green ones patrolled a straight
    line, while the red Koopa Troopas marched in small circles. Mario could utilize
    Koopa shells to swim faster while underwater, like in Super Mario 64. The green
    ones were the slowest, while red shells were faster and gold shells, which were
    extremely rare, were the fastest.
    Koopa Troopas have appeared in quite a few spin-off games. The first Mario Kart
    game (Super Mario Kart) featured Koopa Troopa as a playable character. He was a
    lightweight and his special item was a Koopa Shell. He was replaced by Wario in
    Mario Kart 64 but returned in Mario Kart: Double Dash!! and later in Mario Kart
    Wii. In all of these games he was a lightweight. The most common role for Koopa
    Troopas in the Mario Party series was as owners of the Koopa Bank. The slightly
    annoying bank would charge players some coins each time they passed by, but the
    bank awarded a character all of the hitherto saved money if he or she landed on
    the same space as the Koopa Bank. Besides a few appearances in the Mario Tennis
    and Mario Golf series, Koopa Troopas have appeared in the greatly popular Super
    Smash Bros. games. In Super Smash Bros. Melee, they were featured as enemies in
    the Mushroom Kingdom stage of adventure mode. In addition, a Koopa Troopa stole
    Donkey Kong's banana horde in Super Smash Bros. Brawl under Bowser's orders.
    TRIVIA: - When a Koopa Troopa is seen out of its shell, which occurs during the
            events of Super Mario 64 and other games, it is called a Beach Koopa.
            - Following his defeat at the hands of Mario after the rematch in Super
            Mario 64, Koopa the Quick states that he spent a lot of money on "Koopa
            Mach 1 Sprint" shoes.
            - The Shellcreepers from Mario Bros. (1983) are considered ancestors of
            the modern Koopa Troopas. The main discrepancy is that Mario was unable
            to jump on a Shellcreeper, since that would injure him, and some Shell-
            creepers came in colors that Koopa Troopas never have, such as purple.
            - The Legend of Zelda series is known for including several adversaries
            from the Mario series. In The Legend of Zelda: Phantom Hourglass, there
            was an enemy named Shellspinner. These were turtle-like opponents that,
            when approached, retreated into their shells and spun around.
                          xiii. Koopa Troopa (Tiny) [SRCH052]
    DESCRIPTION: This diminutive Koopa Troopa is identical to its normal-sized kith
    and kin except for the fact that it is much smaller. In fact, it barely reaches
    up to Mario's chest.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Tiny-Huge Island           |    01    |                                ---  |
    ATTACK(S): Expectedly, this minuscule version is just as fearful as its regular
    counterparts. When Mario approaches, the tiny Koopa Troopa decides that it is a
    bit more wise to flee and run for its life than to fight the much larger Mario.
    DAMAGE: None (even if Mario touches it intentionally; in fact, this defeats it)
    HOW TO COMBAT: This minute enemy is incapable of harming Mario directly (though
    there is a bit of pushback if Mario touches it) and is extremely vulnerable. As
    mentioned above, simply walking into the tiny Koopa Troopa will defeat it.
    REWARD(S): 1 Blue Coin
    TRIVIA: None
                                 xiv. Lakitu [SRCH053]
    DESCRIPTION: Lakitus are bespectacled creatures apparently related to the Koopa
    race that reside in clouds. The glasses of a Lakitu have a black frame and seem
    to have solid white lenses, although this is ambiguous since the dark pupils of
    a Lakitu are visible through the glasses, so it is possible that Lakitus simply
    have large white eyes like the Koopa Troopas and their glasses are transparent.
    In any event, the shell of a Lakitu is light green, with two concentric circles
    that are dark green. Lakitus seem incessantly indifferent or uncaring, based on
    their face, which is accented by a frown, insinuating discontentedness. Lakitus
    have two small hands that are of a yellowish-orange color, just like their head
    and the rest of their body sans the shell. Their cloud is similar to Fwoosh; it
    does not possess any personifying characteristics, though.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Tiny-Huge Island           |    01    |                                ---  |
    | Rainbow Ride               |    02    |                                ---  |
    ATTACK(S): Lakitus are exceptional in that they attack by utilizing an entirely
    different enemy! When Mario is not in the area, a resident Lakitu just waits in
    one spot (this can be seen by moving to a location far from a Lakitu and spying
    on it from a distance). When Mario approaches it, however, the Lakitu hovers in
    the air overhead, occasionally dropping what is called a Spiny Egg. In spite of
    the name, Spiny Eggs are actually Spinies that have curled themselves up into a
    ball. As soon as they land on the ground, they become normal Spinies, which are
    injurious to the touch. However, they are slow enemies and appear to be unaware
    of Mario's presence or simply apathetic toward his presence. Even though coming
    into contact with a Spiny is the main source of damage via Lakitu, a Lakitu it-
    self is also deleterious to the touch, so long as Mario touches it on the sides
    since hitting it from underneath will defeat it.
    DAMAGE: 2 Health Units (for touching a Spiny and for touching a Lakitu)
    HOW TO COMBAT: It is unnecessarily difficult and sometimes impossible to defeat
    a Spiny, so the wisest course of action is to eliminate their source, therefore
    preventing more Spinies from appearing. When Lakitu flies just over Mario, jump
    up so that Mario hits it from underneath in a manner similar to when he smashed
    bricks in the original Super Mario Bros. video game. Though gratuitous, you can
    also jump on a Fly Guy and then crash into Lakitu while descending, though this
    is only possible in Tiny-Huge Island due to the Fly Guy in Rainbow Ride being a
    bit too far away from the two Lakitus for this technique to work.
    REWARD(S): 5 Gold Coins
    BIOGRAPHY: Lakitu first appeared in World 4-1 of Super Mario Bros. His role was
    simple but effective: patrol the upper portion of the screen via a cloud whilst
    tossing Spiny Eggs down toward the heroic siblings. Lakitus were a particularly
    frustrating adversary due to their distance from Mario. Despite the fact that a
    Fireball or a stomp would defeat a Lakitu, this was not always possible because
    the player had to wait until a sufficient configuration of blocks presented it-
    self that allowed Mario to reach Lakitu's elevation. Extreme caution was a must
    when defeating a Lakitu via a stomp, since an errant leap could result in Mario
    stomping a freshly-launched Spiny Egg. Super Mario Bros.: The Lost Levels, very
    similar to Super Mario Bros. but much more difficult, featured Lakitus, perhaps
    directly as a result of their inherent formidability. In Super Mario Bros. 3, a
    few alterations were made but none of them drastic in nature. Lakitus were more
    defined and it was now obvious that they wore bifocals. In addition, some threw
    a green sub-species of the Spiny Egg that never turned into an actual Spiny; it
    would just roll around on the ground. Lakitu's Cloud was an item in Super Mario
    Bros. 3. The player could use it to skip past an undesired level.
    Super Mario World added an impactful change to Lakitu and also introduced a few
    new sub-species. In reference to the former, using a Fireball or an object that
    Mario could throw to defeat a Lakitu resulted in it perishing but the cloud did
    not disappear. Mario could then hijack the cloud and use it to access secretive
    areas of levels, and also to avoid gaps and obstacles easily. The cloud offered
    four-directionality (up, down, left, right) and disappeared after awhile. Super
    Mario World, as mentioned, also set forth various sub-species of this foe. Pipe
    Lakitus resided within Warp Pipes and would toss Spiny Eggs at Mario. There was
    also a variety named Fishin' Lakitu. This tantalizing variant would dangle a 1-
    UP Mushroom from a fishing line. Grabbing the bait would make Lakitu faster and
    he would then begin to throw down Spiny Eggs. The undead version of the Fishin'
    Lakitu, Fishin' Boo, was a ghostly Lakitu that dangled a blue Flame rather than
    a 1-UP Mushroom. Fishin' Boos were invulnerable and made jumping difficult.
    Super Mario World 2: Yoshi's Island introduced more sub-species as well as some
    changes regarding the normal Lakitu's mechanics. Lakitu was a major constituent
    of Yoshi's Island. In fact, three of the levels were named after him: Watch out
    for Lakitu, Lakitu's Wall and The Cave of Lakitus. Lakitus utilized cursors and
    this greatly enhanced their accuracy. Strangely, the eggs exploded upon impact,
    so Spinies themselves did not appear in Yoshi's Island. Some Lakitus used spiky
    balls called Needlenoses rather than Spiny Eggs, but this was rare. Some of the
    new sub-species introduced were Wall Lakitus, which hid behind their walls in a
    manner somewhat analogous to Pipe Lakitus, the Aqua Lakitus, equivalent to Wall
    Lakitus except for the fact that they reside in water and wear snorkels, and an
    extremely rare type named Thunder Lakitu. This singular variety would send down
    balls of energy that set the ground on fire. Thunder Lakitus were featured in a
    single level: BLIZZARD!!! In addition, it was once again possible to hijack the
    cloud of a Lakitu, though this was now done via a stomp since Fireballs did not
    appear in the game. Furthermore, Fishin' Lakitus used real fish hooks to try to
    grab Baby Mario and fly away with him, rather than enticing Yoshi with a 1-UP.
    Lakitus were uncommon enemies in Super Mario RPG: Legend of the Seven Stars. In
    a strange occurrence, these ones tossed down Spikeys and Spikesters rather than
    Spinies. Some Lakitus were friendly, however. For instance, there is a wise old
    frog character named Frogfucius who seems to have the ability to levitate. This
    is merely a ruse in reality since a Fishin' Lakitu uses its line to carry Frog-
    fucius around. This friendliness carried over to Super Mario 64, wherein a pair
    of siblings, the Lakitu Bros., controlled the cameras. Super Mario 64 also made
    use of aggressive Lakitus. These ones were similar to the classic Lakitus found
    in Super Mario Bros. The Paper Mario series also features Lakitus, albeit in an
    almost inconsequential fashion. In the first Paper Mario, Lakitus appear in the
    Flower Fields only. In addition to tossing Spinies, they would utilize a second
    attack which consisted of them ramming into Mario. Lakitus were uncommon in the
    sequel to Paper Mario, The Thousand-Year Door, though a sub-species called Dark
    Lakitus debuted in the Pit of 100 Trials. These were quite a bit tougher than a
    normal Lakitu and displayed a sinister countenance. The scarcity of Lakitus was
    continued in Super Paper Mario, in which they were highly uncommon enemies.
    Lakitu has been featured in several spin-off series, most recognizably in Mario
    Kart games. He informs the drivers when to begin racing, he lets each character
    know which lap they are on, and he also picks up a driver who has fallen into a
    body of water or some other obstacle and places them back on the track. Lakitus
    have enjoyed minimal roles in other games. For example, they appear in backdrop
    settings of some stages in the Super Smash Bros. series, such as Peach's Castle
    in Super Smash Bros. and Yoshi's Island in Super Smash Bros. Melee. Lakitu also
    appears as an Assist Trophy in Super Smash Bros. Brawl.
    TRIVIA: - Shigeru Miyamoto was once asked which Mario character he could relate
            to the most. He replied with Lakitu, stating that he "seems to be free,
            floating in the air, going anywhere."
            - In New Super Mario Bros., a portion of World 2-2 is actually a remade
            section of World 4-1 from the original Super Mario Bros. Interestingly,
            both those levels serve as Lakitu's respective debut in each game.
            - Most Lakitus are seen with a smiley face on their cloud, but the ones
            in Super Mario 64 have featureless clouds.
            - The Catch Card for Lakitu in Super Paper Mario states that the reason
            Lakitu tosses down Spinies on hapless victims is because someone, at an
            unknown point in time, "made fun of its glasses."
            - Like several of Mario's enemies, Lakitu has appeared in the Legend of
            Zelda series, specifically in The Minish Cap. Lakitus had thicker hair,
            they did not wear their trademark goggles, and they threw down thunder-
            bolts rather than Spiny Eggs. Link could steal their cloud by utilizing
            an item named Gust Jar.
                               xv. Micro-Goomba [SRCH054]
    DESCRIPTION: These astoundingly tiny enemies are identical to normal Goombas in
    terms of appearance except for their size. Micro-Goombas are so small that they
    are about as large as one of Mario's feet.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Tiny-Huge Island           |    10    |                                ---  |
    ATTACK(S): Micro-Goombas exhibit the same fearlessness displayed by both normal
    Goombas and Grand Goombas. When a Micro-Goomba recognizes that Mario is nearby,
    it charges at him relentlessly. This does not work to its advantage, though. In
    fact, when a Micro-Goomba rams into Mario, it defeats itself!
    DAMAGE: Intrinsically, none. However, the slight recoil experienced following a
    tackle from a Micro-Goomba could result in Mario falling to his death, due to a
    few of the Micro-Goombas in Tiny-Huge Island being positioned on platforms that
    are precarious both in terms of their size and in terms of their location. 
    HOW TO COMBAT: Due to their almost incomprehensible vulnerability, every single
    one of Mario's moves defeats a Micro-Goomba. Even walking into them will defeat
    them. However, unlike the tiny Koopa Troopa, beating a Micro-Goomba by allowing
    it to ram into Mario or by walking into it purposely will not yield any rewards
    for the player to collect. Mario must physically attack a Micro-Goomba in order
    for a reward to be offered. Punches are perhaps the most efficient method since
    stomps are somewhat difficult to connect with due to the Micro-Goombas' size.
    REWARD(S): 1 Gold Coin
    BIOGRAPHY: Micro-Goombas debuted in Super Mario Bros. 3, in which they would be
    dropped onto Mario by Paragoombas. Mario's jumping abilities were severely ham-
    pered by Micro-Goombas, though he could eventually shake them off. In addition,
    Pile Driver Micro-Goombas hid within blocks and used the element of surprise to
    attack Mario. In Super Mario RPG: Legend of the Seven Stars, there is a species
    of Goombas called Goombettes that are very small. These are possibly related to
    Micro-Goombas. Following their appearance in Super Mario 64, Micro-Goombas were
    featured in New Super Mario Bros. They would sometimes inhabit miniature pipes,
    and were comparatively dangerous since Mini Mario would be defeated following a
    single attack. In Super Paper Mario, a resident of the Underwhere explains that
    he died because of a Micro-Goomba and a bottomless pit. This reference is a bit
    of a cameo since Micro-Goombas do not appear in Super Paper Mario at all.
    TRIVIA: None
                                xvi. Moneybags [SRCH055]
    DESCRIPTION: These rare and enigmatic adversaries are essentially change purses
    that are somehow alive. From a distance, they imitate Gold Coins sitting on the
    ground. However, when Mario approaches the faux coin to collect it, the cunning
    Moneybags transforms into its true self and begins moving around. Moneybags are
    weird creatures. Their body serves as the purse itself, which is green, with an
    opened zipper that reveals two glowing eyes within. Moneybags also possess feet
    that are yellow and which aid them in their hopping abilities. Keep in mind the
    fact that the imitating ability of Moneybags is not infallible. Gold Coins that
    are genuine touch the ground, while the pseudo coin of a Moneybags floats above
    the ground.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Snowman's Land             |    02    |                                ---  |
    ATTACK(S): Since there are only two Moneybags in Snowman's Land, there are only
    two false coins. When Mario approaches one of these, the Moneybags changes into
    its true manifestation and begins its offense. In reality, Moneybags seem to be
    either pacifistic or, at the very least, hesitant to initiate a fight. They hop
    around in a random fashion before finally resting and changing back into a faux
    coin (once Mario leaves the area). However, due to their sporadic movements, an
    honest consideration of Mario does not exist. Moneybags will apathetically bump
    into Mario if he happens to be in the way when they change direction.
    DAMAGE: 2 Health Units
    HOW TO COMBAT: Because Moneybags jump around haphazardly, the best technique to
    utilize in combating them is to battle in a similar haphazard manner. Observe a
    Moneybags's movements keenly and try a diving attack. If that does not work, an
    accurate punch should do the trick, but that requires you to confront the enemy
    closely, which could easily result in Mario losing health of his own. Dropkicks
    are a decent tactic, as well. Ultimately, try anything but be careful not to be
    too overzealous and accidentally hurt Mario in the heat of the battle. Also, it
    is recommended to at least attempt to conquer this enemy, as its contents are a
    numismatist's dream come true.
    REWARD(S): 5 Gold Coins
    BIOGRAPHY: Moneybags are rare enemies in the Mario series. Following their role
    in Super Mario 64, they appeared in just two levels in New Super Mario Bros. In
    Super Mario Galaxy, Moneybags returned with a few modifications. When defeated,
    they yielded a large amount of Star Bits. In addition, Moneybags in Super Mario
    Galaxy were usually invisible and would leave behind footprints as a vestige of
    their presence. If Mario attacked a Moneybags with a Star Spin, it would become
    visible and it would also be knocked unconscious for a few moments. Attacking a
    Moneybags in this state before it regained its composure defeated it for good.
    TRIVIA: None
                               xvii. Monty Mole [SRCH056]
    DESCRIPTION: These denizens of the deep are cantankerous moles that are usually
    found in groups. The majority of their body is covered with light brown fur but
    their abdomen and mouth are covered with white fur. Monty Moles have very sharp
    black claws on both their hands and their feet, as well as a pair of buck teeth
    protruding from their mouth, a large black nose and two squinted eyes. The only
    time Monty Moles appear is when there are burrows in the area (burrows are just
    circular holes in the ground).
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Hazy Maze Cave             | Infinite |             There are three burrows |
    | Tall, Tall Mountain        | Infinite |              There are nine burrows |
    ATTACK(S): When Mario approaches the burrow of a Monty Mole, the malevolent foe
    scampers up from underground and tosses a white object, probably a rock or some
    sort of clump of dirt or clay, at Mario before diving back underground. Because
    Monty Moles are almost always en masse, avoiding multiple rocks can be somewhat
    difficult or at least annoying. A single Monty Mole, however uncommon, is not a
    real threat. Keep in mind that, despite the fact that Monty Moles never refrain
    from residing in their burrows, touching one will damage Mario. Additionally, a
    Monty Mole will not always toss a rock at Mario. This typically occurs if it is
    unable to get a clear shot.
    DAMAGE: Mario will lose a single Health Unit if pelted by a rock and two Health
    Units if he touches a Monty Mole.
    HOW TO COMBAT: Due to the tendency of Monty Moles to group together, battling a
    cluster of them is analogous to playing a game of Whack-A-Mole. The fact that a
    group of Monty Moles consists of each individual enemy emerging from the ground
    and either throwing a rock at Mario and returning to its subterranean residence
    or simply burrowing back down without attacking at all can be a bit frustrating
    for the player. The best method is to simply wait next to a specific burrow and
    when the Monty Mole appears, attack it quickly before it dives back down. Using
    a simple stomp is most effective.
    REWARD(S): Defeating a single Monty Mole does not result in any kind of reward.
    However, vanquishing a total of eight Monty Moles within a specific colony will
    reward Mario with 1-UP Mushroom. This means Hazy Maze Cave offers two 1-UPs via
    Monty Moles, while Tall, Tall Mountain offers three.
    BIOGRAPHY: Monty Moles made their debut in Super Mario World. The inception set
    the stage for their future behavioral characteristics. They emerged from random
    locations in the ground in an attempt to surprise attack Mario. Mega Moles also
    appeared in Super Mario World. These were massive versions that Mario could use
    as makeshift bridges across certain obstacles. Following their traditional role
    in Super Mario 64, Monty Moles appeared in Paper Mario. Their area of residence
    was Mt. Rugged. They attacked by throwing rocks at Mario. These rocks were very
    unambiguous so it would seem that the dubious objects Monty Moles toss at Mario
    in Super Mario 64 are indeed rocks, as well. In any event, Super Mario Sunshine
    established Monty Moles as formidable and rare semi-bosses. They appeared twice
    throughout the entire game: once in Pinna Park and once in Noki Bay. Sunshine's
    Monty Moles seemed to be advanced technologically due to their cannon-occupying
    behavior. Additionally, their battle tactics were not to be mocked. While Mario
    was at a distance, Monty Moles fired Bullet Bills and Missile Bills at him, and
    when Mario was at a closer range, they threw mechanical Bob-ombs. To defeat the
    comparatively impressive Monty Moles, Mario had to freeze the Bob-ombs by using
    FLUDD and then throw them at the malicious engineers. Three hits did the trick.
    The considerably more dangerous Monty Mole variety seen in Super Mario Sunshine
    made a return in New Super Mario Bros. Monty Tank was the boss of the castle in
    World 6. It fired Bullet Bills and Bob-ombs toward Mario and could be conquered
    by jumping on its head or by using a Fire Flower. In Super Mario Galaxy, Under-
    grunt Gunners are Monty Moles similar to those featured in Super Mario Sunshine
    and New Super Mario Bros. Super Mario Galaxy also introduced Major Burrows, who
    was a massive Monty Mole that wore a spiked Koopa shell on his head in order to
    prevent Mario from jumping on him. Monty Moles have also appeared in some spin-
    off series, as well, though in very minor roles. For example, the board Pyramid
    Park in Mario Party 7 features a Monty Mole on the east side. If a player steps
    on the ? Space, Monty Mole offers to play Whack-the-snake-and-not-the-mole.
    TRIVIA: - In Super Mario RPG: Legend of the Seven Stars, Monty Moles are absent
            from the game. However, the game features Mukumukus, enemies that are a
            possible relative of Monty Moles. Mukumukus resemble gophers and emerge
            from the ground to throw objects, such as bones and bombs.
                             xviii. Mr. Blizzard [SRCH057]
    DESCRIPTION: Mr. Blizzards are generic-looking snowmen. Their body is comprised
    of a single, large snowball that is about as tall as Mario. Their head consists
    of another snowball, this one slightly smaller. They have two black eyes and an
    indifferent mouth. Protruding from the right side of their body is a stick with
    a mitten attached to it. The mitten is yellow with a pink stripe in the middle.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Cool, Cool Mountain        |    01    |                                ---  |
    | Snowman's Land             |    04    |                                ---  |
    ATTACK(S): Mr. Blizzards reside within the snow. When Mario approaches the area
    that a Mr. Blizzard inhabits, it emerges from the snow and begins attacking. As
    a result of Mr. Blizzards being unable to move around, they use projectile tac-
    tics. They summon a relatively small snowball from an unknown source and use it
    as a missile. Their range is appreciable but not inconceivable. Mario will lose
    health if he touches a Mr. Blizzard, so the snowballs are not the only danger.
    DAMAGE: When Mario is hit with a snowball, he loses a single Health Unit. Mario
    will lose two Health Units, however, if he touches a Mr. Blizzard.
    HOW TO COMBAT: To defeat a Mr. Blizzard, run circles around it quickly. It will
    be unable to pelt Mario with snowballs. In addition, the faster you run circles
    around it, the more it will lean to the side. The surly snowman will eventually
    fall over, shrink and then disappear, leaving behind some useful spoils.
    REWARD(S): 3 Gold Coins
    BIOGRAPHY: Mr. Blizzards are fairly uncommon enemies in the Mario series. Their
    role in Super Mario 64 aside, Mr. Blizzards have only appeared in games related
    to spin-off series. Some of the Mario Party games, for instance, feature spaces
    that are based on Mr. Blizzard. When a character activates one of these spaces,
    he or she loses all of their items. These frigid foes have also appeared in the
    Mario Kart series and in Mario Pinball Land.
    TRIVIA: - Super Mario World 2: Yoshi's Island features snowman adversaries that
            are named Dr. Freezegoods. These resemble Mr. Blizzards quite a bit and
            it is possible that they were the inspiration for Mr. Blizzard.
                                  xix. Mr. I [SRCH058]
    DESCRIPTION: Mr. I is an unnerving adversary that appears to be a living, giant
    eyeball. Mr. I is noticeably larger than Mario and is entirely white except for
    its iris, which is blue, and pupil, which is black. Interestingly, there are no
    blood vessels visible on the conjunctiva of a Mr. I. Whether this suggests that
    Mr. I is actually not a true eyeball is up for debate.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Big Boo's Haunt            |    03    |                                ---  |
    | Hazy Maze Cave             |    02    |                                ---  |
    | Lethal Lava Land           |    02    |                                ---  |
    ATTACK(S): Mr. I is completely immobile and scans an area by slowly spinning in
    an incessant circle. When Mario approaches, it stares at him for a few moments.
    Then Mr. I quickly blinks twice before discharging a bizarre plasma ball toward
    Mario. The arcane glob is fired from Mr. I's pupil and consists of a hodgepodge
    of yellow, pink and purple bands of color. These weird plasma balls are harmful
    to the touch. In addition, Mario will lose health if he touches a Mr. I.
    DAMAGE: Mario will lose one Health Unit if attacked by a ball of plasma and two
    Health Units if he touches a Mr. I.
    HOW TO COMBAT: The key to defeating a Mr. I is to perform the same tactic Mario
    utilizes to vanquish a Mr. Blizzard. Run in tight circles around a Mr. I and it
    will begin to spin around faster and faster, ultimately shrinking and revealing
    its highly beneficial contents.
    REWARD(S): 1 Blue Coin
    BIOGRAPHY: Mr. I's appearances in the Mario series have indeed been few and far
    between. Following its debut in Super Mario 64, Mr. I made an appearance in the
    2007 game Super Paper Mario. In this game, however, it was recognized as Mister
    I. The general mechanics were essentially the same, though. It appeared in both
    Merlee's Mansion and Castle Bleck. To defeat a Mr. I, Mario had to use his Flip
    ability (which allows him to move back and forth between two-dimensionality and
    three-dimensionality) and run around the massive eyeball. In addition, Red I, a
    sub-species of Mr. I, was introduced. Red I was more powerful than Mr. I and in
    an interesting turn of events, the only disparity was the fact that rather than
    a blue iris, it had an apropos red iris. However, the real life symptom that is
    called red eye involves the victim's conjunctiva being bloodshot, yet Red I has
    no vessels visible, just like a normal Mr. I. Regardless of any inconsistencies
    between the Marioverse and real life, Mr. I has appeared in several Mario Party
    video games. For example, Mario Party 2 and Mario Party 3 feature a game called
    Eye Sore. The game consists of players running around a Mr. I. The first player
    to shrink their Mr. I is the winner of the game.
    TRIVIA: None
                              xx. Piranha Plant [SRCH059]
    DESCRIPTION: Piranha Plants are a vicious variety of flora that seem to require
    an appreciable amount of rest and recuperation. These vile plants sleep the day
    away and do not take kindly to being awakened. Piranha Plants have a very large
    head, which seems to be analogous to the bud of a flower. The head of a Piranha
    Plant is red and mottled with many white spots. Their mouth is so large that it
    nearly bisects the head. Their lips are green (which is extraordinarily strange
    in the context of the Mario series) and they have two rows of shark-like teeth.
    Piranha Plants are rooted into the ground via a relatively thin green stalk. In
    addition, two green leaves sprout from this stem. When these enemies are sleep-
    ing, a large bubble grows and shrinks in rhythm to their breathing, insinuating
    some sort of innocence along the lines of an infantile spit bubble.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Whomp's Fortress           |    03    |                                ---  |
    ATTACK(S): Piranha Plants are extremely grumpy upon being awakened. As a matter
    of fact, this vexes them to such a degree that they will attempt to take a bite
    out of whoever has been recklessly noisy. Therefore, whenever Mario runs past a
    Piranha Plant, it will break free from its slumber and snap at Mario, trying to
    teach the heroic plumber a lesson in being considerate. Keep in mind that Mario
    will be injured even if he runs into a Piranha Plant while it is asleep.
    DAMAGE: 3 Health Units
    HOW TO COMBAT: The sensitivity of the Nintendo 64 controller allows Mario to be
    surreptitious and therefore defeat Piranha Plants. Due to the fact that Piranha
    Plants are invincible when awake, Mario must defeat them while they are asleep.
    This can be done by tiptoeing toward a Piranha Plant and punching it while it's
    lost in its own phantasmagoria. The injurious plant will collapse to the ground
    and shrink. Another, somewhat riskier, method is to simply run toward a Piranha
    Plant at full speed and attack it with a dive, killing it before it even has an
    opportunity to awaken or fight back.
    REWARD(S): 1 Blue Coin
    BIOGRAPHY: Piranha Plants debuted in Super Mario Bros. as fairly common enemies
    that inhabited Warp Pipes. Standing on a pipe or next to a pipe prevented these
    pernicious plants from emerging. Whether or not this suggests cowardice or some
    sort of discretion is debatable. The Piranha Plants in Super Mario Bros. were a
    dangerous adversary but could be defeated via Fireballs, in addition to a Koopa
    Shell and the Starman. These Piranha Plants exhibited a color scheme dissimilar
    from future varieties: their leaves were orange and their heads were green with
    yellow spots. In addition, they had no discernible lips. Super Mario Bros.: The
    Lost Levels introduced red Piranha Plants. These were faster than their regular
    counterparts and would emerge from pipes regardless if Mario was standing on or
    near them. In Super Mario Bros. 3, red was established as the standard color of
    Piranha Plants. Super Mario Bros. 3 also presented three brand new varieties of
    Piranha Plants, all of which are described in the following paragraph.
    Besides normal Piranha Plants, Super Mario Bros. 3 also featured a variant that
    was named Piranhacus Giganticus. These enormous Piranha Plants only appeared in
    Giant Land and were no more resilient than regular ones. Furthermore, a variety
    capable of walking was introduced. These were Ptooies, peripatetic enemies that
    balanced "morning stars" (flail-like objects) over their mouth and blew them up
    in the air to harm Mario when he jumped over them. The third sub-species was an
    upgrade of sorts of the generic Piranha Plant. They were named Venus Fire Traps
    and they had the ability to shoot Fireballs at Mario, though the Fireballs were
    not disturbingly quick. Two other adversaries that appear in the game, Munchers
    and Nipper Plants, seem to be juvenile Piranha Plants, or at least relatives of
    them. In Super Mario World, Piranha Plants were considerably rare, appearing in
    only one level: Vanilla Dome 3. Nevertheless, a sub-species that was introduced
    in the game, Jumping Piranha Plants, were significantly more common.
    Super Mario World 2: Yoshi's Island made some drastic changes to the behavioral
    and physical characteristics of Piranha Plants. Rather than being rooted within
    Warp Pipes, Piranha Plants grew from the ground itself. In addition, they would
    remain in a miniaturized form until Yoshi appeared, at which point they grew to
    their normal size and attacked. Yoshi's Island's Piranha Plants could be beaten
    with a single Yoshi Egg. The game also featured Naval Piranha, an enormous boss
    who reached her gargantuan stature via Kamek's magic. Furthermore, an adversary
    known as Hootie the Blue Fish is likely a relative of Piranha Plants. It cannot
    be destroyed, though being attacked with a Yoshi Egg stuns it for awhile. There
    were also Wild Ptooie Piranhas, which shot Needlenoses (spiked balls) at Yoshi.
    Wild Ptooie Piranhas typically required three hits to be defeated. They changed
    color after each hit, first from green (their natural color) to yellow and then
    from yellow to red. In spite of their name, it is not known whether or not they
    are indeed relatives of the Ptooies from Super Mario Bros. 3.
    Super Mario RPG: Legend of the Seven Stars aptly featured Piranha Plants in the
    area known as the Pipe Vault, wherein they would leap from the pipes. They were
    always found in pipes while outside of battle. Nevertheless, during a battle it
    became clear that Piranha Plants possess root-like legs on which they can walk,
    suggesting that Piranha Plants are capable of deracinating themselves seemingly
    at will. In a parallel to the classic games, Piranha Plants were totally immune
    to all of Mario's jumping attacks. In addition, the game featured Chewys, which
    had green heads and a purple stalk with purple leaves, and Megasmilax, the boss
    of Bean Valley. Piranha Plants then appeared in Super Mario 64. Their lips were
    inexplicably changed from white to green, and interestingly, the normal Piranha
    Plants from past games were not present: there were tiny and huge varieties and
    a sleeping variety. The latter served as the standard type.
    Yoshi's Story introduced Piranha Pests and Piranha Sprouts. The former were the
    immature forms of normal Piranha Plants. They would travel through the skies in
    an attempt to locate a suitable area to place themselves, eventually developing
    into a mature Piranha Plant. Piranha Sprouts were even more juvenile than their
    counterparts, moving about via puerile waddles. The Piranha Grove was seemingly
    the nesting place for Piranha Plants in Yoshi's Story. The impactful ability of
    Piranha Plants to uproot themselves that was established in Super Mario RPG was
    further substantiated by Paper Mario, in which Piranha Plants moved about free-
    ly. When Mario approached one it would burrow underground and then lunge toward
    the surface in an attempt to bite him. Paper Mario also introduced a couple new
    sub-species. Putrid Piranhas were capable of poisoning Mario with their noxious
    breath. Frost Piranhas were comparatively powerful and could potentially freeze
    Mario with their bite attack. Lava Piranha was the boss of Mt. Lavalava. It was
    a living and speaking Piranha Plant that was always aflame due to its domain.
    Piranha Plants were quite rare in Paper Mario: The Thousand-Year Door, although
    the game did introduce Pale Piranhas. These were albino Piranha Plants but they
    were the weakest variety in the game. Piranha Plants also made an appearance in
    Super Paper Mario, fulfilling roles similar to those in the previous two games.
    Super Mario Sunshine featured some strange varieties of Piranha Plants. A goop-
    covered variety appeared in Bianco Hills. They attacked by spitting goop. There
    were also hazardous objects in Bianco Hills called Piranha Heads. These were a-
    nomalous obstacles that were quite large and covered in goop. Enemies that were
    named 'Piranha Plants in the Generator' served as mini-bosses. These particular
    enemies, which appeared to be engendered from Goop Generators, were defeated by
    spraying water into their mouth via FLUDD. Super Mario Sunshine was also a site
    for a character's debut: Petey Piranha. This huge Piranha Plant was in fact the
    only one in the entire game to possess teeth, although he did not use them.
    Piranha Plants made an expected return to the platforming world of the enormous
    Mario series in Super Mario Galaxy. Sometimes, after being defeated, a Sproutle
    Vine (a vine that was twisted) would grow. These Piranha Plants are notable for
    succumbing to a single stomp, something that is quite rare in Mario games. Even
    though it is believed by some that Super Mario Galaxy is the first game wherein
    it is possible to defeat a Piranha Plant with one jump, that is not true. Super
    Mario 64, for example, allows Mario to beat the sleeping Piranha Plants as well
    as the Venus Fire Traps (both varieties) with only a stomp. In any event, Super
    Mario Galaxy introduced a large, purple Piranha Plant that attempted to ram its
    head into Mario. Furthermore, Dino Piranha was a boss that appeared in the Good
    Egg Galaxy. Dino Piranha has a head similar to Petey Piranha but a body that is
    reminiscent of a dinosaur. Interestingly, Dino Piranha's lips are green, making
    it one of the scarce varieties that possess such lips.
    Compared to their roles in the major games, Piranha Plants have enjoyed minimal
    appearances in spin-off series. For instance, in Peach's Birthday Cake, a board
    in the original Mario Party, there were ? Spaces that allowed characters to pay
    thirty coins to plant a seed that would grow into a Piranha Plant. This was not
    a cheap decision, but it was arguably worthwhile. If a player who possessed any
    Stars landed on that space, one of their Stars would be swiped and given to the
    player who planted the seed. In the Mario Kart series, Piranha Plants are some-
    times obstacles on the courses, as is the case in Mario Kart: Double Dash!!
    TRIVIA: - Piranha Plants make a cameo appearance in The Legend of Zelda: Link's
            Awakening. Furthermore, there are enemies in the Legend of Zelda series
            that go by the name Deku Baba. These are undeniably similar in physical
            appearance to Piranha Plants. Deku Babas have mouths similar to that of
            a Venus Flytrap, for instance.
            - In Big Brain Academy for the Nintendo DS, the silhouette of a Piranha
            Plant is utilized as one of the puzzles in the mini-game titled "Get in
            Shape." Specifically, it appears under the three-star difficulty mode.
            - The German name for Ptooies is Flora Morgenstern, which translates to
            Flora Morning Star. This name derives from the mace-like object Ptooies
            balance over their mouths, which are also known as morning stars.
                                  xxi. Pokey [SRCH060]
    DESCRIPTION: These monolithic, cactoid enemies are comprised of five individual
    body segments. The four inferior segments (that term being used anatomically to
    describe the body segments that make up the lower portion, i.e., the whole body
    sans the head) are yellow, spherical and covered with short white bristles. The
    fifth body segment of a Pokey is its head, which is roughly spherical, with the
    exception of two short horn-like protrusions. The eyes of a Pokey are unnerving
    due to the fact that they are black with orange pupils. In addition, Pokeys are
    always seen sporting a big smile. This beaming visage, combined with the creepy
    eyes, makes Pokeys one of the game's most eerie enemies.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Shifting Sand Land         |    04    |                                ---  |
    ATTACK(S): These languid enemies live up to their name by moving very slowly in
    a pitiful attempt to ram into Mario. The hilly terrain of Shifting Sand Land is
    a possible factor, since it could hinder Mario's ambulatory efforts and lead to
    him coming into contact with a Pokey. Regardless, it is remarkably difficult to
    encounter Pokeys in a tactile fashion.
    DAMAGE: 2 Health Units
    HOW TO COMBAT: Unlike the majority of enemies Super Mario 64 presents, there is
    some liberation in determining how to defeat a Pokey. Those players who are not
    patient have the option of attacking the head of a Pokey, which will destroy it
    instantly. Nevertheless, reaching a Pokey's head can be mildly problematic as a
    result of its height. However, a well-timed Jump Kick should suffice. For those
    who prefer to vanquish their foes one step at a time, another method is to raze
    each body segment of a Pokey individually, eventually reducing the Pokey to its
    head, which then becomes an easy target. The latter technique is obviously more
    time-consuming but certainly more discreet.
    REWARD(S): 1 Blue Coin
    BIOGRAPHY: This spine-covered adversary debuted in Super Mario Bros. 2, wherein
    it was green rather than yellow and its head was as spherical as its other body
    segments. Pokey could be defeated by throwing objects at each segment. In Super
    Mario World the height of a Pokey was dependent on the presence of Yoshi. Since
    Yoshi was capable of eating each body segment, effectively killing the Pokey, a
    Pokey would consist of five segments if Mario was indeed riding Yoshi. If Mario
    was traveling through an area alone, a Pokey would be three segments tall so as
    to allow Mario to jump over it. The characteristic traits of Pokey carried over
    to Super Mario 64, though the ability for Mario to destroy a Pokey instantly by
    attacking its head was introduced. Paper Mario attributed some new abilities to
    Pokey, including being able to use its body segments as projectiles in addition
    to being able to summon other Pokeys. The Pokey Mummy was also introduced, with
    the capability of poisoning the characters. Dried Fruits were often left behind
    by a Pokey Mummy following its defeat. Poison Pokeys were similar foes in Paper
    Mario: The Thousand-Year Door.
    Super Mario Sunshine exhibited a peculiar strain of Pokey. Perhaps the weirdest
    trait was the fact that the Pokeys in Sunshine were sessile, deep-rooted in the
    ground and unable to move about. To defeat a Pokey in Super Mario Sunshine, our
    plucky hero needed to move close to one. The Pokey would attempt to crush Mario
    but its spikes would cause it to be stuck to the ground. Mario then had to jump
    on its head to defeat it. Super Mario Sunshine also introduced Pokey Sprouts, a
    diminutive variety that consisted of a single body segment; these enemies could
    be defeated with a single jump on the noggin. Interestingly, both Pokey Sprouts
    and Pokeys possessed pink flowers atop their heads; this feature would prove to
    effect the appearance of Pokeys thereafter. In Super Princess Peach, Mad Pokeys
    were capable of stretching in order to block Peach's progress.
    Normal Pokeys then appeared in New Super Mario Bros. There were two methods the
    player could utilize to defeat them: using Fireballs to destroy each segment or
    simply crushing them while playing as Mega Mario. Mummipokey, the boss of World
    2, required three jumps on the head to be defeated. Super Mario Galaxy utilized
    green and red Pokeys. The former variety could be defeated with one jump on the
    head, while the latter required each segment to be destroyed.
    TRIVIA: - There have been many enemies of the Mario series that have made cameo
            appearances in the Legend of Zelda series, and Pokeys are no exception.
            These prickly enemies been featured in Link's Awakening, Oracle of Sea-
            sons and Oracle of Ages, specifically in the desert regions of Holodrum
            and Koholint Island. In order to defeat a Pokey, Link had to slash each
            of its body segments with his sword.
                              xxii. Scuttle Bug [SRCH061]
    DESCRIPTION: This creature is some sort of insect-like organism, though it does
    not qualify as a genuine insect because it has four legs instead of six and has
    just one true body segment. This body consists of a colorful sphere reminiscent
    of a soap bubble, featuring a design of red, orange and yellow swirls. The eyes
    of a Scuttle Bug have red irises and are also strabismic (cross-eyed). In spite
    of this comical appearance, two mandibles protrude from below the eyes. Scuttle
    Bugs also have legs that are red and extremely thin, protruding from their body
    and possessing an attached triangular foot.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Big Boo's Haunt            |    03    |                                ---  |
    | Hazy Maze Cave             |    06    |  Some of these respawn indefinitely |
    ATTACK(S): When a Scuttle Bug notices Mario, it performs a short hop (in a very
    similar manner to Goombas) before charging toward the Mushroom Kingdom's lauded
    hero. In spite of the fact that a Scuttle Bug is not seen biting Mario with its
    mandibles upon successfully ramming into him, it is apparent that that is meant
    to be the reason undergirding the damage Mario sustains from such an attack.
    DAMAGE: 1 Health Unit
    HOW TO COMBAT: Scuttle Bugs are among the weaker enemies and are therefore much
    more vulnerable than most other adversaries. However, whimsically utilizing any
    maneuver against a Scuttle Bug is not recommended. Due to the fact that Scuttle
    Bugs approach Mario head-on, attempting to punch them in this instance is not a
    wise decision, because erring slightly may result in Mario being injured. Using
    a single jump is the best method to use when dispatching a Scuttle Bug.
    REWARD(S): 3 Gold Coins
    BIOGRAPHY: Scuttle Bugs are uncommon enemies. Following their minor role in the
    game that introduced several new adversaries into the Mario series, Super Mario
    64, Scuttle Bugs were featured in New Super Mario Bros. In World 4-1 they would
    hang from the top of the screen using a web as support; this suggests that they
    are arachnoid creatures. Mario was capable of utilizing them as makeshift plat-
    forms in order to reach greater heights. In World 8-4 they dropped from the top
    of the screen in pairs, quickly detaching from their webs to chase Mario on the
    ground. Super Mario Galaxy featured a boss named Tarantox, which was similar in
    appearance to the Scuttle Bugs of New Super Mario Bros. It is entirely possible
    that Tarantox is some sort of extraterrestrial variant. It is worth noting that
    the Space Junk Galaxy features a cosmic strain of Scuttle Bugs, providing great
    evidence that Tarantox is indeed a gargantuan mutant. Scuttle Bugs also made an
    appearance in Mario Party DS, albeit a minor one. Crazy Crosshairs was the only
    mini-game to feature them; it consisted of two teams of two attempting to shoot
    Scuttle Bugs that were attached to a spiderweb using artillery from toy tanks.
    TRIVIA: - Mario Party DS stated that the object attached to the end of each leg
            of a Scuttle Bug is not a foot, but a shoe.
                                xxiii. Skeeter [SRCH062]
    DESCRIPTION: These enemies are similar to (and likely modeled after) insects in
    real life known as water striders, which are capable of gliding on water due to
    its high surface tension. Skeeters are related to Scuttle Bugs and therefore do
    not differ that much in appearance. The body of a Skeeter consists of a teal or
    light green sphere. The eyes are positioned at the front of this sphere and are
    quite melancholy, placing Skeeters among the more solemn enemies in Super Mario
    64. Skeeters possess a short black antenna that protrudes from the rear portion
    of their body; this antennae is tipped with a small orange ball. Skeeters, like
    their relatives, have four legs, however their legs are black with yellow feet.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Wet-Dry World              |    04    |                                ---  |
    ATTACK(S): Skeeters are somewhat mild-mannered in the sense that they never try
    to harm Mario directly. They simply glide across the surface of water randomly.
    However, their indifference is not entirely safe. If Mario happens to be in the
    path of a Skeeter, it will think nothing of bumping into him. Nevertheless, the
    fact that Skeeters primarily reside on water gives Mario an advantage. If he is
    attacked, he simply needs to surface and refill his Power Meter. While Skeeters
    on water may be calm, those on land are much more aggressive, and will actually
    chase after Mario. Keep this in mind because a beached Skeeter is quite capable
    of catching you off guard.
    DAMAGE: 2 Health Units
    HOW TO COMBAT: Skeeters on water must be attacked with a jump from above before
    perishing. Those on land, however, will be defeated following any maneuver. Due
    to the fact that the latter variety is more aggressive, however, it can be just
    as difficult to trounce a Skeeter walking on ground as it is to defeat one that
    is gliding on water.
    REWARD(S): 3 Gold Coins
    BIOGRAPHY: Skeeters are rare enemies in the Mario series. Following their brief
    stint in Super Mario 64, they reappeared in Super Mario Sunshine, although they
    were referred to as Pondskaters. Jumping on one would launch Mario considerably
    high into the air. Pondskaters were invulnerable to FLUDD and were injurious to
    the touch (unless Mario jumped on their backs, of course). This makes them more
    like sentient hazards rather than malicious foes. Skeeters also appeared in New
    Super Mario Bros., though their appearance underwent a huge change. Rather than
    being green and svelte, they were fat and red. In addition, there was a new ilk
    that would drop explosive devices.
    TRIVIA: None
                                 xxiv. Snufit [SRCH063]
    DESCRIPTION: Snufits are sometimes incorrectly referred to as Fly Guys. Despite
    the similarities between both species, Snufits are unique altogether. Utilizing
    an esoteric means of levitation, Snufits are airborne adversaries. Their minute
    body, which is red and roughly spherical with two stubs for arms, much like the
    Boos of Super Mario 64, is concealed by a large white mask. This apathetic mask
    is quite unnerving, perhaps due to its large, black eyeholes and proboscis-like
    tube that serves as the primary mechanism for attack. The mask also has a strap
    attached to it, which Snufits utilize to keep the mask securely fastened around
    their body. The fact that the face of a Snufit is never seen adds to this foe's
    notable mystique.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Hazy Maze Cave             |    04    |                                ---  |
    | Cavern of the Metal Cap    |    04    |                                ---  |
    ATTACK(S): Snufits use their advantageous flying ability to attempt to gain the
    upper hand while combating Mario, specifically through the means of an indirect
    assault. When Mario approaches a Snufit, the flying fiend swells to about twice
    its normal body size before discharging a trio of small black pellets. Avoiding
    these pellets is not necessarily a daunting task, but their threat is certainly
    not something to disregard. Note that Mario does not incur more damage if he is
    bombarded by all three pellets at once than if he is hit with just one of them.
    Snufits emit three of them at once to increase the likelihood of hitting Mario.
    DAMAGE: Mario will lose a single Health Unit if bombarded by a Snufit's pellets
    and two Health Units if he touches a Snufit. Note that Mario only incurs damage
    from touching a Snufit when he comes into contact with its body on a horizontal
    plane, because touching a Snufit from below or above results in its demise.
    HOW TO COMBAT: Slight caution must be taken when dealing with a Snufit. Be sure
    to approach a Snufit carefully but brazenly. Wait for it to swell; this is your
    signal that it is about to attack. The moment the Snufit discharges the barrage
    of pellets, jump and attack it in midair, either by hitting it from below (a la
    Mario shattering bricks in Super Mario Bros.) or by landing on it from above.
    REWARD(S): 2 Gold Coins
    BIOGRAPHY: Snufits are very rare enemies, to say the least. Their role in Super
    Mario 64 aside, Snufits appeared in Mario Party 2 as the Snufit Police, wherein
    they patrolled Space Land. Some copies of Mario Party 2 referred to the Snufits
    as Snifits, adding to the confusion regarding the nomenclature of these foes.
    TRIVIA: None
                                xxv. Spindrift [SRCH064]
    DESCRIPTION: Spindrifts are unique and almost paradoxical enemies; they tend to
    inhabit frigid environments but appear to be tropical creatures. This confusing
    contradiction aside, the largest portion of a Spindrift's body is its head. The
    head of a Spindrift is a large, light gray sphere roughly two or three times as
    large as Mario's head. The eyes of a Spindrift are solid black ovals emphasized
    by a small shimmer or reflection of light that is characteristic of individuals
    in cartoons and video games. The mouth of a Spindrift is always open, frozen in
    a state of shock or awe. Perhaps the distinguishing trait of a Spindrift is the
    flower that protrudes from the top of its head. This flower consists of a short
    green stem, a yellow center (likely comprised of multiple yellow stamens) and a
    beautiful array of five petals which are reddish-pink toward the outside and an
    attractive shade of light pink toward the center. The flower of a Spindrift re-
    sembles buttercup flowers to a considerable degree. Note that the flower on the
    head of a Spindrift spins incessantly. Finally, the inferior portion of a Spin-
    drift's body is concealed by a yellow garment, itself covered
     by a green cloth.
    The floral aspect of a Spindrift is accentuated with two green leaves that pro-
    trude from the top of this green textile.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Cool, Cool Mountain        |    05    |                                ---  |
    | Snowman's Land             |    14    |                                ---  |
    ATTACK(S): In a similar fashion to most of the enemies in Super Mario 64, Spin-
    drifts approach Mario as soon as he is within a certain propinquity. When Mario
    is indeed too close to a Spindrift, the mysterious adversary slowly hovers over
    to him in an attempt to ram him (the rapidly-spinning flower is most likely the
    impetus behind a Spindrift's ability to hover). This ramming attack is the only
    offensive maneuver Spindrifts can utilize, and it is rather easy to avoid.
    DAMAGE: 2 Health Units
    HOW TO COMBAT: Due to their less than desirable speed, disposing of a Spindrift
    is not a difficult task. In fact, choosing which method to utilize to conquer a
    Spindrift is dependent on the player's discretion and not necessarily on facets
    of a Spindrift's combating skills, or lack thereof. For instance, if one simply
    desired to defeat a Spindrift and obtain its coins, a single punch would be all
    one would need. However, Spindrifts can be taken advantage of in the same way a
    Fly Guy can be made useful: jumping on the head of a Spindrift propels Mario to
    an appreciable height, allowing him to descend slowly like a helicopter. Do not
    Ground Pound a Spindrift if looking for this side effect, because that specific
    maneuver completely destroys a Spindrift and any after-effects, as well. Do not
    forget that holding the A button down causes Mario to spin faster, dramatically
    slowing his descent and thus allowing him to cover more distance.
    REWARD(S): 3 Gold Coins
    TRIVIA: - Spindrifts were intended to be included in New Super Mario Bros. They
            were removed from the game prior to the final copy, though.
                                 xxvi. Spiny [SRCH065]
    DESCRIPTION: Spinies are an enigmatic strain of Koopa, one trait distinguishing
    them from their brethren being their quadrupedal nature. The body of a Spiny is
    covered by a red shell with a white rim. The name of this enemy is derived from
    the five razor-sharp, yellow spines protruding from the shell. The shell is the
    only clearly discernible part of a Spiny's body, though its underbelly and legs
    are barely visible. Fortunately, these spines-on-legs only appear where Lakitus
    appear. Since Lakitus only make an appearance in two levels, Spinies are rare.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Tiny-Huge Island           | Infinite |          So long as Lakitu is alive |
    | Rainbow Ride               | Infinite |          So long as Lakitu is alive |
    ATTACK(S): Spinies seem to be completely oblivious to Mario's presence. They do
    not attempt to attack Mario, nor do they even try to escape. It certainly seems
    that Spinies are purely apathetic creatures. Nevertheless, this does not negate
    the fact that a Spiny is injurious to the touch. Be careful.
    DAMAGE: 2 Health Units
    HOW TO COMBAT: Engaging a Spiny in battle is perhaps as close to futility as an
    individual can get in Super Mario 64. These enemies use their shell as an aegis
    to such a degree that eliminating them is nigh impossible. Utilizing a physical
    attack on a Spiny results in nothing more than a nudge, the slightest hint that
    the Spiny was remotely affected by Mario's assault. However, the toughness that
    Spinies exhibit is not unassailable; it is possible to defeat them. The process
    is comparatively slow and the rewards are null, though, so defeating a Spiny is
    really for the sake of one's own self-satisfaction. In Tiny-Huge Island, Lakitu
    hovers over the beach, intermittently tossing Spiny Eggs down on the sand. Once
    an egg lands on the ground, it immediately hatches into a Spiny. To defeat one,
    punch it continually so that it edges closer and closer toward the shoreline. A
    few punches is not going to suffice; you will need to be relentless. Eventually
    the Spiny will be completely submerged in water and simply disappear in a cloud
    of smoke. This technique obviously cannot be utilized in Rainbow Ride, although
    you can still technically defeat a Spiny (or at least dispose of it) by hitting
    it until it falls off a platform and into the endless abyss below.
    REWARD(S): None
    BIOGRAPHY: Spinies are among the classic enemies that debuted in the 1985 smash
    hit Super Mario Bros. The close relationship which borders on symbiosis between
    Lakitus and Spinies was established in this game. Spinies were not as resilient
    as their Super Mario 64 counterparts, but they were still durable. The only way
    to destroy them was with Fireballs or the Starman. When a Spiny walking on some
    bricks was hit from underneath, it simply changed direction. Super Mario Bros.:
    The Lost Levels also featured Spinies. Their appearance and role were identical
    to their Super Mario Bros. incarnation. Spinies returned in Super Mario Bros. 3
    with a few modifications. For example, Mario could flip them over with his tail
    while playing as Raccoon Mario or Tanooki Mario. He could then pick them up and
    throw them like a normal Koopa Shell. This game also introduced Spiny Eggs that
    never hatched; these were green and simply rolled around on the ground. Besides
    falling off a cliff, these green Spiny Eggs were vulnerable to Fireballs, Koopa
    Shells, Hammers and Starmen.
    Super Mario World continued the tradition of Spinies appearing wherever Lakitus
    appeared. Yoshi could eat a Spiny whole, defeating it instantly. In addition, a
    well-timed swipe with the Cape would defeat these enemies. Of course, one could
    also utilize the classic method of Fireballs or Starmen. In any event, a rather
    tantalizing variety of Lakitu, called Fishin' Lakitu, appeared in this game. If
    Mario grabbed the 1-Up Mushroom attached to a Fishin' Lakitu's pole, the Lakitu
    would begin to toss down Spinies. Super Mario World included a special P-Switch
    that was silver in color and turned all Spinies in a level into coins for a set
    amount of time. Following their appearance in Super Mario 64, which established
    them as incredibly resilient enemies, Spinies were featured in Paper Mario, but
    only in a minor role. Spinies appeared in Flower Fields and were sometimes seen
    without Lakitu. The most efficient method of dispatching a Spiny was to utilize
    a POW Block. This flipped the Spinies over and reduced their defense to zero.
    Paper Mario: The Thousand-Year Door featured two Spinies and a Lakitu as one of
    the fighting teams in the Glitz Pit. Their title was Spike Storm (also known as
    Midnight Spike-Bombers). Dark Lakitus in the Pit of 100 Trials threw a peculiar
    type of Spinies called Sky-Blue Spinies. These were a tougher variety that were
    possibly a combination of Spinies and Buzzy Beetles. Paper Mario: The Thousand-
    Year Door also introduced the ability of a Spiny to curl into a ball and remain
    still, essentially making itself invulnerable to all attacks. Super Paper Mario
    introduced Dark Spinies, which appeared in the Flopside Pit of 100 Trials. They
    were stronger than normal Spinies and appeared to be just a silhouette. Spinies
    in New Super Mario Bros. debuted a brand new ability: by transforming back into
    a Spiny Egg, they could float on water!
    TRIVIA: - Spinies have replaced Shellcreepers in remakes of Mario Bros. This is
            because individuals who were familiar with Super Mario Bros. would tend
            to jump on Shellcreepers thinking they were Koopa Troopas, oblivious to
            the fact that Shellcreepers can only be beaten by hitting them from un-
            derneath. Spinies were selected as a substitute because players know to
            avoid them instinctively.
            - In the film adaptation of Super Mario Bros., there is a scene wherein
            the following line can be heard: "Enjoy your Spiny Burgers here!"
                                 xxvii. Swoop [SRCH066]
    DESCRIPTION: Swoops are purple subterranean bats. Their head is in the shape of
    a gumdrop while their ears are kite-shaped and their body is egg-shaped. Swoops
    have large wings that account for the majority of their surface area. The mouth
    of a Swoop is distinguished by a single bucktooth. Swoops have slanted eyes and
    a small black nose.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Hazy Maze Cave             |    11    |                                ---  |
    ATTACK(S): Swoops are fond of hanging upside-down from ceilings, much like real
    bats. These denizens of the dank underground cease their constant slumber when-
    ever Mario passes by, chasing him in a mildly aggressive manner. Swoops are not
    fond of leaving their personal residence for long periods of time, however, and
    they will eventually fly back toward the ceiling to sleep once more.
    DAMAGE: 1 Health Unit
    HOW TO COMBAT: Even though Swoops are mobile enemies, their negligible strength
    and moderate speed make them an easy target for Mario. Punching a Swoop is per-
    haps the easiest method of defeating it, though sometimes a dive or a different
    maneuver is required to defeat a fleeing Swoop.
    REWARD(S): 1 Gold Coin
    BIOGRAPHY: These adversaries have appeared in quite a few video games, although
    they are typically named Swooper. Their first role occurred in the lauded Super
    Mario World. Swoopers were primarily featured in the Vanilla Dome, hanging from
    ceilings and waiting to ambush Mario. These Swoopers were green with wings that
    were dark red or brown. This color scheme was abandoned in Super Mario 64, with
    the introduction of purplish-blue Swoops. This color ultimately become the norm
    for Swoopers. For instance, New Super Mario Bros. featured Swoopers practically
    identical to those seen in Super Mario 64. There were some bat enemies in Super
    Mario Galaxy, but these were brown and it is uncertain whether or not they were
    actually related to Swoopers. There are indeed a few games that feature generic
    bats as enemies, such as Mario Kart 64 and Super Princess Peach. Other games to
    feature Swoopers include Mario Party 8 (as a cameo) and the Paper Mario series.
    TRIVIA: - The Super Paper Mario catch card for Swoopers indicates that they are
            not bad creatures, but rather lonely critters. The card goes on to say,
            "Strangely, they greet visitors by snacking on their heads." This would
            explain the misunderstanding among victims of an innocent (but painful)
            greeting from a Swooper.
                        xxviii. Venus Fire Trap (Huge) [SRCH067]
    DESCRIPTION: This Brobdingnagian Piranha Plant is so large as to be frightening
    to a certain degree. It is identical to the lethargic Piranha Plants in Whomp's
    Whomp's Fortress, except of course for its monumental size.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Tiny-Huge Island           |    05    |                                ---  |
    ATTACK(S): The enormous Venus Fire Traps that appear in the huge incarnation of
    Tiny-Huge Island all dwell within the thick grass of a plateau. This subterfuge
    is quite capable of catching an unwary Mario off-guard. The instant Mario nears
    the specific location where a huge Venus Fire Trap dwells, the gargantuan enemy
    rises out of the greenery to display its sheer magnitude. As if this threat was
    not intimidating enough, the massive enemy makes sure any intruders think twice
    about returning by spitting a Flame with homing capabilities.
    DAMAGE: Touching a huge Venus Fire Trap results in the loss of two Health Units
    and being burned by one of its Flames results in the loss of three.
    HOW TO COMBAT: In spite of their formidability in terms of size, these foes are
    no tougher than their relatively small counterparts. The initial emergence of a
    huge Venus Fire Trap may indeed be intimidating, but this should not hinder the
    player from approaching it with belligerent resolve. This is a matter of a huge
    creature with fire-spitting abilities becoming irate at an intruder encroaching
    on its territory, so confidence is key. The moment one of these enormous plants
    reveals itself, deliver a swift punch, defeating it before it can even emit one
    of its Flames. Note that other moves work just as well, including the dropkick,
    but in terms of efficiency there is nothing better than a pugilistic assault.
    REWARD(S): 2 Gold Coins (Mario will also be rewarded with a Power Star after he
    has defeated all five huge Venus Fire Traps)
    BIOGRAPHY: Venus Fire Traps are Piranha Plants with the unique ability to shoot
    Fireballs. The normal variety has appeared in just a few games, including Super
    Mario Bros. 3, Super Mario Land 2: 6 Golden Coins and New Super Mario Bros. The
    extreme varieties seen in Super Mario 64 are unique to the series.
    TRIVIA: None
                         xxix. Venus Fire Trap (Tiny) [SRCH068]
    DESCRIPTION: This Lilliputian Piranha Plant is identical to the ones in Whomp's
    Fortress, except for the fact that it is much smaller.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Tiny-Huge Island           |    01    |                                ---  |
    | Bowser in the Sky          |    02    |                                ---  |
    ATTACK(S): These diminutive enemies utilize the same ambushing technique as the
    larger Venus Fire Traps. From a distance it is impossible to see them, but once
    Mario passes the location serving as their residence, they emerge and discharge
    a single Flame (itself quite minuscule) that homes in on Mario.
    DAMAGE: Confusingly, these tiny adversaries are as deleterious as their massive
    counterparts. Touching a tiny Venus Fire Trap results in the loss of two Health
    Units, while being burned from one of its Flames results in the loss of three.
    HOW TO COMBAT: It is slightly more difficult to destroy these enemies than most
    others because of their stature. Nevertheless, one should employ the same exact
    strategy that one would use against the huge Venus Fire Traps. Being relentless
    is key; as soon as one of these noisome creatures reveals itself, attack it be-
    fore it has a chance to expel a Flame. Using a simple punch is sufficient.
    REWARD(S): 1 Gold Coin
    BIOGRAPHY: Venus Fire Traps are Piranha Plants with the unique ability to shoot
    Fireballs. The normal variety has appeared in just a few games, including Super
    Mario Bros. 3, Super Mario Land 2: 6 Golden Coins and New Super Mario Bros. The
    extreme varieties seen in Super Mario 64 are unique to the series.
    TRIVIA: - The fact that this specific enemy appears in a level other than Tiny-
            Huge Island suggests it is a true species and not some conceptual form.
                                  xxx. Whomp [SRCH069]
    DESCRIPTION: Whomps are sentient monoliths about four or five times taller than
    Mario. Their body consists of a rectangular slab of concrete. Two comparatively
    small feet allow Whomps to walk upright. Their arms are also disproportionately
    short, consisting of cylindrical stumps with a strange purple ball, which seems
    to be the hand, attached at the end. Whomp's have very large faces that envelop
    the entire front side of their body. Their eyebrows are huge and furled, giving
    them a gruff appearance. The eyes of a Whomp are beady with red pupils, and are
    also strabismic (or cross-eyed). This gives Whomps an unintelligent appearance.
    The mouth of a Whomp is held open in a half-smile, half-grimace that displays a
    sparse set of teeth. The backside of a Whomp displays a huge crack (there is an
    immature joke in there somewhere) that nearly runs the length of Whomp's entire
    body. A pair of Band-Aids arranged in an 'X' formation crudely patches it up.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Whomp's Fortress           |    02    |                                ---  |
    | Bowser in the Sky          |    01    |                                ---  |
    ATTACK(S): Whomps are similar in behavior to patrol officers, as they pace back
    and forth across a certain stretch ad infinitum. If Mario gets in the way, that
    is, if he standing in front of a Whomp as it patrols an area, the huge concrete
    beast simply slams face-first onto the ground in an attempt to crush Mario. The
    implications of this attack are obvious: it hurts. Well, it hurts Mario. Due to
    their bodily makeup, this seemingly painful attack has no effect on Whomps.
    DAMAGE: 3 Health Units
    HOW TO COMBAT: The bandaged portion of a Whomp is the not-so-subtle clue thrown
    into the game to give neophytes an idea about how to defeat this enemy. Force a
    Whomp to face-plant into the ground by standing in front of it; right before it
    slams down, move out of the way. The Whomp will remain prone for a few seconds.
    During this time, Ground Pound its bandaged back to defeat it instantly. If you
    wish to take full advantage of a Whomp's numismatic collection, however, Ground
    Pounding it is a mistake. Instead, jump on its back repeatedly to summon hidden
    coins. There are five coins obtainable using this method. After exhausting that
    bonus supply, destroy a Whomp for good using a Butt-stomp to obtain the rest of
    the coins.
    REWARD(S): 5-10 Gold Coins (see the above paragraph for more information)
    BIOGRAPHY: Whomps are uncommon enemies in the Mario series. Their brief role in
    Super Mario 64 aside, they have also appeared in New Super Mario Bros., wherein
    they inhabited just one level: the World 3 castle. These Whomps were capable of
    being defeated the same way as in Super Mario 64, though they had some uses. At
    certain points in the level, for instance, Mario could use Whomps as bridges to
    cross treacherous hazards, such as spikes. The game also introduced a so-called
    Super Whomp, which was larger than ordinary Whomps. Finally, some of the titles
    in the Mario Party series (specifically, the first three games) featured Whomps
    as blockades. These Whomps guarded intersections and charged the players coins.
    Whomps are said to have been intended for Super Mario Galaxy, but were removed.
    TRIVIA: - Whomps were inspired by the Japanese mythological spirit known as the
            nurikabe. According to folklore, the nurikabe manifests itself at night
            as a wall and hinders or misdirects walking travelers.
                          V. The Invincible Enemies [SRCH070]
    The hazards and enemies of Super Mario 64 have been thoroughly discussed and it
    is now time for those indomitable beasts who demand attention. The uncaring and
    mechanical demeanor of the hazards is a unique characteristic, while the mortal
    yet formidable adversaries are undeniably inimitable, as well. This motif shall
    now continue with an in-depth discussion about the invincible enemies. There is
    perhaps no classification of opposition as intimidating as these durable and at
    times incomprehensibly impervious creatures. Indeed, even Super Mario 64's nine
    bosses can be conquered. The invincible enemies, however, are like cornerstones
    of every level; the unconquerable fixtures that make each stage special. To say
    that these impressive monsters are among Super Mario 64's most notorious facets
    would be a vast understatement. To this day anecdotes abound about unsuspecting
    individuals wandering carefully through Big Boo's Haunt, only to be startled to
    a considerable degree by the Mad Piano. There are also several people who still
    hesitate to approach Unagi's underwater abode. Indeed, these enemies are a very
    important aspect of Super Mario 64, both in terms of gameplay and nostalgia. So
    sit back, relax and enjoy the ride down memory lane!
                                    i. Amp [SRCH071]
    DESCRIPTION: Super Mario 64's most electrifying enemy is undeniably the Amp, at
    least in the literal sense of the word. This ball of electrical energy consists
    of a metallic sphere and a generated field of electricity. Contradictorily, the
    face of an Amp depicts a rather jovial nature. This juxtaposition of ebullience
    and danger can be somewhat unsettling. The mouth of an Amp is composed of thick
    silver lips and a red maw. The eyes of an Amp are red and crescent-shaped, with
    the convex portion facing upward. Additionally, Amps display a variation of the
    'sweat drop' device often utilized in anime. This variation depicts a vein that
    is bulging as a result of intensity or anger. This amalgam of features, notably
    the high-spirited countenance and explicit intensity, suggests that Amps take a
    hedonistic pleasure in their power.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Shifting Sand Land         |    03    |                                ---  |
    | Snowman's Land             |    01    |                                ---  |
    | Wet-Dry World              |    05    |                                ---  |
    | Tick Tock Clock            |    01    |                                ---  |
    | Rainbow Ride               |    02    |                                ---  |
    | Bowser in the Dark World   |    05    |                                ---  |
    | Bowser in the Fire Sea     |    02    |                                ---  |
    | Bowser in the Sky          |    03    |                                ---  |
    | Vanish Cap Under the Moat  |    01    |                                ---  |
    ATTACK(S): Understanding what occurs when Mario touches an Amp does not require
    an extensive imagination - he gets electrocuted. However, such an occurrence is
    fairly uncommon. This is because the general behavior of an Amp consists of the
    living electrode simply flying around in a small circle ad nauseam. While there
    is indeed a clear and present danger in such behavior, the fact that these Amps
    (the ones that fly in a circle) never change direction or alter their flight at
    all in an attempt to harm Mario makes them relatively easy to avoid. However, a
    second variety appears in the game, but only in Shifting Sand Land. This rather
    surreptitious variety remains hidden from view. The moment Mario walks by, how-
    ever, the Amp materializes and homes in on our unsuspecting hero. Avoiding this
    rare strain is not gratuitously difficult, though. Keep in mind that Amps stall
    for a few moments after a successful attack, allotting Mario an adequate amount
    of time to flee the general premises.
    DAMAGE: 1 Health Unit
    REWARD(S): None 
    BIOGRAPHY: This adversary does not have a prolific history in the Mario series.
    Following their role in Super Mario 64, Amps appeared in New Super Mario Bros.,
    chiefly in the tower levels. These enemies also appeared in Super Mario Galaxy,
    specifically in the Buoy Base Galaxy, the Battlerock Galaxy and the Dreadnought
    Galaxy. Amps have been featured in several Mario Party titles, as well. The Zap
    Orb, for example, was an item in Mario Party 6 and 7. When this item was placed
    on a space, it would shock whichever player passed over the space, resulting in
    the loss of five coins, as well as a loss of five more coins for each remaining
    space the player had to move. This item originated in Mario Party 4, wherein it
    was known as the Sparky Sticker.
    TRIVIA: - This enemy's name derives from the ampere, a unit of electric current
            that is often abbreviated as "amp."
            - When Metal Mario comes into contact with an Amp, he gets shocked, but
            does not incur any damage. This is strange considering metal is a great
            conductor of electricity.
                                   ii. Bub [SRCH072]
    DESCRIPTION: This timid subspecies of the well-known Cheep-Cheep is a close and
    surprising relative of Bubba. Bubs have four fins: two pectoral, a dorsal and a
    caudal fin, all of which are orange. Their scales are yellow and their mouth is
    a dull pink. Bubs have large, goggle-like white eyes and a white underbelly.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Dire, Dire Docks           |    02    |                                ---  |
    ATTACK(S): Bubs never forthrightly attack Mario. In fact, they often attempt to
    flee from Mario whenever he swims too close for comfort, especially if he swims
    toward them from behind. Nevertheless, Bubs are not particularly intelligent so
    there is an ever-present danger in their careless maneuvering. Bubs are similar
    to Spinies in the sense that they are essentially aloof; their apathetic nature
    means that bumping into someone or something else (such as Mario) is collateral
    damage or a stroke of happenstance and nothing else. The damage Mario incurs as
    a result of bumping into a Bub is minimal, however.
    DAMAGE: 1 Health Unit
    REWARD(S): None
    TRIVIA: None
                                  iii. Bubba [SRCH073]
    DESCRIPTION: Bubba is a colossal subspecies of the Cheep-Cheep and a surprising
    relative of the much smaller (and much more docile) Bub. The appearance of this
    enormous fish is quite similar to that of its diminutive cousin, and it is very
    possible that Bubba is actually a mutant variety of Bub, especially considering
    the fact that the only two Bubbas in the game appear in the huge incarnation of
    Tiny-Huge Island. Regardless, Bubbas have four fins, all of which are orange: a
    dorsal fin, a caudal fin and two pectoral fins. Bubbas have yellow scales and a
    dull pink mouth, as well as a white underbelly. Excluding the considerable size
    difference between Bubs and Bubbas, the most apparent physical disparity is the
    fondness Bubbas seem to have for black sunglasses.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Tiny-Huge Island           |    02    |                                ---  |
    ATTACK(S): Bubba stealthily lurks below the surface of the water, gliding along
    its marine macrocosm, waiting for the perfect opportunity to strike. The moment
    Bubba realizes there is prey in the water, its foreboding frame surfaces and in
    an instant the hapless victim is swallowed in a single gulp. This scenario is a
    frighteningly common occurrence in Super Mario 64. While swimming in an area of
    Tiny-Huge Island guarded by one of the two Bubbas, never remain motionless. The
    chances of Bubba swallowing Mario with one swift swig are greater if you remain
    still than if you are moving about. This inauspicious demise aside, Mario loses
    health whenever he simply touches Bubba, so avoid this huge fish at all costs.
    DAMAGE: Mario loses a single Health Unit each time he touches Bubba. However, a
    person unfortunate enough (and, perhaps, inobservant enough) to allow this huge
    fish to swallow Mario whole will realize too late that this deadly attack kills
    Mario instantly, resulting in the instantaneous loss of an entire life.
    REWARD(S): None
    BIOGRAPHY: Bubba has appeared in a scant amount of video games. Its commendable
    role as the underwater monster of Super Mario 64 aside, Bubba has only appeared
    in one other video game: Mario Party. Bubba was featured in the game board that
    was named Yoshi's Tropical Island. When the ? Space was activated, Bubba hauled
    Toad to the opposite island and Bowser moved to Toad's previous position. It is
    said that the fish in Super Mario Sunshine that pull Mario down below water are
    Bubbas or at least related to Bubbas. This is doubtful, though, considering the
    great dissimilarities between these fish and Super Mario 64's Bubbas.
    TRIVIA: - There is a good chance that Bubbas are related to Boss Bass, featured
            in Super Mario Bros. 3, and Blurps from Yoshi's Story. Both enemies act
            in a manner noticeably similar to Bubba, roaming the surface of the sea
            in an attempt (often in vain, if the player is elusive enough) to scarf
            up Mario with one gulp. Bubbas may also be related to Big Berthas.
                               iv. Chain Chomp [SRCH074]
    DESCRIPTION: Chain Chomp is a gargantuan creature some view as the Mario series
    equivalent of a real life guard dog. Chain Chomp has a body reminiscent of Pac-
    Man, in the sense that its mouth almost bisects its entire body. This monstrous
    beast is much larger than Pac-Man, however, and the two rows of eight extremely
    sharp teeth that line Chain Chomp's mouth make it a bit more intimidating. This
    gaping maw aside, Chain Chomp has two large, circular white eyes with black pu-
    pils. Fortunately for Mario, it is fastened securely to a nearby tree stump via
    a leash composed of four metallic balls. Chain Chomp's enormous girth, combined
    with its black coloring, bright red maw and razor-sharp teeth, makes this beast
    one of Super Mario 64's most infamous and memorable characters.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Bob-omb Battlefield        |    01    |                                ---  |
    ATTACK(S): When Mario approaches Chain Chomp, the huge dog-like creature lunges
    forward in an attempt to take a rather large bite out of Mario. Fortunately for
    Mario, the leash to which Chain Chomp is affixed restrains it from successfully
    biting him. Nevertheless, the leash does grant Chain Chomp some maneuverability
    so brazenly approaching this formidable enemy is not a particularly intelligent
    course of action. Keep in mind that Chain Chomp takes a breather in-between its
    attacks, giving Mario a few seconds to flee the dangerous premises.
    DAMAGE: 3 Health Units
    REWARD(S): There are no goods directly attainable through Chain Chomp. However,
    a Red Coin sits perched atop the tree stump to which Chain Chomp's leash is ad-
    joined. In addition, Butt-stomping the tree stump three times frees Chain Chomp
    and the elated beast subsequently destroys the nearby gate guarding one of Bob-
    omb Battlefield's Power Stars.
    BIOGRAPHY: Chain Chomps are among the most recognizable adversaries featured in
    the Mario series, as well as one of the most popular. Their debut came with the
    release of Super Mario Bros. 3, wherein they first appeared in World 2-5. These
    early Chain Chomps could be defeated with a Starman or a Koopa Shell, and every
    Chain Chomp in a level was released from its leash as soon as the timer hit 160
    seconds. Super Mario World 2: Yoshi's Island featured peculiar varieties of the
    nascent Chain Chomp species. For instance, Chomp Heads were similar to ordinary
    Chain Chomps aside from the fact that they lacked chains and were prodigious in
    size. The game also introduced Chomp Rocks, which were basically stones with an
    engraved Chain Chomp face on them. These served as useful objects in some areas
    and as obstacles in other scenarios. Super Mario RPG: Legend of the Seven Stars
    introduced a few more subspecies, such as the Kinklink, which held up the chan-
    deliers in Bowser's Keep, and the elusive Chomp Chomp. Normal Chain Chomps made
    their first in-game appearance in Booster Tower. Some of their battling attacks
    include Iron Maiden, which instilled fear in an opposing party member, draining
    HP and halving his or her attack and defense, and Carni Kiss, a strong attack.
    The characteristic bark of Chain Chomps debuted in Super Mario 64. Chain Chomps
    also made an appearance (albeit a small one) in Yoshi's Story. They guarded one
    of the huts in Stage 4-1: Jungle Hut, and were invulnerable. Interestingly, the
    game referred to them as Chomps. Super Mario Sunshine introduced juvenile Chain
    Chomps called Chain Chomplets. These would become extremely hot (perhaps due to
    anger or some kind of fever) and leave behind trails of lava goop. Mario needed
    to cool the Chain Chomplets via FLUDD and then fling them into the nearby river
    to cool them off completely. Pianta Village, the stage in which Chain Chomplets
    appeared, also featured a large Chain Chomp that underwent the strange feverish
    rage. Mario had to cool it off and drag it into the Pianta Sauna. This enormous
    Chain Chomp awarded Mario a Power Star for his efforts.
    Chain Chomps have also appeared in the Paper Mario series. In the first game of
    the series, a Chain Chomp in Dry Dry Ruins was the pet of the ghost Tutankoopa.
    The Chain Chomp was fought alongside his master as the boss of Chapter 2. Stone
    Chomps were featured in Dry Dry Desert, as well. These are believed to be Chomp
    Rocks that have been mysteriously reanimated. In Paper Mario: The Thousand-Year
    Door, Red Chomps were introduced. Red Chomps are weaker than their black count-
    erparts. Paper Mario: The Thousand-Year Door also introduced Nibbles, vexatious
    enemies that appeared to be a cross between a fish and a Chain Chomp. Each time
    Mario fell in a body of water, a Nibble bit him, causing him to jump out to the
    same place where he fell in the water, with a single HP lost, to boot. In Super
    Paper Mario, the Underchomp was a three-headed Chain Chomp that served as guar-
    dian of the Underwhere. This was a reference to Greek mythology: Hades was said
    to have been guarded by Cerberus, a three-headed dog. Interestingly, the Under-
    chomp and Cerberus both share a weakness: music.
    Super Princess Peach introduced Calm Chain Chomps, which were constantly asleep
    but were easily awakened, at which point they acted like ordinary Chain Chomps.
    Chain Chomps were notably rare in New Super Mario Bros., appearing in World 6-6
    only. These ones could be defeated with Starmen, Koopa Shells and the brand new
    Mega Mushroom. Super Mario Galaxy features these enemies under the name Chomps,
    and they can only be destroyed with a Rainbow Star. Nevertheless, in two-player
    mode, player two can hold a Chomp still. If another Chomp crashes into it, both
    of them will explode into a bunch of Star Bits. Several entries in the spin-off
    series of the Marioverse have included Chain Chomps, as well. For instance, the
    final course in Mario Kart 64, Rainbow Road, featured Chain Chomps as obstacles
    that traveled in the wrong direction, zig-zagging about. Crashing into one made
    the player's racer fly into the air in the typical "explosion" animation. Chain
    Chomps have appeared in the Mario Party series, as well. In Mario Party 4 there
    was an item called the Chomp Call. This item summoned a Chain Chomp, ultimately
    leading to the location of the Star being changed.
    TRIVIA: - The Chain Chomp was inspired by a frightening childhood experience of
            Mario creator Shigeru Miyamoto. The story goes that a dog lunged at him
            but was held back by its leash just as it snapped at Miyamoto, mere in-
            ches from his face.
            - Chain Chomps, like several Mario enemies, have appeared in the Legend
            of Zelda series. In Link's Awakening, for example, they were named "Bow
            Wow" and were domesticated. The Legend of Zelda: Four Swords Adventures
            and The Legend of Zelda: A Link to the Past also featured Chain Chomps.
            - Chain Chomp is known as Wanwan in Japan, which essentially translates
            to "woof woof." The name certainly owes to Chain Chomp's canine traits.
            - It is sometimes suggested that Chain Chomps are actually made of some
            type of metal. Chain Chomp's trophy in Super Smash Bros. Brawl, for in-
            stance, postulates that Chain Chomp could be composed of iron.
            - The Pokémon named Girafarig possesses a tail that bears a resemblance
            to Chain Chomp, minus the chain, of course.
            - Super Mario 64's Chain Chomp may be unbeatable, but it is not totally
            impervious. To see this for yourself, grab the nearby Bob-omb and throw
            it at Chain Chomp. The explosion propels Chain Chomp high into the air,
            where it remains suspended for a couple seconds before crashing down to
            the ground and eventually assuming its typical role.
                                   v. Clam [SRCH075]
    DESCRIPTION: These enemies are similar to clams in real life, though they are a
    lot larger. The Clams of Super Mario 64 have valves that are purplish or bright
    maroon on the outside and pearlescent on the inside.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Jolly Roger Bay            |    05    |                                ---  |
    | Dire, Dire Docks           |    04    |                                ---  |
    ATTACK(S): When Mario approaches a Clam, it opens to (usually) reveal a helpful
    item or object, though sometimes a Clam contains nothing at all. This action is
    certainly indicative of beneficence, but do not be fooled. Clams only stay open
    for a few moments, eventually snapping shut with great force. It is therefore a
    good idea to nab the goods as quickly as possible, because Mario will obviously
    incur some damage if he gets caught inside a Clam when it closes. Merely touch-
    ing a Clam before it opens also harms Mario, so approach one with caution. Wait
    for it to open and then quickly grab whatever item it contains.
    DAMAGE: 2 Health Units
    REWARD(S): The nine Clams featured in Super Mario 64 all safeguard one of three
    things: a Red Coin, a Koopa Shell or nothing at all. Four of the Clams in Jolly
    Roger Bay contain a Red Coin, while the fifth holds a Koopa Shell. Three of the
    Clams in Dire, Dire Docks contain nothing, but the fourth holds a Koopa Shell.
    BIOGRAPHY: Clams first appeared in Super Mario World 2: Yoshi's Island. Usually
    found around Sea Cactus enemies, these Clams acted in a similar manner to Super
    Mario Bros. 3's underwater Warp Pipes, blowing air. In Yoshi's Story Clams were
    very rare, appearing only in Stage 5-2: Lots o' Fish. Super Mario 64's Clams do
    not possess the same animate characteristics, such as anthropomorphic eyes, but
    they do appear to be sentient creatures. It is worth noting that Yoshi's Island
    featured small clam enemies in addition to the large air-blowing variety.
    TRIVIA: None
                                  vi. Fwoosh [SRCH076]
    DESCRIPTION: Fwoosh is a sentient cloud with a hostile personality. Its body is
    identical to the cloud Lakitu flies in except for the fact that Fwoosh actually
    has a face, an important anthropomorphic trait. This visage is both belligerent
    and, oddly, feline in appearance. Fwoosh possesses large, black and furled eye-
    brows that signify its aggressive and angered nature. Additionally, the eyes of
    Fwoosh are slanted and squinted, while its mouth is rather feline in nature. To
    apply feline characteristics to a cloud enemy is certainly strange, but the end
    result is that Fwoosh is instantly recognizable. Fwoosh is also notable for its
    use as a landmark: the mountain wall just past Fwoosh is the hidden entrance to
    the slide that leads to the Mysterious Mountainside Power Star.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Tall, Tall Mountain        |    01    |                                ---  |
    ATTACK(S): Fwoosh is the type of enemy that is incapable of tolerating the mere
    presence of Mario. When Mario approaches this disgruntled cloud, it inflates to
    about twice its normal size, filling itself with excess air. Shortly afterward,
    Fwoosh releases this air with a powerful gust. If Mario is not behind Fwoosh by
    this point, he will be sent flying backward, landing on the outcropping where a
    Fly Guy and Ukiki reside. This attack also blows Mario's hat off his head, thus
    weakening him to all subsequent injuries until he reclaims his cap. However, he
    must first exit the level and then re-enter it before retrieving his cap. Ukiki
    (the one near the Fly Guy) will then be wearing Mario's cap. Catching the cagey
    monkey will force Ukiki to relinquish the cap.
    DAMAGE: None. However, Fwoosh's attack increases Mario's vulnerability, so even
    though it may not harm him directly, it may certainly lead to a superfluous sum
    of damage in the long run.
    REWARD(S): None
    BIOGRAPHY: Fwoosh is an uncommon adversary in the Mario series. Its Super Mario
    64 role aside, Fwoosh has made some appearances in the Mario Party series, plus
    a cameo in Mario & Luigi: Partners in Time. In the latter game, Fwoosh blew the
    smoke away following Thwomp Volcano's eruption.
    TRIVIA: - In the Pictochat stage in Super Smash Bros.: Brawl, a drawing that is
            reminiscent of Fwoosh will appear. The animation blows characters away.
                                 vii. Grindel [SRCH077]
    DESCRIPTION: Grindels are mummified Thwomps, so the behavior of the former is a
    bit similar to that of the latter. However, there are major differences between
    Grindels and Thwomps in terms of appearance. For instance, Grindels are perfect
    cubes, whereas Thwomps have rounded edges. There is no doubt that the strips of
    linen in which Grindels are wrapped add to their distinction. Additionally, the
    face of a Grindel indicates a malignant personality. Its furled eyebrows add an
    aura of wickedness to its beady, dark blue eyes. The grin of a Grindel displays
    thirteen teeth in all, a fitting number for such a sinister smile. Grindels are
    one of only three enemies in the entire game that appear only in the pyramid of
    Shifting Sand Land.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Shifting Sand Land         |    03    |                                ---  |
    ATTACK(S): Two of the three Grindels in Super Mario 64 use an attack similar to
    the attack pattern of Thwomps but different in some ways. The third, though, is
    essentially identical to a Thwomp; it rises in the air and slams down in a non-
    stop fashion. The two others, however, move in a straight path while performing
    the same maneuver, eventually turning around to head in the opposite direction.
    This mobility makes them slightly more dangerous than normal Thwomps, but it is
    not unnecessarily difficult to avoid any of the game's Grindels. However, there
    is always a chance that Mario may get flattened by one of these enemies, so the
    wisest course of action is to not underestimate these adversaries. Proceed with
    caution and no injuries should arise.
    DAMAGE: 3 Health Units
    REWARD(S): There are no rewards directly attainable through a Grindel, but that
    does not mean there are no rewards the player can obtain by taking advantage of
    a Grindel. For instance, upon entering the pyramid, Mario can head left to find
    a Grindel. There is a 1-UP Mushroom floating in the air above this Grindel, and
    Mario can jump on top of it in order to collect the valuable item. Choosing the
    right path rather than the left path at the start of the pyramid's labyrinthine
    innards ultimately takes Mario to another Grindel. Mario can utilize this Grin-
    del as a stepping stone to reach the next echelon, saving time.
    BIOGRAPHY: Grindels are extraordinarily rare enemies in the Mario series. Their
    minor appearance in Super Mario 64 aside, Grindels have only been featured in a
    mini-game called Lava Tile Isle, in Mario Party 2. The gameplay consists of the
    four players attempting to knock each other into lava while standing on a bunch
    of Grindels that continually change position.
    TRIVIA: None
                                viii. Heave Ho [SRCH078]
    DESCRIPTION: These enemies make the technological self-awareness prophesized in
    The Terminator series seem like an inevitability. The general design of a Heave
    Ho resembles a dustpan. The body of a Heave Ho consists of a trapezoidal object
    which is dark red with a touch of violet. Three small, goldenrod-colored wheels
    attached to the underside of a Heave Ho's body allow it to move around. A wind-
    up key affixed to the back of Heave Ho provides the mechanical energy needed to
    power this enemy's motion. Heave Ho's face denotes an ill-tempered personality,
    with two glaring eyes and a twisted smile similar to that of an Amp. The "arms"
    that protrude from Heave Ho's body hold the dustpan object, which is lined with
    yellow and black stripes around the borders, signifying the latent danger. This
    enemy's cunning nature is evident through the footprints that are emblazoned on
    the surface of the dustpan, persuading unassuming passersby to come near.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Wet-Dry World              |    03    |                                ---  |
    | Tick Tock Clock            |    01    |                                ---  |
    ATTACK(S): Heave Hos are capable of dealing damage to Mario only while they are
    moving about. By extension, this means a Heave Ho is harmless when its power is
    fading. Indeed, Heave Hos are forced to stop every so often to turn their wind-
    up key a few more times. While a Heave Ho is on the prowl, however, one must be
    cautious. Stepping on the dustpan while a Heave Ho is fully charged will launch
    Mario into the air. This can be both a good thing and a bad thing. For example,
    some of the echelons in Wet-Dry World are difficult to reach. Utilizing a Heave
    Ho to reach such elevations is an efficient tactic. Nevertheless, stepping on a
    Heave Ho's dustpan at the wrong time (such as when the machine is facing in the
    wrong direction or at an odd angle) often results in Mario taking damge, due to
    the fact that he gets launched high into the air and just crashes down onto the
    same platform. Prudence is key when dealing with Heave Hos.
    DAMAGE: Touching a Heave Ho does not deal automatic damage, but Mario will lose
    health if he is launched into the air and does not land on the next echelon.
    REWARD(S): None
    TRIVIA: - There is an icon on both sides of Heave Ho's body that depicts Bowser
              giving a thumbs up with fire behind him and "KOOPA" emblazoned on the
              label. The best time to take a close look at this minute detail is to
              wait until Heave Ho slows down to recharge, then approach and go into
              1st-Person Camera mode to get a peek.
                                  ix. Klepto [SRCH079]
    DESCRIPTION: Klepto is a huge buzzard that seems to prefer the extreme heat and
    humidity of deserts. Klepto's anatomical configuration coincides with that of a
    real life vulture or condor. Its head and neck are featherless, but its body is
    covered with dark brown feathers. The feathers at the tip of Klepto's wings are
    white, as are the feathers at the tip of his tail. In addition, Klepto sports a
    collar of white feathers at the base of his neck. His head is peach-colored and
    his beak, which is crooked, is red at the base and black at the tip. Klepto has
    dark orange legs with black talons. These claws are not powerful enough to deal
    damage to Mario (a trait that furthers the similarities between Klepto and real
    life buzzards), but Klepto is certainly capable of grabbing certain objects.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Shifting Sand Land         |    01    |                                ---  |
    ATTACK(S): Klepto often soars through the skies near the oasis of Shifting Sand
    Land, though he sometimes flies in other areas, as well. The level's very first
    mission, In the Talons of the Big Bird, requires Mario to nab a Power Star that
    Klepto keeps tightly secured between his sharp talons. However, during the next
    five missions, Klepto no longer holds a Power Star and therefore decides that a
    red cap with an 'M' on it is a suitable replacement. While wandering throughout
    the desert's oasis, keep an eye out for a large vulture lunging from the skies.
    If Klepto manages to steal Mario's cap, it can be rather frustrating attempting
    to reclaim it; Mario will need to ascend the nearby pillar and attack Klepto to
    force the pilfering buzzard to drop the cap. It goes without saying that losing
    the cap is not a good thing, since Mario becomes more vulnerable. Retrieving it
    as quickly as possible should be a priority.
    DAMAGE: None. However, Klepto's attack increases Mario's vulnerability, so even
    though it may not harm Mario directly, it can lead to gratuitous damage.
    REWARD(S): In spite of the fact that it is possible to attack Klepto with moves
    such as the Jump Kick, which temporarily dazes the massive creature, no rewards
    are attainable through such methods (unless one views reclaiming Mario's cap as
    a reward in itself). Nevertheless, Klepto holds a Power Star during the initial
    mission of Shifting Sand Land. Simply touching the Power Star liberates it from
    Klepto's grasp.
    BIOGRAPHY: Klepto's appearances in the legendary Mario series have been few and
    far between. Super Mario 64 was indeed his debut, and a small number of Mario's
    games have included him since then. One such game is Mario Golf: Toadstool Tour
    for the Nintendo GameCube. This game made it clear that Kleptos are actually an
    individual species, since many Kleptos could be seen flying in the course named
    Shifting Sands. Therefore, the Klepto in Super Mario 64 is not a rarity but the
    first in-game presentation of the species. Klepto has also appeared in a few of
    the Mario Party games, including Mario Party 4, in which he transported players
    to different areas of the game board, and Mario Party Advance, in which he pro-
    tected a treasure chest that housed a star.
    TRIVIA: - Klepto's name is derived from the psychological condition referred to
            as kleptomania, an irresistible urge to steal.
            - The instruction booklet for Mario Party 5 incorrectly spells Klepto's
            name as "Clepto."
            - Klepto's favorite number is 4,444. This arcane tidbit was revealed in
            Mario Party Advance. For a character to earn the star that was withheld
            in Klepto's treasure chest, he or she needed to guess Klepto's favorite
            number. When a character guessed the wrong number, Klepto inadvertently
            let the cat out of the bag by saying, "What was that for for for for?"
                                 x. Mad Piano [SRCH080]
    DESCRIPTION: This frightful entity is a pianist's worst nightmare, as well as a
    source of horror and shock for a plethora of Super Mario 64's aficionados. This
    possessed piano, which also goes by the name Pianoforte, appears to be a normal
    piano at first glance. Its glossy black frame and immaculate condition make the
    Mad Piano a rather attractive piece of furniture. As a matter of fact, there is
    no reason for an individual playing Super Mario 64 for the first time to assume
    there is something malicious undergirding the Mad Piano's silent immobility. To
    a Super Mario 64 newcomer, the Mad Piano appears wholly innocuous; it possesses
    three stands for support, a row of keys, a shiny lid and all other aspects that
    characterize any ordinary piano. Veterans of Super Mario 64, however, are aware
    of Pianoforte's latent malice, privy to the fact that the haunted instrument is
    equipped with many razor-sharp teeth, as well as a penchant for manslaughter.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Big Boo's Haunt            |    01    |                                ---  |
    ATTACK(S): The Mad Piano rests peacefully in the moonlight of the first room to
    the left in the haunted mansion of Big Boo's Haunt. Walking past it at a fairly
    quick pace, however, causes it to awaken from its slumber and give chase. Since
    the Mad Piano only possesses three legs, it stalks Mario by moving in a hopping
    fashion. However, there is only a specific section of the room in which the Mad
    Piano can move about, so avoiding it is not terribly difficult. Nonetheless, it
    can be quite disconcerting attempting to flee from the Mad Piano the first time
    one experiences its wrath.
    DAMAGE: 3 Health Units
    REWARD(S): Intrinsically, none. Nevertheless, one of the eight Red Coins hidden
    in the mansion is tucked underneath Pianoforte. To obtain it, Mario must awaken
    the Mad Piano and grab the coin quickly before incurring damage.
    TRIVIA: - The Mad Piano's German name is Vampiano. This is a portmanteau of the
            words "vampir" (vampire) and "piano."
            - Most modern pianos are equipped with thirty-six black keys and fifty-
            two white keys, for a total of eighty-eight. The Mad Piano, however, is
            equipped with only twenty-two black keys and thirty-one white keys, for
            a total of fifty-three; it is short thirty-five keys.
                                 xi. Snowman [SRCH081]
    DESCRIPTION: These generic snowmen are identical to Mr. Blizzards. Their bodies
    are comprised of a pair of snowballs. The bottom snowball is the larger one and
    it is about as tall as Mario. Snowmen possess blank expressions marked by aloof
    eyes and an apathetic mouth. Snowmen also possess an arm, which is comprised of
    a stick protruding from the right side of their body. The stick is covered with
    a mitten that is yellow with a pink stripe in the middle. Unlike Mr. Blizzards,
    Snowmen seem to have no use for this appendage.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Cool, Cool Mountain        |    02    |                                ---  |
    ATTACK(S): Cool, Cool Mountain's resident Snowmen engage in a continuous patrol
    of the lengthy bridge that adjoins the two major portions of the level (the ski
    lift serves the same function). The Snowmen hop in one direction until reaching
    their terminus (the end of the bridge) and turning around. Each Snowman patrols
    one half of the bridge, resulting in complete and efficient supervision. Due to
    their hopping nature, crossing the bridge requires Mario to run underneath them
    while they are temporarily airborne. Mario can also jump over the Snowmen while
    they are momentarily grounded, though this is a bit more treacherous.
    DAMAGE: 2 Health Units
    REWARD(S): None
    BIOGRAPHY: Multitudes of snowmen enemies have appeared in Mario games, but most
    are individualistic, exhibiting some type of gimmick or character. Few cases of
    purely generic snowmen exist. One rare example is the Frappe Snowland course in
    Mario Kart 64. Common snowmen line the path, and there is even an open field at
    one point that is littered with snowmen. Crashing into one causes the player to
    "explode" into the air, considerably tarnishing their lap time.
    TRIVIA: None
                                 xii. Spindel [SRCH082]
    DESCRIPTION: Spindel is a mummified being similar to Grindel. There are several
    differences between the two, however. The most noticeable is the fact that this
    peculiar enemy is not a cube. Spindel is an octagonal cylinder. The cylindrical
    body of Spindel appears to be comprised of three much shorter cylinders affixed
    to one another. Its face is an elongated version of Grindel's visage.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Shifting Sand Land         |    01    |                                ---  |
    ATTACK(S): This dangerous adversary appears just after the lengthy lattice net-
    work. Spindel takes up the entire width of the outcropping, incessantly rolling
    back and forth, essentially blocking anyone from proceeding. Those brave enough
    (or foolhardy enough) to attempt to pass Spindel sometimes learn to regret that
    decision when Mario gets flattened like a pancake. While it is possible to jump
    over Spindel, such a tactic is unnecessarily perilous, especially since Spindel
    offers little space between it and the ceiling. The safest and most logical me-
    thod to utilize is to take advantage of the niche present in the wall. Hide in-
    side the little alcove and wait for Spindel to pass. The path is then clear!
    DAMAGE: 3 Health Units
    REWARD(S): None
    TRIVIA: None
                                 xiii. Sushi [SRCH083]
    DESCRIPTION: Sushis are mild-mannered sharks that inhabit temperate waters. The
    anatomical profile of a Sushi is comparable to that of real sharks. Sushis have
    a caudal fin, a dorsal fin and a pair of pectoral fins. Their eyes, half-closed
    and slanted, suggest to some an aggressive demeanor. Nevertheless, the tranquil
    personality Sushis possess suggests their menacing eyes are intended to portray
    a haughty or confident frame of mind. Sushis have gray spots along the sides of
    their body; these spots are nearly imperceptible. In addition, Sushis possess a
    an aesthetic color scheme. The upper half of a Sushi's body is dark blue, while
    the lower half is light blue, almost white.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Dire, Dire Docks           |    02    |                                ---  |
    ATTACK(S): The calm behavior exhibited by Sushis is reinforced by the fact that
    they never attack Mario. This does not mean they are harmless, however. Bumping
    into a Sushi harms Mario, so the best course of action is to avoid them.
    DAMAGE: 3 Health Units
    REWARD(S): None
    BIOGRAPHY: Sushis debuted in Super Mario 64. Nearly a decade passed before they
    appeared in another major platformer: New Super Mario Bros. in World 1-A. Mario
    Party games have featured Sushis in a few roles, as well. For example, in Mario
    Party 2, a Sushi appears in the stage named Pirate Land. This Sushi serves as a
    ferry from island to island, though the trip costs five coins. In addition, the
    game board named Deep Bloober Sea in Mario Party 3 features a Sushi. This Sushi
    appears at a fork-in-the-road. When a player reaches this junction, Sushi makes
    him or her press one of four buttons before allotting the player passage. Three
    of the buttons do nothing, but one of the buttons launches a torpedo that makes
    the character take the path opposite the one he or she selected.
    TRIVIA: - The coloration of Sushi is a reflection of the real life camouflaging
            abilities exhibited by sharks and other fish. The coloration is used to
            prevent encounters with predators. Imagine a predator, such as an Orca,
            swimming along the surface of the water, perusing the dark depths below
            for a meal. Brightly-colored bodies would be highly disadvantageous for
            a fish, since their body would contrast against the nearly black water.
            Thus, darker upper bodies (such as those of Sushi) help blend the shark
            or fish in with the surroundings. Now consider a predator looking up to
            search for prey. Having a dark underside would cause a creature to con-
            trast against the sunlight-illuminated water. Therefore, a light under-
            side helps sharks and fish blend in with the surroundings in situations
            such as the one just outlined.
                                 xiv. Thwomp [SRCH084]
    DESCRIPTION: Thwomps are animate stone enemies of great magnitude and dangerous
    weight. These adversaries are cuboidal with rounded edges. The material Thwomps
    are composed of appears to be some type of blue rock. This characteristic makes
    Thwomps one of the most conspicuous foes in the game. The visage of a Thwomp is
    indicative of a disgruntled personality; this countenance consists of a gnarled
    mouth, furled eyebrows and strabismic eyes. The cross-eyed nature of Thwomps is
    not intended to suggest stupidity; it is simply intended to illustrate the fact
    that Thwomps are constantly looking down to search for more victims.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Whomp's Fortress           |    02    |                                ---  |
    | Tick Tock Clock            |    01    |                                ---  |
    ATTACK(S): Thwomps remain in one particular location at all times, never moving
    horizontally. Instead, they prefer to employ vertical tactics. In particular, a
    Thwomp's modus operandi is to rise several feet in the air before crashing down
    in an attempt to squash whatever or whomever happens to be below. This cycle is
    repeated ad infinitum, which works to Mario's advantage. Studying the movements
    of a Thwomp is the most efficacious method to learn when to pass one. Care must
    be taken when dealing with Thwomps, because getting squashed by one is severely
    detrimental to gameplay.
    DAMAGE: 3 Health Units
    REWARD(S): Intrinsically, none. Some Thwomps, however, can (or must) be used in
    the collection of certain goods. The Thwomp on the steps in Whomp's Fortress is
    an example: it can be used to obtain a Red Coin floating in the air. The Thwomp
    in Tick Tock Clock is also used in reaching the platform on which the "Stomp on
    the Thwomp" Power Star is located.
    BIOGRAPHY: Thwomps are among the most common adversaries in the extensive Mario
    series. Thwomps first appeared in Super Mario Bros. 3, wherein their appearance
    was both similar and dissimilar from future incarnations. For instance, Thwomps
    in Super Mario Bros. 3 were rectangular stones covered with spikes. In contrast
    to most modern Thwomps, however, the primitive variety featured a primary spike
    atop their heads. In addition, their eyes consisted of two white dots within an
    overall black space. Modern Thwomps, by contrast, have two distinct eyes. These
    physical disparities aside, early Thwomps established a general attack: wait in
    the air for a passerby to pass underneath, and then squash him or her. This has
    since become the primary technique utilized by Thwomps. Super Mario Bros. 3 was
    important in establishing the toughness of Thwomps. There were just two methods
    the player could utilize to defeat a Thwomp in this game: throwing Hammers (the
    Hammer Suit must be worn) and turning into Statue Mario (this is possible while
    wearing the Tanooki Suit). Defeating a Thwomp via Statue Mario is possible only
    when Mario can get above a Thwomp. Mario must wait for the Thwomp to crash down
    to the ground, then quickly jump over it and turn into Statue Mario. This kills
    the Thwomp and awards the player 200 points.
    Thwomps returned in Super Mario World with some minor changes. The most obvious
    change was that their color was gray rather than blue. In addition, the primary
    spike was abandoned and all of their spikes were generally equal in size. These
    alterations did not affect the mechanics of this enemy. Nevertheless, a variety
    hitherto unseen debuted in Super Mario World. Thwimps, as they are known, are a
    smaller type of Thwomp (hence the portmanteau of "Thwomp" and "wimp") that have
    a different attack pattern. Thwimps hop in arcs in hallways, often appearing in
    groups of two. This horizontal mobility arguably made them even more dangerous.
    Super Mario RPG: Legend of the Seven Stars utilized Thwomps as obstacles rather
    than true enemies. Mario would be knocked unconscious for a few moments after a
    Thwomp crushed him, so caution was necessary. Additionally, if a Thwomp crashed
    down onto a staircase that Mario was standing on, the unfortunate plumber would
    tumble backward down the steps. There was a Thwomp in Booster Tower that rested
    on a teeter-totter. Mario could hop on one end to launch the Thwomp a bit. Upon
    landing on its end of the teeter-totter, the Thwomp's extreme weight made Mario
    soar high in the air. The Thwomps in Super Mario RPG: Legend of the Seven Stars
    were similar to those in Super Mario Bros. 3, even donning the prominent spike.
    They are also notable for being the first three-dimensional Thwomps in history.
    Super Mario 64 drastically altered the appearance of the Thwomp, and influenced
    the appearance of Thwomps from that point onward (though recent games have used
    the classic look). Super Mario 64's Thwomps lack spikes. This change was likely
    made so that Mario could jump on top of a Thwomp without incurring damage. This
    cube-shaped, blue rock look carried over to the Mario Kart series and the Mario
    Party series, but was discarded in the Paper Mario series in favor of the older
    and more intimidating, spike-covered look. There were two Thwomps in the sequel
    to Paper Mario, Paper Mario: The Thousand-Year Door, that asked Mario questions
    in a manner reminiscent of Swanky Kong from Donkey Kong Country 2: Diddy's Kong
    Quest. Important areas or items were revealed to Mario if he answered five such
    questions correctly before responding with three incorrect answers. Super Paper
    Mario utilized Thwomps as obstacles; they appeared in a subterranean area below
    Yold Town. New Super Mario Bros. featured Thwomps in several of the Castles and
    Towers. These Thwomps were similar to the Super Mario Bros. 3 incarnations. The
    game even introduced the Super Thwomp, a large variety that could destroy Brick
    Blocks. Thwomps in Super Mario Galaxy were utterly gargantuan. Mario would lose
    an entire life (regardless of his remaining health) if crushed by one.
    Thwomps have made numerous appearances in spin-off series, as well. Super Mario
    Kart featured them as obstacles in Bowser's Castle and Rainbow Road. Thwomps in
    Super Mario Kart were rather unique, lacking spikes. This means it is plausible
    that the Thwomps in Super Mario Kart were the predecessors to those featured in
    Super Mario 64. The Thwomps in Super Mario Kart were also rectangular, like the
    ones in Super Mario Bros. 3 and Super Mario World, as opposed to the Thwomps in
    Super Mario 64, which are cuboidal. Super Mario Kart could then be considered a
    'missing link' of sorts between the classical and modernized Thwomps. Something
    else noteworthy about the Thwomps in Super Mario Kart is the fact that they had
    cheeks. This trait has not been seen since. Mario Kart 64 featured Thwomps that
    were identical to those seen in Super Mario 64. These ones appeared only in the
    course Bowser's Castle. Interestingly, Mario Kart 64 was the very first game to
    feature Thwomps making a noise other than grunts. Some of the Thwomps cackle in
    a deranged fashion as the players race through the castle.
    The Mario Party series features Thwomps several times. The initial installments
    employed Thwomp as an enforcer on some boards, charging characters a fee in ex-
    change for an alternate route. Mario Party 4 featured a popular mini-game named
    The Great Deflate. The objective of this game was to deflate an object known as
    an Inflatable Thwomp. It is logical to assume that Inflatable Thwomps are a toy
    of some sort, but it is worth noting that they grunt upon landing on the ground
    before the game begins. Thus, it is possible that Inflatable Thwomps are a rare
    and extremely bizarre sub-species of the normal Thwomp. Mario Party 7 is worthy
    of note for employing the Super Mario Bros. 3 look for its Thwomps (the initial
    six installments of the series utilized the Super Mario 64 appearance).
    TRIVIA: - Mario & Luigi: Partners in Time insinuates that Thwomps may originate
            from volcanoes. This is evidenced by the fact that Thwomp Volcano seems
            to be comprised entirely of Thwomps!
            - Thwomps do not appear in the Super Mario Bros. film adaptation, but a
            neon sign for a store bears their name: "THWOMP STOMPERS."
            - In the Super Smash Bros. series, Kirby's Down+B move is called Stone.
            In Super Smash Bros., this move always resulted in Kirby turning into a
            rock. In Super Smash Bros. Melee and Brawl, however, Kirby changes into
            a random object when this move is used. The objects Kirby can transform
            into include the rock from Super Smash Bros., a spiked ball (which just
            so happens to resemble Gordo, an enemy from the Kirby series), a weight
            that measures in at an incredible 100 tons, a Garbage Block from a game
            named Panel de Pon (Tetris Attack in the United States and Europe), and
            a Thwomp!
            - Enemies similar to Thwomps made an appearance in The Legend of Zelda:
            Link's Awakening. The so-called Cyclops Thwomp was brown and featured a
            number of spikes below its chin and on the side of its face, but it was
            completely plain on the top. There was also a red Thwomp that portrayed
            an angry visage. This type moved up and down like Mario's Thwomps. Blue
            ones featured a shocked expression and moved side to side. Thwimps even
            appeared in this game as minute versions of the blue and red varieties.
            Thwomps were indestructible in Link's Awakening. To pass them, Link had
            to use the Pegasus Boots and run under them as fast as possible.
                                  xv. Ukiki [SRCH085]
    DESCRIPTION: Ukikis are monkeys with frivolous personalities. Two Ukikis appear
    in Tall, Tall Mountain, though one of them is featured in the level only during
    the "Mystery of the Monkey Cage" mission. Both Ukikis are identical in terms of
    appearance; they are shorter than Mario and covered with brown hair, except for
    their face and ears, which are hairless and flesh-colored. Their mouth is fixed
    in a contented smile, their eyes are dark blue and their cheeks are rosy. Their
    tail is of moderate length and their buttocks are pink, a humorous inclusion on
    the part of the developers.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Tall, Tall Mountain        |    02    | One only appears during one mission |
    ATTACK(S): These coy, funloving creatures never attack Mario. The question must
    then be asked: why are they considered enemies? There are two main reasons: the
    first is that the Ukiki who appears only during the second mission of the level
    flees from Mario whenever Mario approaches. Catching this Ukiki is the only way
    to obtain the Power Star for the second mission. Thus, his evasiveness means he
    complicates Mario's progress. Ergo, he is an enemy. The other Ukiki is featured
    in the level at all times. He resides on the outcropping next to the log bridge
    that connects two portions of the mountain. This particular Ukiki appears to be
    amused by Mario's presence, as he follows Mario around in a playful fashion. If
    Mario picks this Ukiki up, he will steal Mario's cap. This can be considered an
    antagonistic act, since losing Mario's cap causes him to be more vulnerable. In
    addition, as soon as this Ukiki steals Mario's cap, he will behave like the one
    that appears during the "Mystery of the Monkey Cage" mission, evading Mario and
    making the task of reclaiming Mario's cap that much more convoluted.
    DAMAGE: Intrinsically, none. However, the kleptomaniacal Ukiki who nabs Mario's
    cap causes Mario to be more vulnerable to all attacks.
    REWARD(S): Mario cannot defeat or even fight an Ukiki, so rewards in that sense
    are nonexistent. However, catching the Ukiki that appears atop Tall, Tall Moun-
    tain's summit during the "Mystery of the Monkey Cage" mission is the key to ob-
    taining that particular Power Star.
    BIOGRAPHY: Their role in Super Mario 64 aside, Ukikis appear predominantly in a
    few spin-off series. For example, a pair of Ukikis are constituents of the game
    board named Koopa's Seaside Soiree in Mario Party 4. Each Ukiki is located at a
    fork-in-the-road. When a character reaches one of these junctions, Ukiki tosses
    a banana peel at the character, who then slips and randomly lands on one of the
    two directions. Mario Party 5 revealed that Ukikis can come in multiple colors,
    including gray, red, blue and gold (the latter is very rare). These simian foes
    also appear in the audiences in games such as Mario Strikers Charged.
    TRIVIA: - The name 'Ukiki' is most likely derived from the grunts the Ukikis in
            Tall, Tall Mountain make when caught. One says, "Ukkiki" and the second
            one says, "Uukee-kee!"
            - Some people are under the assumption that the trick to catching Ukiki
            is to chase it relentlessly, but this is untrue. The one method that it
            is guaranteed to succeed is slowness. That is, just tiptoe toward Ukiki
            and he will not jump around manically.
            - There is a high likelihood that Ukikis are related to Grinders, which
            are monkey enemies in Super Mario World 2: Yoshi's Island. The physical
            similarities are substantial, and the real question is whether or not a
            Grinder is a sub-species of Ukiki or if it actually is an Ukiki.
                                  xvi. Unagi [SRCH086]
    DESCRIPTION: Unagi is a colossal eel that inhabits the peaceful, coastal waters
    of Jolly Roger Bay. Unagi has such a lengthy body that he takes up a large por-
    tion of the television screen even at a distance. Unagi's body is black or dark
    purple near the top and blood red near the bottom, and his body is mottled with
    multitudes of illuminiscent white spots. Unagi's eyes are white circles with an
    azure pupil. Unagi's mouth is massive and lined with rows of serrated teeth.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Jolly Roger Bay            |    01    |                                ---  |
    ATTACK(S): Fortunately for Mario, this Brobdingnagian eel tends to mind his own
    business. However, Unagi does not appreciate strangers encroaching on his terr-
    itory. Following the first mission of Jolly Roger Bay, in which Unagi abandoned
    his abode (the sunken ship) as a result of Mario's intrusiveness, Unagi learned
    to dislike the plucky plumber. Unagi establishes a new dwelling for himself for
    the second mission of the game. When Mario approaches, Unagi displays his anger
    by opening its maw wide, displaying dozens of razor-sharp teeth, before exiting
    his home in frustration. The rest of the missions involve Unagi simply swimming
    around in the underwater tranquility of Jolly Roger Bay. While he does not take
    the time to attack Mario from that point on, touching him will still deal hefty
    damage to Mario. Approach Unagi only when necessary.
    DAMAGE: 3 Health Units
    REWARD(S): During the mission entitled "Can the Eel Come Out to Play?" in Jolly
    Roger Bay, a Power Star is affixed to the end of Unagi's body. To get it, Mario
    must lure Unagi out of his seawall home. This can be done simply by approaching
    it. Unagi will exit his seaweed-encrusted cavern, revealing the Power Star that
    is mysteriously attached to his body. Touching the Power Star liberates it from
    Unagi's body, at which point it becomes easy pickings for Mario.
    BIOGRAPHY: Unagi debuted in Super Mario 64. New Super Mario Bros. revealed that
    Unagis are a species of eel, and it also introduced the Mega Unagi, an enormous
    variety that was invincible and ate everything on the screen. The Unagi seen in
    Super Mario 64 is either a comparatively small Mega Unagi or a colossal regular
    Unagi. Unagis also appeared in Mario Kart Wii, primarily in Koopa Cape.
    TRIVIA: - The name Unagi is Japanese for "eel." The actual Japanese name for an
            Unagi, however, is "Utsubo," which translates to "moray eel."
                                VI. The Bosses [SRCH087]
    In spite of the fact that the nine bosses featured in Super Mario 64 comprise a
    tenth of the entire spectrum of hazards and enemies, these powerful adversaries
    are no less important than any other baddie the game has to offer. In fact, one
    may very well surmise that Super Mario 64's bosses are the most influential and
    important foes in the entire game. Some bosses are entities so strange they are
    analogous to pariahs, while other bosses are depicted as the de jure leaders of
    certain species. Then, of course, there is the supreme King of the Koopas whose
    power overrides all other beings. These ultimate antagonists represent not only
    the hierarchical caste system utilized in Bowser's army, but the epitome of all
    of Mario's efforts. Super Mario 64's bosses are indeed the crème de la crème.
                                i. Big Bob-omb [SRCH088]
    DESCRIPTION: The Big Bob-omb, also known as King Bob-omb, is the leader of Bob-
    ombs and, in his own words, "the lord of all blasting matter." He is very large
    and resembles a cross between a Bob-omb and a Chuckya. His body, which is about
    as large as a Thwomp, primarily consists of a huge black sphere. His egg-shaped
    eyes, which are completely white, are identical to those of Bob-ombs and Chuck-
    yas. King Bob-omb is distinguished by his massive, white moustache and enormous
    gold crown. Additionally, he possesses arms and legs; his appendages consist of
    a small blue sphere with a yellow object attached, representing hands and feet.
    The Big Bob-omb's hands are perfectly spherical, furthering the physical simil-
    arities between him and Chuckyas.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Bob-omb Battlefield        |    01    |       During the first mission only |
    WHERE TO FIND: This boss reigns supreme atop Bob-omb Battlefield's mountaintop,
    overseeing the war effort between Bob-ombs and Bob-omb Buddies. The path to the
    top of the mountain is fairly straightforward. Mario must follow the dirt trail
    past the first two wooden bridges, and then cross the meadow infested with Bob-
    ombs and Water Bombs. He must then enter the opening in the large gate. At that
    point, he is at the base of the mountain. Making it to the summit is not a very
    difficult task; Mario just needs to avoid the infinite Cannonballs rolling down
    the mountainside.
    ATTACK(S): Scaling Bob-omb Battlefield's mountain during the first mission does
    not ingratiate Mario with the Big Bob-omb, who proceeds to claim that Mario has
    no right to set foot on his "imperial mountaintop." The boss battle then begins
    and the Big Bob-omb's considerable speed becomes evident immediately. That last
    statement contains an inordinate amount of sarcasm. The Big Bob-omb is actually
    a pathetically slow boss. He walks toward Mario at a snail's pace in an attempt
    to grab him and toss him off the royal turf. Due to his speed, or lack thereof,
    it is incredibly easy to avoid this attack. Nevertheless, if Mario somehow gets
    grabbed by the Big Bob-omb, he will be sent flying in a random direction.
    DAMAGE: Indeterminate. Sometimes the Big Bob-omb tosses Mario down to the moun-
    taintop, and other times he will chuck Mario off the entire mountain! Thus, the
    damage ranges from zero to four Health Units.
    HOW TO COMBAT: The conversation that takes place between Mario and the Big Bob-
    omb before the boss battle begins (excuse the alliteration) explains what Mario
    must do to achieve victory. King Bob-omb inquires, "Can you pick me up from the
    back and hurl me to this royal turf?" That is precisely what must be done. When
    the battle begins, run behind the Big Bob-omb and press the B button. Mario, in
    an incredible display of strength, will hoist the massive Bob-omb. Press B once
    more to toss the Big Bob-omb down to the summit. Make sure he does not get sent
    flying off the mountaintop. If this happens, he will simply levitate back up to
    the summit and claim that Mario broke the "royal rules." Following a legal slam
    to the summit, the Big Bob-omb will rise and again give chase. Peculiarly, King
    Bob-omb's reflexes are superlative immediately after recovering from an attack.
    This means attempting to get behind him right after he recovers is futile. Wait
    a few moments before going in for the second attack; at this time his increased
    reflexes should be normalized. The Big Bob-omb will be defeated following three
    successful slams to the mountaintop.
    REWARD(S): 1 Power Star
    BIOGRAPHY: Big Bob-omb debuted in Super Mario 64. Since his inception, spin-off
    series have been his primary domain. For instance, he appeared in Mario Party 2
    in Mystery Land, stuck in a sinkhole in the background. He also appeared in the
    mini-game named Defuse or Lose in Mario Party 5. The objective of this game was
    to defuse wires leading to the Big Bob-omb by Ground Pounding them. He has also
    appeared in Mario Kart DS as a boss in Mission Mode. Other games featuring King
    Bob-omb include Mario Golf: Toadstool Tour and Mario Superstar Baseball.
    TRIVIA: - Bob-omb Buddies are afraid of the Big Bob-omb because of his big gray
            moustache. This was revealed in Super Mario 64 DS.
                                 ii. Big Boo [SRCH089]
    DESCRIPTION: These fiendish ghouls are the masterminds of the Boo race. The Big
    Boos are nearly identical to normal Boos. The main difference is that, as their
    name suggests, Big Boos are much larger, dwarfing Mario. Big Boos have entirely
    white bodies that are roughly spherical, with a tail and two stubby arms. Their
    face depicts a macabre countenance: two cobalt eyes with a black outline and an
    ugly set of navy blue eye circles. Their eyebrows are furled and their mouth is
    stretched in a ghastly grin, revealing four sharp fangs. Regardless of the fact
    that Big Boos share the same visage as normal Boos, their impressive size makes
    them considerably more intimidating.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Big Boo's Haunt            |    03    | Two appear during specific missions |
    WHERE TO FIND: Big Boo's Haunt is unique in that it requires Mario to engage in
    a total of four boss battles, three with a Big Boo and one with a Big Mr. I. To
    battle two of the three Big Boos, Mario must enter the level through a specific
    mission number and perform certain tasks. Directions pertaining to revealing or
    reaching the three Boos are offered below:
     --> GO ON A GHOST HUNT: The first mission of Big Boo's Haunt requires Mario to
     battle a Big Boo. This particular Big Boo appears only during this mission, so
     it follows that Mario must complete specific tasks. Throughout the level there
     are Boos that inhabit certain rooms in the haunted mansion. Mario must conquer
     five of these Boos in order for the Big Boo to appear. Three are reachable via
     the vestibule of the mansion; the wall opposite the mansion's entrance has two
     doors. Both of these doors lead to a room housing a Boo. In addition, the door
     to the far right of the mansion's vestibule leads to a room housing another of
     the five Boos. The final two reside within the back room of the mansion. After
     all five Boos have been defeated, the Big Boo will appear in the main lobby.
     --> RIDE BIG BOO'S MERRY-GO-ROUND: This is the second mission of the level; it
     requires Mario to access a carousel and engage in Boo genocide. In contrast to
     the first mission of Big Boo's Haunt, the Big Boo that pertains to this parti-
     cular mission is accessible from the second mission to the sixth. To fight the
     Big Boo running the merry-go-round, Mario must enter the shed and use the ele-
     vator to reach an underground tunnel that leads to the carousel. Upon entering
     the room in which the carousel is actually located, Mario must defeat a series
     of five Boos. Once that task has been completed, the Big Boo will appear.
     --> BIG BOO'S BALCONY: This is the fifth mission of the level, and it does not
     require Mario to complete any specific tasks. In fact, the Big Boo relevant to
     this mission can be seen at all times from the outside area. The complex facet
     of this mission is reaching the balcony of the haunted mansion. This task is a
     source of frustration for newcomers to Super Mario 64. To access the mansion's
     balcony, Mario must first enter the room to the far right on the second floor.
     There is a wooden dais in this room. Mario must stand on this platform and use
     a Wall Kick to reach a hidden ledge; the secretive outcropping leads to a door
     that leads to the mansion's attic. To the right of the loft is a pair of doors
     that lead outside to the mansion's balcony, and thus to the Big Boo.
    ATTACK(S): The modus operandi of a Big Boo is the same as that of a normal Boo;
    these overgrown apparitions hover toward Mario at a slow but steady pace. Mario
    incurs damage simply by touching a Big Boo, so combating them effectively while
    preserving health is key. Note that Big Boos are not notably speedy enemies, so
    it is not difficult to avoid their attacks. There is always the option to stare
    them in the face, of course. Like their inferior counterparts, Big Boos are shy
    and will remain temporarily frozen in place while looking into Mario's eyes.
    DAMAGE: 3 Health Units
    HOW TO COMBAT: Mario has several options at his disposal when battling Big Boo.
    These change as the fight progresses, largely because Big Boo shrinks following
    a successful attack. Therefore, some maneuvers become more useful as the battle
    continues. Due to the fact that Big Boos are initially quite large, Mario has a
    better chance at connecting with a grounded move rather than an aerial one. Big
    Boos also become much faster as the battle progresses, so care in that specific
    aspect is required. Dropkicks are a great initial assault, in spite of the fact
    that Mario must face an opponent to connect with the Dropkick, and Big Boos are
    shy, becoming transparent and invincible when stared at. Big Boos are initially
    so large that they cannot turn around quickly. Therefore, it is possible to run
    around a Big Boo and connect with a Dropkick while it is still solid. Following
    the first successful assault, the Big Boo will shrink to such a size that Mario
    can perform a Side Flip over it followed by a mid-air Butt-stomp. Following the
    second attack, the Big Boo will shrink even more. It now becomes even easier to
    connect with a mid-air Ground Pound, defeating the Big Boo for good.
    REWARD(S): 3 Power Stars (one per battle). In addition, defeating the first Big
    Boo creates steps that lead up to the second floor of the haunted mansion.
    BIOGRAPHY: The first video game to feature these enormous specters was the 1991
    blockbuster Super Mario World. Mario and his brother often had to utilize tram-
    polines to bypass the massive ghosts. The Donut Secret House in Donut Plains is
    notable for housing the Big Blue Boo, a unique variant that resided in a secret
    room. The Big Blue Boo protected one of the Star Roads comprising the weird and
    equally enthralling Star World. Super Mario World's Big Boos were several times
    larger than their inferior counterparts. The game's sequel, Yoshi's Island, re-
    duced the size of Big Boos to a considerable degree; they were only about three
    times as large as a regular Boo. Regardless, defeating them was not necessarily
    simplistic. Due to the fact that a Big Boo becomes both immobile and impervious
    when stared at, Yoshi had to bounce an egg off a wall while turning his back to
    a Big Boo. The aiming had to be accurate so the ricocheting egg bounced off the
    Big Boo's face, defeating it.
    Super Mario RPG: Legend of the Seven Stars reduced the size of Big Boos to such
    a degree that they were no larger than ordinary Boos! The Big Boos in Legend of
    the Seven Stars reside within Kero Sewers, alongside Hobgoblins and Shadows. As
    a matter of fact, Big Boos, Hobgoblins and Shadows often assisted each other in
    battle. Interestingly, Big Boos in Super Mario RPG had no physical defense. The
    main reason for this was because their evasion was high. Still, it is extremely
    bizarre to consider the fact that Goombas had three defense points, whereas Big
    Boos had zero. Regardless of their lack of physical defense in Super Mario RPG,
    Big Boos in Super Mario 64 exhibited appreciable toughness, succumbing to Mario
    only after being attacked three times. Big Boos also appeared in Super Princess
    Peach. That game introduced the Mad Big Boo, which behaved in a manner opposite
    of a normal Big Boo. That is, a Mad Big Boo would move toward Peach while Peach
    looked at it, and would freeze in place when Peach had her back turned. Mad Big
    Boos were also stronger and faster than ordinary Big Boos.
    TRIVIA: - Super Mario 64 underwent numerous changes during its development. One
            such change is reflected in a beta image that depicts a transparent Big
            Boo with a key floating inside its body. The most plausible theory per-
            taining to this key is that each door in Big Boo's Haunt originally had
            to be unlocked. It has been suggested that the multiple Boos present in
            the haunted mansion initially held a key to one of the mansion's doors.
            It is possible, then, that the key the Big Boo held was originally used
            to unlock the door to the shed. The beta image is of the "Go on a Ghost
            Hunt" Big Boo; therefore, based on the chronological order of Big Boo's
            Haunt's missions, it would make sense for the Big Boo to leave behind a
            key for the shed, since that would be the next area Mario had to enter.
                                iii. Big Bully [SRCH090]
    DESCRIPTION: These boorish bosses are Bullies that have grown to a considerable
    size. This magnification has no effect (other than magnitude) on the appearance
    of Big Bullies as it compares to the appearance of ordinary Bullies. These huge
    enemies are chiefly composed of a large black sphere. Their eyes are angled in-
    ward to represent anger and sadism, reinforcing their nomenclature. Big Bullies
    have oddly-shaped, bright green feet and two yellow horns that are crooked.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Lethal Lava Land           |    02    |                                ---  |
    WHERE TO FIND: The Big Bullies of Lethal Lava Land can be reached regardless of
    the particular mission the player selects. The first Big Bully, the star of the
    "Boil the Big Bully" mission, dwells on a square platform north of the volcano.
    The second Big Bully, the star of the "Bully the Bullies" mission, is initially
    absent. To make it appear, Mario must reach the platform to the east of the one
    that serves as the battleground for the first Big Bully. Three ordinary Bullies
    reside on this platform; after defeating them, the second Big Bully appears.
    ATTACK(S): Big Bullies display the same amount of hostility as their diminutive
    counterparts. The moment Mario comes within a certain proximity to a Big Bully,
    the loutish beast charges toward Mario in an irrational fashion. Nonetheless, a
    curious aspect of Big Bullies is that, like regular Bullies, they are incapable
    of harming Mario simply by coming into physical contact with him. This explains
    why Bullies appear in stages swathed with lava; the belligerent adversaries try
    to shove Mario directly into the lava, scorching him alive. Big Bullies are not
    substantially more dangerous than their brethren, but they are definitely a bit
    more formidable; due to their sheer girth, they have a higher chance of bumping
    into Mario and sending him plummeting into the molten rock.
    DAMAGE: Big Bullies are not injurious to the touch. However, if one succeeds in
    knocking Mario into lava, Mario will lose three Health Units.
    HOW TO COMBAT: The best strategy to utilize when combating a Big Bully is to be
    just as assertive as the opponent. Big Bullies throw their weight around, so it
    is not useful to waste time conjuring a battle plan. Instead, establish Mario's
    dominance by attacking Big Bullies head-on; the fact that touching them results
    in no damage being lost means Mario can be as aggressive as he wants. Utilizing
    particular attacks against a Big Bully is up to the player's discretion. In the
    most traditional sense, it is only fitting to defeat a Big Bully via punches to
    the face. However, it can be somewhat difficult accurately timing a punch while
    a Big Bully runs toward Mario at full speed. Therefore, if one desires to ditch
    tradition and simply conquer a Big Bully in the most efficient fashion, no move
    is more useful than the Jump Kick. Using this maneuver over and over is perhaps
    the easiest way to defeat a Big Bully. The key is to be relentless; some people
    refrain from attacking a Big Bully simply because they succeeded in knocking it
    backward. The goal is to destroy the Big Bully, not knock it backward. There is
    no time for pacifistic deliberation while battling these brutes. Give them Hell
    and do not let up until the fiery sea has engulfed them.
    REWARD(S): 2 Power Stars (one per battle)
    BIOGRAPHY: The Big Bully is an extremely rare creature. Followings its debut in
    Super Mario 64, the Big Bully went on to make an appearance in Mario Kart DS as
    the first boss of Mission Mode. Other than that, the Big Bully has lived a very
    low-profile life.
    TRIVIA: None
                                iv. Big Mr. I [SRCH091]
    DESCRIPTION: This disconcerting being is a Mr. I of monstrous proportions. With
    the exception of its enormity, Big Mr. I is no different than its brethren. The
    anatomical structure of Big Mr. I is far from complicated: its body consists of
    a massive eyeball. Interestingly, no blood vessels are visible on the sclera of
    the eyeball, though this is likely due to graphical limitations (or lethargy on
    the part of the programmers). Big Mr. I has a blue iris and a black pupil. Note
    that the iris of Big Mr. I is larger in comparison to its body than regular Mr.
    Is. Whether or not this was intentional is unclear.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Big Boo's Haunt            |    01    |  Must be reached via the Vanish Cap |
    WHERE TO FIND: Before Mario can battle Big Mr. I, the Vanish Cap Blocks must be
    activated. Next, Mario must don the Vanish Cap available on the balcony that is
    secluded on the second floor of the mansion. Then, Mario must access the secret
    attic via the hidden ledge in the adjacent room (the room that houses two Book-
    ends). The attic contains a room that Mario can enter only while invisible; the
    Big Mr. I resides in that room.
    ATTACK(S): This fiend utilizes the same attack as its subordinates. That is, it
    sets its sights (pun intended) on Mario before emitting a strange orb. The ball
    is seemingly comprised of harmful plasma or some type of cryptic material. This
    odd sphere is not Big Mr. I's only available option in terms of dealing Mario a
    bit of damage; simply touching this giant eyeball harms Mario.
    DAMAGE: 1-2 Health Units (the plasma orbs each remove a single health unit from
    Mario's Power Meter; touching Big Mr. I results in two Health Units being lost)
    HOW TO COMBAT: Essentially, battling Big Mr. I is no different than fighting an
    ordinary Mr. I. The greatest dissimilarity is the fact that locating this large
    eyeball is not a particularly easy task. Additionally, due to this boss's size,
    defeating it is slightly more cumbersome than trouncing a normal Mr. I. Running
    circles around it is indeed the strategy to implement, and although it may take
    an extra second or two as compared to the ordinary species, the battle is quite
    simplistic. In all honesty, there is no excuse for falling to this boss.
    REWARD(S): 1 Power Star
    BIOGRAPHY: Providing a biographical account of this enemy is complicated. Super
    Mario 64 was the first game to feature Big Mr. I; that much is certain. Finding
    other video games that definitively feature a Big Mr. I (and not necessarily an
    overgrown Mr. I) is virtually impossible. For instance, there is a mini-game in
    Mario Party 3 named Eye Sore. The game consists of each character attempting to
    shrink their Mr. I before the other participants fulfill the same task. This is
    made more challenging by the Podoboos that sporadically appear; touching one of
    them stuns the player for a few seconds. Each Mr. I at the start of the game is
    quite large, but the ambiguous nature of the game itself makes it unfeasible to
    definitively state whether or not they are actually Big Mr. Is. For example, in
    terms of the mini-game, the Mr. Is could be huge at the beginning simply due to
    the fact that each character must shrink them; shrinking a Mr. I that is minute
    or of normal size would not be as appropriate in the context of the gameplay.
    TRIVIA: None
                                v. Chill Bully [SRCH092]
    DESCRIPTION: The Chill Bully is a unique Big Bully that has adapted to sub-zero
    environments. Its appearance is therefore only slightly dissimilar to that of a
    Big Bully. This frigid boss's body primarily consists of a large sphere. Rather
    than the solid black hue of typical Big Bullies, the Chill Bully's body is very
    attractive, displaying a sapphire opalescence. In addition, the Chill Bully has
    a single, triangular spike atop its head, as opposed to the crooked horns of an
    ordinary Big Bully. Similarities between this boss and its brethren include the
    strange green feet and hostile eyes.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Snowman's Land             |    01    |                                ---  |
    WHERE TO FIND: The Chill Bully can be found on the ice platform suspended above
    the Frozen Pond. Because there is only one Chill Bully in Super Mario 64, it is
    arguable that this boss is more memorable than the more common Big Bully.
    ATTACK(S): The offensive tactics of the Chill Bully are familiar; it approaches
    Mario with ferocity in an attempt to knock him off the platform. The purpose of
    such an attack is to cause Mario to land on the surrounding area, which is very
    harmful. Rather than Lava, however, the deleterious milieu characterizing Chill
    Bully's domain is the Frozen Pond. Nevertheless, the mechanics are the same, in
    that Mario gets launched into the air after coming into contact with the chilly
    waters. The health he loses is also equivalent to the damage caused by touching
    Lava. The similarities aside, the battle with the Chill Bully is more dangerous
    than the battles with the two normal Big Bullies. Why? Because the icy platform
    on which the battle takes place is quite slippery. The modicum of traction that
    the platform exhibits allows Mario to establish firm footing, but its extremely
    slippery nature increases the Chill Bully's chances of knocking Mario off.
    DAMAGE: The Chill Bully is incapable of harming Mario directly. Nonetheless, if
    it manages to knock Mario off the platform and onto the Frozen Pond, Mario will
    lose three Health Units.
    HOW TO COMBAT: In spite of the platform's slick texture, combating this boss is
    essentially the same as fighting one of Lethal Lava Land's Big Bullies. Waiting
    for the Chill Bully to approach Mario is not a sagacious plan; this means moves
    such as Punches and Trips are inefficient. The best strategy to implement is to
    utilize continual Jump Kicks. This tactic does not give the Chill Bully time to
    compose itself, and also shoves it backward more and more. Being relentless and
    using the Jump Kick technique is a surefire method to defeat the Chill Bully.
    REWARD(S): 1 Power Star
    TRIVIA: - Super Mario 64 DS introduced a character named Chief Chilly. Composed
            of ice, Chief Chilly was depicted as being a probable leader of all the
            Bullies in the game. He bore a resemblance to Chill Bully, suggesting a
            possible consanguineous relationship between the two. There is also the
            possibility that the Chill Bully is not an anomalous Big Bully, but the
            only known member of a sub-species. If this is the case, then it is not
            absurd to propose that Chief Chilly could be an anomalous Chill Bully.
                                  vi. Eyerok [SRCH093]
    DESCRIPTION: Eyerok is arguably the most unique boss in the entire game. Eyerok
    is possibly an antediluvian consciousness, whose physical manifestation is what
    Mario encounters. This bizarre boss is comprised of two hands that are composed
    of large amber-colored stones. Each hand is enormous, dwarfing Mario. The trait
    that makes Eyerok particularly memorable is the fact that each hand possesses a
    single eye on the palm.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Shifting Sand Land         |    01    |  Eyerok consists of a pair of hands |
    WHERE TO FIND: Eyerok lies in rest in the tomb of Shifting Sand Land's pyramid.
    Reaching this enigmatic and eerie entity can be accomplished two ways: the easy
    way is to stand on each of the four pillars surrounding the pyramid. This makes
    the top of the pyramid blow up, offering access to a secret platform that takes
    Mario down to the entrance of Eyerok's catacomb. The second (and harder) method
    is to enter the pyramid normally and get on top of the structure that serves as
    the entrance to the crypt. Mario must then perform a skillful jump (or, if that
    proves too difficult, a Jump Kick) to access the narrow opening in the anterior
    portion of the structure.
    ATTACK(S): Eyerok possesses an offensive repertoire so eclectic that it is only
    bested by Bowser himself. Due to the various techniques this boss utilizes, all
    six of them are described in detail below. Note that each hand is impervious to
    all of Mario's attacks while engaging in an attack of its own. The exception to
    this rule is the maneuver named Desperation, the last attack listed below.
     --> RAGE: This tactic is infinitesimally dangerous, but it is included here as
     a result of its potential ability to harm Mario. Eyerok utilizes Rage when the
     two hands need to regroup; as a result, it inadvertently gives Mario some time
     to regroup, as well. Rage consists of both hands retreating to the sarcophagus
     at the back of the stage and pounding the ground over and over. Because Eyerok
     never attempts to attack Mario while performing this move, it is substantially
     difficult to incur damage from Rage. In fact, even if Mario tries to get under
     one of the hands while it is pounding the ground, he usually fails. Still, the
     move can be considered a mind game on Eyerok's part, trying to psychologically
     gain an advantage over Mario. Note that Eyerok will also utilize this maneuver
     when Mario is not on the official battlefield, i.e., when Mario is standing on
     or next to the sarcophagus.
     --> MASH: This maneuver consists of one of the hands hovering over to wherever
     Mario is standing. Next, the hand crashes into the ground, attempting to crush
     Mario. While this move is being performed, the other hand watches from afar.
     --> MEGA MASH: This move is a more advanced version of the Mash technique. The
     move is characterized by both hands joining forces, hovering over toward Mario
     and then crashing into the ground in an attempt to crush him. However, that is
     not the end of the move! Each hand then moves horizontally across the platform
     while pounding the ground several times.
     --> FATAL PUSH: Eyerok is unique in that it uses some attacks that are chiefly
     designed not to hurt Mario, but to kill him. The Fatal Push maneuver is one of
     those attacks. This move begins with one of the hands gliding over to wherever
     Mario is standing. Next, it simply slides to the edge of the stage, attempting
     to shove Mario off the battleground and into the abyss below. This move is not
     extremely difficult to avoid; however, escaping from the hand's clutches after
     it has already started to shove Mario toward the edge of the stage is tricky.
     --> FATAL MASH: This is a combination of the Mash and Fatal Push maneuvers. It
     is characterized by one of the hands hovering over toward Mario's position and
     pounding the ground once. In case Mario survives the assault or avoids it, the
     hand glides to the edge of the stage to try to push Mario into the abyss.
     --> DESPERATION: This move is not utilized by Eyerok until one of the hands is
     defeated. The attack consists of the remaining hand gliding toward Mario, a la
     the Fatal Push. However, the difference is that the hand does not move over to
     Mario's location, stop, and then slide to the edge of the stage. Instead, this
     maneuver is characterized by the hand approaching Mario without warning. While
     Desperation is perhaps the most treacherous of Eyerok's attacks, it is not en-
     tirely free of weakness: the hand approaches Mario with its palm opened, which
     means its eye is open to attack. Mario must punch the eye (or use another move
     against it) before the hand succeeds in shoving him off the battlefield.
    DAMAGE: Three Health Units (each time one of the hands crushes Mario) to a life
    (each time Mario is shoved into the endless expanse surrounding the stage).
    HOW TO COMBAT: The eyes on the palm of the hands are Eyerok's weakness. Because
    each hand is impervious during most of Eyerok's attacks, Mario's only option is
    to sneak in an attack when one of the hands is vulnerable. This occurs whenever
    Eyerok utilizes the Mash, Fatal Push, and Fatal Mash techniques. During each of
    those maneuvers, only one hand goes on the offensive, while the other hand just
    watches from the sarcophagus, its eye exposed. Mario must take advantage of all
    openings that arise, landing a punch or some other maneuver to the hand that is
    vulnerable before that one initiates an assault. The battle with Eyerok is more
    elaborate than most boss battles, specifically because Eyerok is so tough. Each
    hand must be attacked a total of three times before succumbing to defeat. It is
    important not to forget about the Desperation tactic Eyerok utilizes when there
    is only one hand remaining; that attack can easily catch an unsuspecting person
    off-guard. However, it is not a coincidence that Desperation is the only attack
    Eyerok uses that features the attacking hand in a vulnerable position.
    REWARD(S): 1 Power Star
    BIOGRAPHY: Following Super Mario 64, Eyerok made an appearance in Mario Kart DS
    as the second boss of Mission Mode. Eyerok has otherwise remained an arcane and
    elusive entity in the Mario series. Perhaps it is more fitting that way.
    TRIVIA: - This boss's name exhibits a double entendre. "Eye" and "rock" combine
            to form "Eyerok," while "Eyerok" itself can be interpreted as "I rock."
            - Eyerok's name in Spanish, Tutanmanón, is a portmanteau of Tutankhamun
            and "mano," which is Spanish for "hand."
                               vii. Whomp King [SRCH094]
    DESCRIPTION: As if the nomenclature was not self-explanatory, this huge boss is
    the monarch of the Whomp race, as well as all Thwomps. Other than his size, the
    Whomp King is identical to his plebeians. He is comprised entirely of stone and
    he bears an oafish countenance that is characterized by his misaligned eyes and
    sparse teeth. Despite his physical resemblance to ordinary Whomps, the enormous
    Whomp King is much more intimidating simply because of his sheer size.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Whomp's Fortress           |    01    |       During the first mission only |
    WHERE TO FIND: The first mission of Whomp's Fortress, "Chip Off Whomp's Block,"
    is the only one in which this sovereign of cement can be battled. Mario must go
    to the pinnacle of the entire level, which consists of a flattened battleground
    for the fray to take place on. Following the defeat of the Whomp King, the five
    remaining missions add a tower, a wooden plank and a Bill Blaster to this area.
    ATTACK(S): The Whomp King employs the same tactics that a normal Whomp uses. He
    crashes face-first into the ground in an attempt to crush Mario. Since he is so
    much larger than ordinary Whomps, the Whomp King's attack is harder to avoid.
    DAMAGE: 3 Health Units
    HOW TO COMBAT: Just as Mario must Ground Pound normal Whomps to defeat them, he
    must do the same to the Whomp King. There are a couple finer points that should
    be taken into consideration, though. First, a single Butt-stomp is not going to
    be enough to defeat this boss. Second, because this boss is so huge, Mario must
    be even more alert and adroit if he is to avoid getting squashed. The magnitude
    of the Whomp King proves to be disadvantageous for himself, as well. Instead of
    running for his life while the Whomp King crashes to the ground, Mario can just
    run underneath the Whomp King! This strategy allows Mario to jump on the downed
    monolith immediately and connect with a Ground Pound. The Whomp King will stand
    back up following a successful Ground Pound (he will eventually get back to his
    feet regardless even if Mario does not attack) and proceed with the same simple
    tactics. He succumbs to defeat following three successful Butt-stomps.
    REWARD(S): 1 Power Star
    BIOGRAPHY: Besides Super Mario 64, this potentate of all Whomps and Thwomps has
    appeared in just one other video game: Mario Party 3. He was featured in Creepy
    Cavern, wherein he constantly slept on a rock in the middle of a lava river. As
    a result, two of the game board's paths were intermittently blocked, but one at
    at time. Characters could make him turn over (and therefore block another route
    rather than the currently-obstructed path) by landing on nearby ? Spaces. There
    was another option, which involved bringing him whatever item he wanted to make
    him switch his position.
    TRIVIA: None
                                viii. Wiggler [SRCH095]
    DESCRIPTION: Wiggler is a gigantic caterpillar that absolutely despises spoiled
    households. Its elongated body comprises five spherical segments, the fifth and
    largest of which is Wiggler's head (the first four segments are the same size).
    The fact that Wiggler is yellow suggests a cheerful or content disposition, and
    that insinuation is accurate, in spite of the fact that Wiggler is a boss. This
    specific section is designed for a physical synopsis, so the behavioral aspects
    of Wiggler will be described later on. Now then, each of the four inferior body
    segments possesses a pair of orange legs, which have feet that are covered with
    a red shoe. In terms of its countenance, Wiggler bears a serious, aloof, almost
    disillusioned face. This visage consists of a closed mouth (itself ambiguous in
    that it is unclear whether Wiggler is frowning or simply contemplative), a huge
    dark brown nose that is almost as large as a single body segment, and eyes that
    are black and innocuous. In addition, a flower buds from Wiggler's head, sport-
    ing white petals and a yellow center.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Tiny-Huge Island           |    01    |                                ---  |
    WHERE TO FIND: Reaching Wiggler is a moderately convoluted task, made intricate
    by the fact that Tiny-Huge Island exists in two separate dimensions. Mario must
    first enter the level so that the island is miniature. Next, he must Butt-stomp
    the uppermost projection of the island (the knoll containing water) so that the
    water empties out of the hillock. Then, Mario needs to switch to the monumental
    manifestation of the island by entering one of the Warp Pipes strewn throughout
    the level. Finally, Mario must ascend the newly-gargantuan mountain and jump in
    the newly-exposed hole to enter Wiggler's domain.
    ATTACK(S): Wiggler's attack is quite simplistic: it moves about the arena in an
    attempt to ram into Mario. The difficult aspect of this offense is that Wiggler
    is one of the fastest creatures in Super Mario 64.
    DAMAGE: 3 Health Units
    HOW TO COMBAT: This boss battle is considerably idiosyncratic in that it is not
    characterized by a brutish ruffian hellbent on destroying Mario. In reality, it
    involves Mario recklessly flooding a victimized creature's home, prompting that
    creature to become enraged, which is an understandable reaction. Wiggler proves
    that it is a naturally kind being, however, in that it does not even attempt to
    attack Mario after the battle has begun! Wiggler simply wanders around the area
    aimlessly, seemingly distraught over the waterlogged nature of its dwelling but
    reluctant to release that frustration by harming Mario. Nonetheless, once Mario
    jumps on Wiggler's head, its reservation quickly deteriorates. In fact, Wiggler
    will even decry Mario's unabashed wrongdoing following that initial stomp. This
    outcry is then followed by Wiggler charging toward Mario at high speed. At this
    point Mario will be barely able to outrun Wiggler, so it is a good idea to just
    throw caution to the wind and go for a second stomp. Connecting with the second
    stomp enrages Wiggler to an unfathomable degree, and its speed augments to such
    a magnitude that Mario is unable to outrun it! Therefore, the best strategy one
    can implement is to face Wiggler head-on and give it one final stomp. Following
    defeat, Wiggler will shrink and leave behind its Power Star.
    REWARD(S): 1 Power Star
    BIOGRAPHY: Interestingly, Wigglers were introduced to the Marioverse as regular
    enemies, over time transmogrifying into bosses. The Forest of Illusion in Super
    Mario World was the site of their debut. When Mario jumped on a Wiggler, it be-
    came enraged and more aggressive, turning red with increased rapidity. Wigglers
    in Super Mario World were too tough to be defeated with a normal jump; however,
    Yoshi could swallow them and Mario could also defeat them with an Invincibility
    Star or the Cape. In Super Mario RPG: Legend of the Seven Stars, an area called
    the Forest Maze was rife with Wigglers. Uncharacteristically, Super Mario RPG's
    Wigglers possessed six legs rather than eight, despite the fact that the game's
    artwork depicted them with eight legs. Perplexingly, a Hammer Bro. known as Dr.
    Topper asks "How many feet do Wigglers have?" in Bowser's Keep; in spite of the
    fact that one of the available answers is "eight," the correct one is "six."
    Super Mario World 2: Yoshi's Island introduced a bizarre variant that was green
    rather than yellow and covered in fuzz. These aptly-named Fuzzy Wigglers were a
    rare creature, appearing only in Stage 1-2: Surprise!! Fuzzy Wigglers were much
    tougher than ordinary Wigglers; to defeat them, Yoshi had to jump on every body
    segment. Failure to jump directly on a segment (such as jumping in-between seg-
    ments) resulted in Yoshi incurring damage. Following defeat, each Fuzzy Wiggler
    left behind a Melon. Mario & Luigi: Superstar Saga strangely altered the mythos
    of Wigglers by establishing the livid, red form as the normal manifestation. In
    addition, that game depicted the (typical) yellow variety as a feeble state. In
    any event, that odd alteration was a rarity, characteristic only of that parti-
    cular game. Super Mario Sunshine featured an enormous green Wiggler as the boss
    of Gelato Beach. It stomped along the beach like a runaway train and conquering
    it was not simple. Using FLUDD, Mario had to spray a Dune Bud that rapidly grew
    in size to a hill; if Wiggler was close enough, the 'explosion' knocked it over
    and allowed Mario to Butt-stomp the Wiggler's underbelly. Following defeat, the
    Wiggler deteriorated into sand.
    New Super Mario Bros. featured regular Wigglers as well as a diminutive variety
    known as Squigglers, which were likely juvenile versions. Squigglers were found
    only in Level 7-A, wherein they crawled around the perimeter of pipes. Thus, it
    is plausible that Squigglers (and thus Wigglers) are born in pipes. It is worth
    noting (if merely for the interest) that no points were given if Mario defeated
    a Squiggler by jumping on it; however, Mario could earn points by Ground Pound-
    ing Squigglers. Wigglers returned to their classic mechanics with the advent of
    Super Mario Galaxy. Ground Pounding near a Wiggler caused it to tip over; after
    righting itself, the Wiggler turned red and chased Mario. The Wigglers featured
    in Super Mario Galaxy made noises reminiscent of a locomotive while irate. This
    is a likely homage to the giant Wiggler that appeared in Super Mario Sunshine.
    Wigglers have appeared in several spin-off series, as well. For instance, Mario
    Party DS includes a game board named Wiggler's Garden. In the Mushroom City and
    Mushroom Bridge courses in Mario Kart: Double Dash!!, a train that is uncannily
    reminiscent of the Wiggler in Super Mario Sunshine appears. Other sports titles
    that feature Wigglers include Mario Power Tennis and Mario Super Sluggers.
    TRIVIA: - In Super Mario World, angering a Wiggler caused it to lose the flower
            budding from its head. This trait has not been utilized in games since,
            with the exception of New Super Mario Bros.
            - The specific evolution of a Wiggler is as follows: it is brought into
            the world as a Squiggler, the larval form. In time, the Squiggler grows
            into an adult Wiggler. Eventually, the Wiggler itself undergoes classic
            metamorphosis and transforms into a Wiggler Fly (or Flutter).
            - World 7-3 in New Super Mario Bros. is significant for taking place on
            a colossal Wiggler that is composed of twenty-eight body segments; this
            includes its head. That Wiggler is easily the largest one to date.
            - Wiggler is the only character in Super Mario 64 that is referenced by
            name in two consecutive missions. Also, excluding "Board Bowser's Sub,"
            "Wiggler's Red Coins" is the only time a particular mission's title re-
            fers to a character without directly involving that character.
                                  ix. Bowser [SRCH096]
    DESCRIPTION: Bowser, officially recognized as the King of the Koopas, is a huge
    Koopa with intimidating physical and behavioral characteristics. This malicious
    despot is Mario's archrival, and the extensive rivalry between the two has been
    waged for decades. Due to Bowser's mastery of black magic and status as king of
    the Koopa Troop, his corporeal attributes are amplified to a great degree. This
    physical augmentation results in Bowser bearing a mild resemblance to his Koopa
    Troopa brethren. Indeed, Bowser appears to be an amalgamation of a Koopa Troopa
    and a dragon or dinosaur, as evidenced by some of his incredible powers. Bowser
    possesses a disposition as menacing as his appearance. His strong determination
    to take over the Mushroom Kingdom is indomitable, and he often kidnaps Princess
    Peach to see his plans of absolute power come to fruition. However, Mario never
    wastes time waiting for Bowser's cruel ambitions to culminate in a totalitarian
    Mushroom Kingdom. The King of the Koopas is thwarted time and time again by the
    modest plumber who proves to be the bane of his existence.
    Bowser, as stated in the preceding paragraph, is a monstrous Koopa. His massive
    shell is green and covered with nine sharp spikes, immediately establishing him
    as a anomalous Koopa. His tail and limbs are yellowish-orange and scaly. Bowser
    possesses four razor-sharp claws on each hand, though he does not use them as a
    weapon in the game, and three larger claws on each foot to support his enormous
    weight. Bowser's head is quite large (to such an extent that Mario could easily
    fit inside his mouth) and covered with a Mohawk of orange-red hair. In addition
    to his fiery hair, Bowser possesses two bull-like horns that are similar to the
    horns of a Bully, but much larger. These traits magnify Bowser's already wicked
    countenance; his face is green and covered with scales. His scrunched, reddish-
    orange eyebrows indicate malevolence and his eyes exhibit red irises; the maxim
    that "the eyes are the windows to the soul" can be applied to Bowser's infernal
    spiritual windows to represent his hellish demeanor. His snout is flesh-colored
    (as is his belly) and comprises both Bowser's nostrils and gaping maw. Although
    they are difficult to notice, six sharp fangs line Bowser's mouth. Finally, the
    King of the Koopas completes his formidable look by wearing blue, tight collars
    around his biceps, forearms and neck. These studded collars are apparently used
    to authenticate Bowser's impressive strength.
    |                        COMPREHENSIVE LEVEL INVENTORY                        |
    | Level(s)                   | Quantity |                               Notes |
    | Bowser in the Dark World   |    01    |                                ---  |
    | Bowser in the Fire Sea     |    01    |                                ---  |
    | Bowser in the Sky          |    01    |                                ---  |
    WHERE TO FIND: Reaching Bowser in each of his stages is straightforward, due in
    no small part to the fact that each of the levels is a side-scroller. Thus, the
    uncertainty that presents itself in the main stages is nonexistent, since Mario
    has no choice but to follow the suspended platforms and obstacles until getting
    to the end. Each of the stages terminates at a Warp Pipe that Mario must hop in
    to commence the respective battle with Bowser. Therefore, the dubiety that most
    often occurs within a level instead manifests itself within the overworld; that
    is, finding Bowser after accessing one of his levels is simple, but finding the
    entrance to each specific level is somewhat challenging. The entrance to Bowser
    in the Dark World is located in the hallway that can be accessed via the double
    door on the left side of the upper echelon of the castle's lobby. The door will
    not open until Mario has attained eight Power Stars. Bowser in the Dark World's
    entrance is unique in that it consists of a trapdoor in the floor. The entrance
    to Bowser in the Fire Sea is situated behind the wall of water that acts as the
    entrance to Dire, Dire Docks. After gaining the "Board Bowser's Sub" Power Star
    in Dire, Dire Docks, the wall of water regresses, revealing the entrance to the
    second Bowser level. Bowser in the Sky can be accessed via a double door in the
    uppermost room of the castle. However, Mario can only access the level after he
    has amassed at least seventy Power Stars.
    ATTACK(S): No boss other than Eyerok comes close to matching Bowser's extensive
    repertoire of attacks. The fact alone that Bowser possesses varied maneuvers is
    proof that battles with him are more complicated than other boss battles. Since
    many of Bowser's moves are utilized only during specific encounters, however, a
    wide-reaching strategy to use against him is difficult to establish. Before one
    can hope to conjure an approach, one must study all of Bowser's attacks. All in
    all, Bowser has eleven distinct moves at his disposal. For the sake of ease and
    continuity, each move has been categorized into one of three groups. Each group
    and its pertinent constituents are described below. Note that the moves in each
    group are not alphabetized, but listed in order of appearance.
     --> PHYSICAL ATTACKS: This group comprises moves that are generally long-range
     attacks. Therefore, Mario has a greater chance of avoiding them, although some
     are difficult to circumvent for some reason or another.
            --> SHOCKWAVE: Bowser leaps high above the battleground before slamming
            into the arena with tremendous force. If Mario is grounded while Bowser
            utilizes this move, he will be temporarily frozen in place by the sheer
            power of the reverberations. This period of immobility lasts for two or
            so seconds. Nevertheless, this maneuver has no effect on Mario if he is
            airborne when Bowser slams the ground. In addition to being used as one
            of his main attacks, Bowser utilizes Shockwave each time he gets tossed
            off the arena, levitating back up to the stage and slamming the ground.
            In the latter case, sometimes he will perform this move twice in a row.
            --> LEVEL(S): Bowser in the Dark World
            --> CHARGE: Bowser uses this attack primarily when there is quite a bit
            of distance between him Mario; it is dually advantageous in that Bowser
            can use it to cover the distance while employing an offensive move. The
            attack commences with Bowser changing his stance in preparation for the
            charge. He then runs toward Mario at full speed in an attempt to simply
            run him over. Evading the attack is somewhat difficult since Bowser can
            change direction while charging. Remaining on guard throughout the time
            Bowser is stampeding toward Mario is a must.
            --> LEVEL(S): Bowser in the Fire Sea, Bowser in the Sky
            --> TELEPORTATION: This maneuver is arguably the most representative of
            Bowser's magical powers. Teleportation is both a long range and a short
            range attack. It consists of Bowser disappearing completely (except for
            his shadow) and reappearing at another location. Typically, Bowser will
            rematerialize behind Mario. In spite of the fact that one can determine
            where Bowser will reappear based on the position of his shadow, this is
            a particularly unnerving move. Teleportation is especially demoralizing
            when Bowser utilizes it from afar, because it invokes a feeling of pure
            helplessness. Nevertheless, the move itself is not very dangerous; when
            Bowser uses it, he rarely attacks immediately after rematerializing be-
            hind Mario. In essence, this move is principally used as a mind game.
            --> LEVEL(S): Bowser in the Fire Sea
            --> ELECTRIC SHOCKWAVE: This enhanced version of the Shockwave maneuver
            is saved for the final battle with the King of the Koopas. The maneuver
            begins with Bowser leaping high above the arena. Bowser then slams into
            the ground with such startling force that the impact actually generates
            two concentric rings of electricity. The circles radiate outward at the
            same rate, weakening at a steady pace. In fact, the electrifying haloes
            are still visible a few moments after the attack commences, but by that
            point they are so diluted that Mario can simply stand on the ground and
            not be affected by them. However, if Mario is within a close range when
            Bowser uses this move, he must jump over both rings to avoid getting an
            unprescribed dosage of electroshock therapy.
            --> LEVEL(S): Bowser in the Sky
     --> FIRE-BASED ATTACKS: This group consists of incendiary attacks that are all
     close-range assaults. Because Bowser utilizes these conflagrative attacks only
     when Mario is within a certain propinquity, avoiding them can be problematic.
            --> FLAMETHROWER: Bowser emits a stream of fire from his mouth. Several
            of the flames converge and settle on the ground, forming a blaze. There
            are also a few embers that rise into the air before falling back to the
            arena, settling on the ground in sporadic locations. This conflagration
            eventually dissipates, at which point it sometimes proves to be helpful
            to Mario; some of the flames may leave behind a gold coin as a vestige.
            Mario must collect the coins quickly before they disappear.
            --> LEVEL(S): Bowser in the Dark World, Bowser in the Sky
            --> FLAME: This simple but effective move involves Bowser breathing out
            a single flame. This is indisputably Bowser's most unassuming move, but
            that modest nature can inveigle Mario. The flame Bowser emits possesses
            homing capabilities, which can easily throw Mario off his game. Because
            Mario must be close to Bowser for this attack to be used, circumventing
            the attack can be rather difficult. The aphorism that "it is the little
            things that count" certainly applies to Bowser's Flame technique.
            --> LEVEL(S): Bowser in the Fire Sea, Bowser in the Sky
            --> TRIPLE FLAME: This attack is often overlooked, likely because it is
            not employed by Bowser until Mario's Power Meter is reduced to just two
            Health Units. Therefore, Triple Flame reflects both an enhanced version
            of the normal Flame technique, and Bowser's ever-increasing indignation
            that seems to swell the closer he gets to absolute victory. This attack
            consists of Bowser emitting three single flames at once; all three home
            in on Mario. Essentially, it is thrice as dangerous as the Flame move.
            --> LEVEL(S): Bowser in the Fire Sea, Bowser in the Sky
            --> INFERNO: If the nomenclature is not clear enough, this attack is an
            awe-inspiring maelstrom of fire. Bowser saves this extraordinary attack
            for the final battle with Mario. It begins with Bowser exhaling a surge
            of flames. The disparity between this move and Flamethrower, though, is
            that Bowser breathes the fire into the air rather than toward Mario. As
            a result, the countless flames eratically settle to the arena. The move
            does not end there, however. Each time Inferno is used, two blue flames
            appear in the airborne conflagration. These, like the seemingly endless
    	red flames, eventually fall to the stage. Nevertheless, instead of just
            remaining in one spot and slowly dissipating, each blue flame separates
            into a trio of blue fireballs upon touching the stage. Finally, each of
            the fireballs bounces across the battlefield until reaching the edge of
            the arena, at which point they disappear. The fireballs will also peter
            out if they come into contact with Bowser. The sheer number of infernal
            constituents of this attack makes it quite deadly and hard to evade. In
            a fortunate turn of events for Mario, however, some of the flames leave
            behind a coin after dissipating, much like the Flamethrower attack.
            --> LEVEL(S): Bowser in the Sky
     --> STAGE-ALTERING ATTACKS: This category comprises attacks that are debatably
     the most intimidating moves in Bowser's whole arsenal. The preconceived notion
     that platforms, as well as solid ground, are unalterable fixtures of a game is
     one of the motivating factors behind this category's formidability. Witnessing
     Bowser affect or even destroy the seemingly indestructible arena is a powerful
     sight to behold. It is only fitting that the King of the Koopas, the paramount
     adversary in Super Mario 64, is capable of shattering the player's conceptions
     about the unchangeable facets of a video game. These attacks incite a visceral
     response from the player that adds an aura of grandiosity to the battle.
            --> STAGE TILT: Bowser leaps into the air before slamming down onto the
            arena with such unfathomable velocity and might that the stage actually
            tips over. The forty-five degree angle of the tilting battlefield makes
            it nigh impossible for Mario to remain in one spot, though Bowser is so
            burly that he can remain still and not be affected. This attack is used
            during the second battle with Bowser; he uses the move immediately when
            the fight begins as a shock tactic. Bowser also utilizes the impressive
            attack when Mario tosses him out of the arena. In addition, Bowser will
            sometimes utilize Stage Tilt as a standalone attack, although this is a
            fairly uncommon occurrence.
            --> LEVEL(S): Bowser in the Fire Sea
            --> DESTRUCTION: This imposing attack is not used until the last battle
            with Bowser. When Mario throws Bowser off the battlefield, but not into
            a bomb, Bowser levitates back up and slams the ground, often generating
            Electric Shockwaves. Sometimes, however, Bowser will slam the ground so
            strongly that a chunk of the battlefield actually detaches. In order to
            avoid falling down with the broken-off section, Bowser jumps once again
            to land on solid ground, thereby utilizing the Electric Shockwave move.
            The consequences of this destructive attack are obvious: with the stage
            reduced, there is less room for Mario to avoid Bowser. In addition, the
            diminution of the battlefield means there is a greater distance betwixt
            Mario and one or more of the bombs surrounding the area, making it more
            difficult to toss Bowser into them.
            --> LEVEL(S): Bowser in the Sky
            --> DEVASTATION: This is Bowser's grandest attack and last resort, used
            only at the climax of the last battle. After tossing Bowser into two of
            the surrounding bombs, the King of the Koopas becomes visibly irate and
            almost unable to control his ire. In a last-ditch effort to trounce his
            nemesis, Bowser summons all his black magic to destroy the battleground
            itself! Ultimately, this attack is the same as the Destruction move but
            much more annihilative. Several chunks of the arena detach, and the end
            result is that the remaining battlefield takes the shape of a star. The
            symbolism aside, Devastation makes it much harder to toss Bowser into a
            bomb, because the distance between Mario and any of the bombs becomes a
            lot greater.
            --> LEVEL(S): Bowser in the Sky
    DAMAGE: Five of Bowser's attacks do not cause direct damage; instead, they tend
    to make the battle more difficult for Mario. These attacks are Shockwave, Tele-
    portation, Stage Tilt, Destruction, and Devastation. All four of Bowser's fire-
    based attacks (Flamethrower, Flame, Triple Flame, and Inferno) result in a loss
    of three Health Units each time Mario gets scorched. Bowser's remaining attacks
    are Charge and Electric Shockwave. The former removes two Health Units from the
    Power Meter, while the latter eliminates one Health Unit per electric ring. The
    damage incurred simply by touching Bowser is two Health Units. Finally, despite
    the fact that this practically never occurs, jumping into one of the bombs that
    surround the stage results in a loss of two Health Units.
    HOW TO COMBAT: In spite of the fact that there is only one method Mario can use
    to injure Bowser, establishing a universal strategy to implement is inefficient
    due to the differences between each of the three battles. These disparities in-
    clude both Bowser's specific repertoire for each fight and the minutiae of each
    battle, such as the characteristics of the battlefields, mind games that Bowser
    may utilize, and more. Nevertheless, there is one single approach that Mario is
    forced to take in order to defeat Bowser; the maneuvers one uses to execute the
    approach rely on one's volition. Each of the arenas is surrounded by bombs; the
    first two battles (Bowser in the Dark World and Bowser in the Fire Sea) include
    four bombs positioned around the arena, whereas Bowser in the Sky features five
    bombs, as a result of Bowser's increased durability. Tossing Bowser into a bomb
    is the only way to harm him. This is done by running behind Bowser and pressing
    the B Button to pick him up by the tail, in a manner analogous to how Mario was
    able to hoist the Big Bob-omb. Next, Mario must spin Bowser around in countless
    circles over and over to gain centrifugal momentum. This is accomplished by ro-
    tating the Analog Stick around and around. Then, Mario must let go of Bowser to
    chuck the King of the Koopas to kingdom come. Mario must be fairly accurate, or
    otherwise Bowser will not collide with any of the bombs.
    Bowser in the Dark World and Bowser in the Fire Sea are relatively easy battles
    because Bowser will be defeated after hitting a single bomb. However, Bowser in
    the Sky is a much more convoluted battle, primarily because Bowser must collide
    with a total of three bombs before succumbing to defeat. This resiliency is one
    of the contributing factors to the ever-increasing difficulty of the fights one
    must engage in with Bowser. There are a couple other factors, as well. The fact
    that Bowser introduces brand new attacks during each battle can easily confound
    the player. Additionally, Bowser is too intelligent to simply let Mario get be-
    hind him; he turns around to prevent this from happening. However, in Bowser in
    the Dark World's boss battle, Bowser turns around very slowly. Therefore, it is
    considerably easy to defeat him. Nevertheless, in the second and third battles,
    Bowser's turning speed increases significantly. To get behind Bowser during the
    final battle, Mario must be nimble, and the player must be adroit.
    REWARD(S): There are a few rewards attainable through fighting Bowser. The most
    pertinent in terms of warfare itself is the fact that the Flamethrower move and
    the Inferno attack both often yield a few coins for Mario to pick up. These are
    a godsend if Mario loses any health. The other rewards are obtained via beating
    Bowser. Following the Bowser in the Dark World fight, Mario is given the key to
    the castle's basement. Defeating Bowser in the second battle results in the key
    to the castle's upper floor being awarded to Mario. Finally, conquering Mario's
    nemesis in the third and final battle engenders a huge Power Star. Grabbing the
    star is necessary to end the game, though it is not added to the official Power
    Star total. Still, countless fans refer to it as the "121st star."
    BIOGRAPHY: Bowser has been such a prominent fixture in the Mario series that to
    state that his existence is as extensive and grand as Mario's is axiomatic. The
    legendary Super Mario Bros. introduced Bowser as a power-hungry tyrant obsessed
    with seizing control of the Mushroom Kingdom. The sinister Koopa used his black
    magic to transmogrify the inhabitants and defenders of the kingdom into objects
    such as blocks. Bowser then kidnapped Princess Peach, the ruler of the Mushroom
    Kingdom and the only individual capable of stopping Bowser's plan (or so it was
    thought). Bowser also abducted seven of Peach's Mushroom Retainers, sealing all
    of them in separate castles, imprisoning Peach in an eighth castle. To solidify
    his scheme even more, Bowser used his ethereal powers to transform seven of his
    underlings into clones of himself, known as False Bowsers. Each of these clones
    was sent to guard one of the seven castles housing the Mushroom Retainers. With
    such a firm grasp on the entire kingdom, it seemed that the iniquitous lord had
    achieved victory. However, a pair of plucky plumbers embarked on a quest to rid
    the Mushroom Kingdom of Bowser and his totalitarian actions.
    The heroic brothers scoured the lands, liberating the conquered castles to free
    all of the imprisoned Mushroom Retainers. Upon arriving at the eighth and final
    castle, the brothers had to navigate a labyrinthine interior before confronting
    the sinister King of the Koopas himself. Bowser used his seemingly interminable
    supply of hammers and his fire breath to attempt to fend off the intruders, but
    to no avail. Mario and Luigi dodged the attacks and used an axe to cut down the
    bridge on which Bowser was standing, sending him plummeting into a sea of lava.
    Thanks to the noble plumbers, the Mushroom Kindgom was saved and Princess Peach
    was rescued. Nevertheless, Bowser somehow survived his apparent demise and soon
    embarked on a second mission to take over the kingdom. This occurred during the
    events of Super Mario Bros.: The Lost Levels (Super Mario Bros. 2 in Japan). To
    ensure that his plan would not fail as it had before, Bowser enlisted many more
    formidable soldiers to his Koopa Troop. For instance, rather than utilizing the
    frail Goombas as the primary soldiers, Bowser largely replaced them with one of
    the most durable soldiers in the entire army, the Buzzy Beetle. With a powerful
    army to do his bidding, Bowser once again imprisoned the princess, along with a
    septuplet of her Mushroom Retainers. In spite of his clever ploy, Bowser's firm
    grasp on the kingdom was once again loosened by the Mario brothers.
    The war against the Koopa Troop was seemingly over. However, Bowser returned in
    Super Mario Bros. 3, this time with a plan to conquer the entire Mushroom World
    rather than the Mushroom Kingdom (how Bowser survived plummeting into a pool of
    lava not once, but twice, is unknown). Perhaps due to the game's more universal
    plot, that of course being world domination, something major needed to be added
    to Bowser's character. The solution was remarkable: the game introduced the so-
    called Koopalings, Bowser's seven children. Each Koopaling was sent to overtake
    one of the Mushroom World's lands, turning each of the land's kings into a mere
    animal. Bowser oversaw the operation from his base in Dark Land. The unofficial
    protectors of the Mushroom Kingdom, the Mario brothers, quickly set out to free
    each of the seized land's from the Koopalings' hold. Throughout the arduous and
    epic journey, Mario and Luigi received helpful letters from Princess Peach. The
    brothers eventually liberated the seventh and final land, and with all seven of
    his children defeated, Bowser took drastic measures. He abducted Peach and sent
    the brothers a letter informing them of his deed. The brothers bravely traveled
    to Dark Land, Bowser's ominous center of operations. After evading the enormous
    battalion of tanks and airships, Mario and Luigi finally confronted Bowser. The
    malicious tyrant tried his best to trounce his adversaries, but he was defeated
    once again. Princess Peach was rescued and the Mushroom World lived in peace.
    Bowser, along with his Koopalings, returned in Super Mario World. Peach and the
    Mario brothers traveled to an area of the Mushroom World known as Dinosaur Land
    for a vacation. Upon arriving, Mario and Luigi decided to fly around a bit just
    for fun, via special feathers that gave them capes. The brothers were oblivious
    to the fact that there was an evil in the land; Bowser hurriedly took advantage
    of the brothers' absence and kidnapped the princess yet again, along with a few
    Yoshis, an indigenous species. Bowser encapsulated each of the Yoshis in an egg
    and gave one to each of his Koopalings, who guarded them in castles located all
    around the land. Bowser himself remained in a secluded area known as the Valley
    of Bowser. When Mario and Luigi returned, they realized that Peach was missing,
    and immediately embarked on a quest to find her.
    Throughout the journey, a very friendly Yoshi (eponymously named 'Yoshi') aided
    the brothers as they traversed the land. Mario and Luigi successfully conquered
    the Koopalings, and thus they freed all the imprisoned Yoshis. After uncovering
    the secret location of the Valley of Bowser, the brothers eventually arrived at
    the imposing fortress in which Bowser resided. The battle with Bowser was quite
    intense and unique; the King of the Koopas battled Mario and Luigi while flying
    in his Koopa Clown Car. Bowser tossed Mecha Koopas and Big Steelies down at the
    heroes, but that backfired since Mario and Luigi could disable the Mecha Koopas
    and use them as weapons against Bowser himself. Peach, who was held captive in-
    side the Koopa Clown Car, occasionally tossed the brothers a Mushroom to assist
    them in their struggle. Bowser was ultimately defeated, his malfunctioning con-
    traption spiraling out of control into the distance, but not before Peach could
    jump out to reunite with Mario and Luigi. Dinosaur Land was saved and the Koopa
    Troop's leader once again suffered defeat at the hands of Mario and Luigi.
    Bowser's malice proved to be less than unconditional during the events of Super
    Mario RPG: Legend of the Seven Stars. In fact, the King of the Koopas formed an
    astonishing alliance with Mario himself! However, this unanticipated union came
    after yet another battle between Mario and Bowser. Princess Peach had been over
    Mario's house picking flowers when Bowser decided to kidnap her. Mario heard an
    alarmed shriek and pursued Peach and her abductor to Bowser's Keep. The enemies
    battled one another on chandeliers in Bowser's throne room. Bowser seemed to be
    unstoppable, but Peach gave Mario valuable advice: attack the Kinklink support-
    ing Bowser's chandelier. Mario did so and Bowser plummeted to the ground. While
    falling, however, Bowser threw some hammers at Mario's Kinklink in desperation.
    The attack succeeded but ultimate success was impalpable, since Mario jumped on
    Bowser to get to Peach. Following the conclusion of the battle, Bowser's castle
    began to quiver. A gargantuan sword named Exor crashed into the stronghold. The
    princess, Mario, and Bowser were all sent flying in random directions. Exor was
    a portal allowing a diabolical being named Smithy to travel through dimensions.
    Smithy and his gang desired to take over the Mushroom World, so Bowser's castle
    was seized and established as the secondary headquarters. Therefore, Bowser was
    forced to unite with Mario for the sake of reclaiming his castle. The coalition
    eventually liberated Bowser's stronghold from Exor's grasp. Bowser continued to
    assist Mario and company, however. Geno (one of the characters) postulated that
    Bowser's reason was because his castle would not be completely secure until the
    leader of the interdimensional intruders, Smithy, was defeated. Bowser insisted
    that the continued assistance was because Smithy had insulted him. The unlikely
    alliance ultimately succeeded in ridding the Mushroom World of Smithy's sin and
    wrongdoing. Mario and Peach returned to their normal lives, and Bowser repaired
    his castle with the help of his cronies. Bowser returned to his iniquitous ways
    in Super Mario 64. The plot was much more personal, however, since Bowser stole
    the Power Stars guarding the castle and actually imprisoned the princess within
    her own fortress! Mario, of course, defeated Bowser once more and liberated the
    castle from the clutches of the mighty Koopa. Peach expressed her gratitude for
    Mario's deeds by baking a delicious cake just for him.
    Bowser's obstinacy was further showcased in Super Mario Sunshine. His evil ways
    were also exhibited to a considerable degree, since he used his own son (Bowser
    Jr.) to assist him in his scheme. Mario and the princess decided to take a nice
    vacation in Isle Delfino. Bowser, upon becoming privy to their plan, decided to
    convince Bowser Jr. that Peach is his mother and that Mario is the wicked crook
    who stole her. Bowser Jr. assumed the guise of Shadow Mario and spread graffiti
    all over Isle Delfino, framing Mario. As a result, Mario was ordered to tidy up
    the island. During the intense cleaning, Bowser Jr. kidnapped Peach. Mario went
    about purging the island of graffiti whilst tracking down Peach. The conclusion
    of the game took place atop Corona Mountain, where Bowser was relaxing in a big
    Jacuzzi filled with green slime, accompanied by Bowser Jr. and Peach. Mario was
    attacked with streams of fire from Bowser and Bullet Bills from Bowser Jr. Even
    the father and son alliance was not enough to defeat Mario, who used his highly
    versatile water pump (FLUDD) to launch himself in the air and connect with huge
    Ground Pounds on the hot tub. The Jacuzzi capsized and its inhabitants were all
    sent flying down toward Isle Delfino. Mario crashed into some sand near Delfino
    Plaza, while Peach descended slowly using her parasol. Bowser and his son wound
    up on an island near Isle Delfino. Bowser Jr.'s revelation that he was aware of
    the fact that Peach was not his mother shocked Bowser. Nonetheless, he informed
    his father that he could not wait to pursue Mario again, delighting his father.
    Bowser learned to regret his endless abductions of royalty during the events of
    Super Princess Peach. The King of the Koopas established his so-called Bowser's
    Villa on Vibe Island. His troops discovered the Vibe Scepter, a mystic and very
    powerful wand capable of amplifying an individual's emotions to an unfathomable
    degree. While Peach was walking around her castle grounds, Bowser's Koopa Troop
    stormed the castle and captured Toad, Mario and Luigi via the power of the Vibe
    Scepter. Peach embarked on a mission to rescue her friends, eventually arriving
    at Bowser's Villa. There, she was forced to battle the Army Hammer Bro., one of
    Bowser's chief generals. Peach successfully defeated him and went on to trounce
    Bowser himself. Following the battle, Bowser used the Vibe Scepter to make him-
    self grow to monstrous proportions. Nevertheless, Peach once again defeated him
    and rescued Mario and friends.
    Nostalgia was implemented in full swing in New Super Mario Bros. Bowser and his
    son concocted a scheme to kidnap Princess Peach yet again. The plan was simple:
    they sent a thundercloud to Peach's castle to strike it with lightning. Curious
    about the incident, Mario went to investigate. Bowser Jr. took advantage of the
    absence of Mario and abducted the princess. Mario hastily chased after the evil
    youngster. Interestingly, Bowser himself was the boss of the first world. Mario
    defeated him in a manner similar to the original Super Mario Bros.: Bowser fell
    into a sea of Lava. Incomprehensibly, Bowser transmogrified into an undead form
    of himself, analogous to a large Dry Bones. This "Dry Bowser" reappeared at the
    end of the game as the penultimate boss. Mario defeats him again by sending him
    plummeting down a pit. Bowser Jr. locates his father's bones and revives him by
    placing them in a cauldron filled with a magic potion. In addition to returning
    to his secular manifestation, Bowser grew to three times his normal size. Mario
    ultimately had to face both Bowser and his son. He emerged victorious yet again
    by sending his two adversaries down another pit.
    Bowser's roles in the Paper Mario series have been significant, to say the very
    least. During the events of Paper Mario, Bowser invaded Star Haven and pilfered
    the Star Rod, a powerful scepter capable of granting any wish its possessor may
    have. Using his newly-acquired weapon, Bowser imprisoned the seven Star Spirits
    in cards and sent them to several fortifications throughout the kingdom. Bowser
    attacked Peach's castle the following day during a party; he hoisted the castle
    in the sky by using his own floating fortress. Mario and Bowser began to battle
    one another, but with the power of the Star Rod, Bowser was invulnerable and he
    finally vanquished his nemesis. Bowser tossed Mario's body down to the Mushroom
    Kingdom, believing him to be dead, and then sealed the party guests in dungeons
    in his fortress. Peach was put under surveillance in her own castle, and Bowser
    wreaked havoc on the Mushroom Kingdom. Every sector of the kingdom suffered the
    wrath of Bowser, tormented by his malevolent troops. Because Bowser had filched
    the Star Rod and kidnapped the Star Spirits, no Star Kids could access the Star
    Haven. Mario and some allies liberated the Star Spirits, ameliorating the sorry
    state of the Mushroom Kingdom. Nevertheless, Bowser still held the Star Rod, so
    the heroes' victory was practically insignificant.
    Mario confronted Bowser for one last battle. Kammy Koopa, second-in-command for
    Bowser, used her evil magic to construct the Power Platform, a deplorable arena
    that enhanced Bowser's size and power, making him indestructible. When the Star
    Spirits used their Star Beam move, so powerful it could negate the power of the
    Star Rod, it was shockingly ineffective. However, Peach's friend Twink (himself
    a Star Kid) granted Peach's wish that Mario's strength would increase. The Star
    Beam thus upgraded into the Peach Beam, and this enhancement allowed the attack
    to counteract the power of the Star Rod. Thus, Bowser's imperviousness vanished
    and Mario was finally able to defeat his archrival. The Star Spirits reacquired
    the Star Rod, Peach's castle returned to its normal condition, and peace made a
    long-awaited return to both the Star Haven and the Mushroom Kingdom.
    Bowser's role was diminished in Paper Mario: The Thousand-Year Door. He learned
    through Kammy Koopa that someone had abducted Princess Peach. Refusing to allow
    such a deed, Bowser decided to rescue Peach and then kidnap her himself. Bowser
    scoured the lands for the seven Crystal Stars, which would permit him to unlock
    the Thousand-Year Door and get to Peach. However, Bowser was unable to catch up
    to Mario, and ultimately failed to collect any of the Crystal Stars. Eventually
    he does manage to catch up to Mario, and the two enemies do battle in the Glitz
    Pit. Mario defeats Bowser and goes about his journey. Later in the game, Bowser
    appears in Twilight Town. He interrogates Lord Crump, a high-ranking X-Naut, in
    reference to the location of the Crystal Stars. Lord Crump and his army prepare
    to battle the King of the Koopas. Kammy Koopa summons the Koopa Troop, and both
    armies get ready for war. The X-Nauts attempted to use the Superbombomb against
    Bower's army, but the weapon malfunctioned. However, Bowser's fire breath deto-
    nated it, and both leaders' militia were forced to withdraw. Later, after Mario
    opened the Thousand-Year Door, Bowser and Kammy Koopa infiltrated the Palace of
    Shadow to seize Peach. Meanwhile, Sir Grodus (the leader of the X-Nauts) fought
    Mario and lost. He then threatened to murder Princess Peach, but Bowser crashed
    through the ceiling unintentionally, landing on Sir Grodus. Mario fought Bowser
    and Kammy Koopa, defeating them, which allowed Sir Grodus to escape.
    Super Paper Mario utilized Bowser as an anti-hero, in a similar manner to Super
    Mario RPG: Legend of the Seven Stars. The game began with Mario and his brother
    realizing that Peach was missing. Assuming that Bowser was responsible, the two
    traveled to his castle. The accusations took Bowser by surprise; he admitted to
    planning to kidnap Peach, but insisted that he was not yet ready to do so. With
    the King of the Koopas and the Mario brothers engaged in conversation, a creepy
    figure known as Count Bleck (whose real name is Lord Blumiere) kidnapped Luigi,
    Peach, Bowser and Bowser's soldiers. Mario was left unconscious inside Bowser's
    castle. Count Bleck forced Bowser and Peach to wed, because this would open The
    Void, an interdimensional fissure that could eventually consume and destroy the
    entire universe. Bowser, however, was unaware of this furtive agenda. Following
    the unholy matrimony, Bowser was removed from Count Bleck's castle. Upon waking
    up in a field, Bowser established a fortification with his minions, reinforcing
    the stronghold by dispersing his militia throughout the area.
    Bowser eventually crossed paths with Mario and Peach. He decided to fight Mario
    but soon suffered defeat. Bowser was then obliged to listen to the princess and
    Mario. The conversation allowed Bowser to realize the true reason Lord Blumiere
    had forced a marriage between Peach and the leader of the Koopa Troop. At first
    hesitant to join Mario and company, Bowser experienced an epiphany: taking over
    the world would be impossible if Count Bleck succeeded in destroying it. Bowser
    finally aligned himself with the heroes for the common goal of conquering Count
    Bleck. At the end of the game, Bowser witnessed the wedlock between Count Bleck
    and Tippi, a Pixl, which put an end to The Void, allowing normalcy to return to
    the Mushroom Kingdom. Perhaps it is fitting that Bowser morphed from a sinister
    lord to an evil (but not irrationally so) character in the Paper Mario trilogy.
    This helps corroborate Nintendo's extensive insinuation that Bowser is possibly
    just misunderstood, and not as unequivocally wicked as once thought.
    If there was ever any doubt that Bowser has an insatiable appetite for absolute
    power, Super Mario Galaxy disintegrated that uncertainty. Instead of attempting
    to enslave the Mushroom Kingdom, Bowser concocted a plan to dominate the entire
    universe! The sequence of events began when the Mushroom Kingdom was throwing a
    parade in celebration of a passing comet; the comet approaches the planet every
    one hundred years and distributes star bits to the kingdom. Taking advantage of
    the distraction, Bowser attacked Toad Town (the Mushroom Kingdom's capital, lo-
    cated around the princess's castle) and left it in shambles. Bowser invited the
    princess to witness the creation of his brand new galaxy, displaying the powers
    he had acquired, including conducting electricity. Bowser summoned a prodigious
    spacecraft that incised a border around the castle. Bowser's flotilla of troops
    attached chains to the loosened earth, hoisting the entire castle into the deep
    vastness of space! Mario, who was still on the tattered drawbridge, desperately
    tried to help the princess. However, a Magikoopa cast a spell on Mario, sending
    him to a far-away galaxy. Meanwhile, Bowser converted the castle into his nerve
    center, using it to bear the portal to his galaxy.
    The comet that passed by the planet was actually an observatory belonging to an
    original character named Princess Rosalina. Bowser infiltrated this observatory
    prior to the events of the game, stealing its Power Stars and Grand Stars. This
    is what gave Bowser his new, otherworldly powers. With so much authority in his
    grasp, Bowser went about conquering several galaxies. His massive army, heinous
    son, and cosmic abilities proved too much for some galaxies to withstand. Mario
    traveled from planet to planet, but it seemed as though Bowser's plan was going
    to come to fruition. Bowser constructed several devices to make his goal of es-
    tablishing a galactic empire a reality. These devices, powered by the legendary
    Grand Stars, included: a space station that supplied fuel to Bowser's fleet; an
    impressive star reactor that amplified the power of the Grand Stars and shifted
    that power to Bowser; and a dark matter plant that generated rips in the space-
    time continuum. Notwithstanding these contraptions, Mario continued to defy the
    ubiquitous forces, eventually gaining two critical victories over Bowser. Mario
    had not achieved ultimate victory, however. In fact, the third and final battle
    with Bowser took place amidst Bowser's near-completed galaxy.
    During the epic confrontation between Mario and Bowser, Peach was held prisoner
    by Bowser Jr. while the two bitter rivals battled from planet to planet. Bowser
    utilized a variety of attacks, but Mario managed to remain one step ahead. Both
    combatants fell closer and closer toward the sun of Bowser's galaxy, until they
    actually entered it (the sun was hollow). The crux of the battle therefore took
    place on Bowser's Galaxy Reactor. Mario finally defeated his adversary, causing
    Bowser to fall into the fiery construct of his own sun. The last Grand Star was
    freed from the Galaxy Reactor, causing it to malfunction. Bowser's sun began to
    collapse in on itself. Mario escaped via the Grand Star and rescued the hapless
    princess. Bowser Jr. fell into his father's sun after his airship lost control.
    Miraculously, Bowser was seen to have survived, but he was unfathomably injured
    and completely disillusioned. The sun exploded into an enormous black hole that
    swallowed the rest of Bowser's galaxy. The black hole then began to suck up the
    rest of the universe, but the Lumas (sentient star beings) used their spiritual
    powers to stop the black hole, resulting in a massive explosion. The convoluted
    nature of spacetime mysteriously led to Mario, Peach, Bowser and Bowser Jr. all
    materializing back at the castle, which was returned to its normal state. Peace
    returned and Bowser was expressly overjoyed that he was still alive.
    Aside from major entries in the series, Bowser has been a primary ingredient in
    countless spin-off games. In the Super Smash Bros. games, Bowser undertakes the
    role of the "monster." He is among the heaviest and most powerful characters in
    the entire series, although he is also one of the slowest. Nevertheless, if one
    managed to master Bowser, the situation would be grim for the opponents. Bowser
    weighs so much that knocking him off a stage can be quite difficult. Several of
    his special attacks were inspired from past games. His Fire Breath move is just
    what it sounds like: Bowser exhales a stream of flames. This attack can be used
    nonstop by keeping the B Button held down, although the torrent of fire quickly
    gets reduced to a mere fizzle. Fire Breath requires Bowser to remain stationary
    while using it, and it also keeps his back open to attack. Whirling Fortress is
    Bowser's up special attack; he retreats into his shell and spins around several
    times. This deals an amount of damage proportional to how many times it hits an
    opponent. The Whirling Fortress is also great for horizontal recovery. Bowser's
    down special attack, the Bowser Bomb, is best used while in midair. It consists
    of Bowser slamming into the ground in a manner similar to the Butt-stomp. Super
    Mario Bros. 3 was the source of inspiration for this move.
    Bowser's side special move in Super Smash Bros. Melee is the Koopa Klaw. Bowser
    uses his razor-sharp claws to slash at the opponent. If there is an appreciable
    amount of distance between Bowser and the opponent when this attack is used, it
    simply results in damage being dealt. If Bowser is close to his adversary, how-
    ever, the Koopa Klaw allows him to grab the opponent and gnaw him or her before
    tossing them to the side. Super Smash Bros. Brawl replaced this attack with the
    Flying Slam, which is rather similar. Rather than gnawing or tossing a foe once
    he has grabbed them, Bowser connects with a flying suplex. This is considerably
    dangerous to utilize when near the edge of a stage for obvious reasons. Perhaps
    the most memorable aspect of Bowser in the Super Smash Bros. series is his awe-
    inspiring transformation into Giga Bowser. Although Giga Bowser was featured in
    Super Smash Bros. Melee as a boss, he was made playable as Bowser's devastating
    Final Smash in Super Smash Bros. Brawl. While playing as Giga Bowser, it is not
    possible to be knocked out of the arena (Giga Bowser incurs damage but does not
    recoil from attacks) and it is much easier to defeat the other competitors.
    Bowser has appeared in countless other spin-off series. The prolific Mario Kart
    games have featured Bowser as a formidable contender. Characteristically, he is
    designated as the heaviest character, and thus he often has pathetic speed and/
    or acceleration. Bowser's Castle is a course appearing in a large number of the
    Mario Kart games. Bowser is (unsurprisingly) the most powerful character in the
    sporting attraction known as Mario & Sonic at the Olympic Games. He possesses a
    completely maxed out strength rating, and also has a very high stamina ranking.
    However, he has below average skill and terrible speed. This pattern of a high-
    level statistic counteracted by a piteous category is a recurring feature in an
    array of Mario sports titles. For example, in the Mario Golf series, Bowser has
    the longest hit ratio of all the characters, but he has mediocre control. Other
    series featuring Bowser include the Mario Tennis, Mario Strikers, and the Mario
    Party series. Bowser has displayed his appreciation for partying by his regular
    appearances in the Mario Party series. However, Bowser's interpretation of what
    constitutes a party differs from the other characters. Bowser has been featured
    as an enemy in the Mario Party series since the first installment. Stages often
    possess a Bowser Space. Upon stepping on one, the unfortunate character is sent
    to Bowser's domain. Bowser typically causes chaos to ensue and is notorious for
    removing coins from players' pockets.
    TRIVIA: - Bowser claims to have an absurd I.Q. of 9,800 in Mario Party Advance.
            - The "How to Draw Nintendo Heroes and Villains" book erroneously lists
            Bowser as "Kerog."
            - Nintendo Power UK once stated that Bowser has or had a wife, "Clawdia
            Koopa." Since she has not been referenced since, it was likely a joke.
            - The boss theme used for Bowser in Super Paper Mario is a remix of the
            Super Mario Bros. 3 Dark Land music and the boss tune for Bowser in the
            Dark World and Bowser in the Fire Sea in Super Mario 64.
            - In Super Smash Bros. Melee, Bowser's name changes to "Koopa" when the
            language is switched from English to Japanese. This nomenclatural shift
            happens to Jigglypuff, as well, who becomes known as "Purin."
            - In spite of the fact that touching Bowser in Super Mario 64 removes a
            a total of two Health Units from Mario's health, Bowser's head actually
            does not have any collision detection. Mario can jump right through it!
            - Chronologically, Bowser's first encounter with Mario did not occur in
            Super Mario Bros. Their first canonical meeting occurred in Super Mario
            World 2: Yoshi's Island, when Baby Bowser and Baby Mario crossed paths.
            - The Super Mario RPG: Legend of the Seven Stars manual states that the
            battle between Mario and Bowser that occurs atop the chandeliers in the
            throne room of Bowser's castle is the one millionth fight between them!
            - Just before the warp pipe leading to the final boss batle with Bowser
            in Bowser in the Sky, there are four pillars. Emblazoned on each pillar
            is a depiction of Bowser breathing fire at Mario, all in the classic 8-
            bit graphical style.
            - The Japanese version of Super Mario RPG: Legend of the Seven Stars is
            notorious to some extent for a rather naughty gesture. Bowser's victory
            pose was reminiscent of the "middle finger salute." Understandably, the
            pose was changed for the game's American release.
            - One of Bowser's quotes in Super Paper Mario is: "If any problem comes
            up, I'll stomp it into next week. I'll Bowserize it!" This quotation is
            is probably a reference to the term "Bowdlerize," which means to censor
            something (usually a book) by removing objectionable material.
            - The first time Mario enters the Bowser in the Dark World stage, he is
            greeted with words from the King of the Koopas. Bowser's last statement
            has puzzled numerous individuals over the years: "I warn you, 'Friend,'
            watch your step!" Those words are a reference to the alliance Mario and
            Bowser formed during Super Mario RPG: Legend of the Seven Stars.
            - It was originally believed that Bowser continually kidnaps Peach as a
            result of his evil nature and hunger for authority. Nevertheless, Paper
            Mario suggested that Bowser has a crush on Peach. This is reinforced in
            Super Paper Mario when Count Bleck forces Peach and Bowser to marry one
            another. The "Wedding Bowser" trophy in Super Smash Bros. Brawl states:
            "Bowser doesn't seem to be displeased with the prospect."
            - The axe used to defeat Bowser in each castle in Super Mario Bros. (if
            Mario does not use fireballs) appears to be a labrys, or a doubleheaded
            axe. To see the similarities for yourself, take a look at this picture:
            http://www.hellenica.de/Griechenland/LX/Bild/Labrys.jpg and compare the
            axe in that image to the axe in this photograph from Super Mario Bros.:
            - Bowser is somewhat notorious for almost always being the main villain
            in Mario's games, even when it is assumed that he does not tie into the
            plot in any way. Super Mario Sunshine is an example. Innumerable people
            believed Shadow Mario was a breath of fresh air in terms of antagonists
            in the Mario series. However, it turned out to be Bowser Jr. Some games
            include Bowser's likeness even when he does not physically appear, such
            as Luigi's Mansion.
            - Some people are unaware that the first seven Bowsers Mario battles in
            Super Mario Bros. are not really Bowser. They are False Bowsers created
            by the true King of the Koopas to guard his multiple castles. To expose
            each False Bowser (and thus reveal it's true form), Mario must hit them
            with several fireballs. Upon defeat, the False Bowser will transmogrify
            into its ordinary manifestation. In order from the first to the seventh
            castle, the False Bowsers are a Goomba, a Koopa Troopa, a Buzzy Beetle,
            a Spiny, a Lakitu, a Blooper, and a Hammer Bro.
            - Bowser was unable to be given hair in his Super Mario Bros. debut due
            to graphical limitations. The first game to feature Bowser with his red
            hair was Super Mario Bros. 3, though the box art for Super Mario Bros.:
            The Lost Levels featured Bowser with yellow hair (despite the fact that
            he was hairless in that game, as well). Interestingly, graphical limits
            were the primary motivation behind Mario's trademark cap. During Donkey
            Kong's development, it was deemed too difficult to animate Mario's hair
            so he was just given a cap as a way around the dilemma.
            - Bowser has officially fathered eight children. In order from youngest
            to oldest, they are: Bowser Jr., Larry Koopa (perhaps named after Larry
            King), Morton Koopa Jr. (named after Morton Downey Jr.), Wendy O. Koopa
            (most likely named after Wendy O. Williams, the lead singer of the punk
            band the Plasmatics), Iggy Koopa (possibly named after Iggy Pop, leader
            of the band The Stooges), Roy Koopa (named after rock and roll musician
            Roy Orbison), Lemmy Koopa (named after Lemmy Kilmister, the lead singer
            of Motörhead), and Ludwig von Koopa (named after Ludwig van Beethoven).
            - Bowser is based on the Japanese folkloric creature known as the Kappa
            (which means "river-child"). Kappa are often depicted with thick shells
            and scaly skin, traits shared by the King of the Koopas. Further, Kappa
            are said to possess water-filled depressions on their head. The potency
            of a Kappa's power allegedly stems from these depressions, and
            the water results in dire consequences. It is said that the depressions
            are surrounded by hair, establishing even more of a correlation between
            Bowser and the mythological Kappa. Here is a link to a picture based on
            a Bowser/Kappa mix: http://www.geekologie.com/2008/04/28/bowser-1.jpg
                                VII. Terminus [SRCH097]
    It is almost phantasmagoric, but the Bestiary has come to a conclusion. In this
    section, the legality of this document is expounded upon, credit is given where
    credit is due, and a closing statement has been provided.
                             i. Legal Information [SRCH098]
    This document is the property of one Josiah Plummer. It has been created so the
    fans of Super Mario 64 have the option of enjoying a guide centered entirely on
    the hazards and enemies featured in Super Mario 64. Therefore, I am not against
    other sites hosting this document. However, I expect permission to be requested
    because using this guide without my consent is a legal offense. Just send me an
    e-mail (BanjoKazooie1988@aol.com) and I will gladly grant you permission. I put
    an ample amount of time and energy into constructing this guide, so I expect to
    be given total and unequivocal credit if this document is posted on a Web site.
                        ii. Credits & Acknowledgments [SRCH099]
    Regardless of the fact that I am the one who toiled over three months to create
    this guide, it would be unabashedly egocentric of me to claim that I did it all
    by myself. Several Internet sites proved to be truly invaluable throughout this
    guide's construction. Without the opportunity to scrutinize the content of each
    of these Web sites, the quality of this guide would certainly have been reduced
    to a lesser state. Therefore, I would like to take this opportunity to formally
    recognize each site for its highly useful information.
     --> THE SUPER MARIO WIKI: http://www.mariowiki.com/Main_Page
         --> This was unquestionably the most useful site I utilized throughout the
         construction of the Super Mario 64 Bestiary. The detailed information that
         was provided by the Super Mario Wiki was used to construct both the trivia
         and historical/biographical sections for each entry in this document. I am
         exceedingly grateful for the Super Mario Wiki's thorough information.
     --> WIKIPEDIA: http://en.wikipedia.org/wiki/Main_Page
         --> When I was unsure about the veracity of some data, such as the general
         temperature of lava and fire, Wikipedia became truly invaluable. It made a
         would-be tedious task a simple matter of reference.
     --> DICTIONARY.COM: http://dictionary.reference.com/
         --> I prefer to employ an advanced vocabulary, but I am still fallible and
         make mistakes every so often. Therefore, this site was useful in verifying
         that I utilized the correct word when I was unsure about the veracity of a
         particular term. Dictionary.com was thus exceptionally helpful in allowing
         this document to maintain a professional quality.
     --> CURTIS BRIGHT'S SUPER MARIO 64 PAGE: http://www.sm64.com/
         --> Brightguy's site devoted to Super Mario 64 provided easy reference for
         the quantity of enemies in each level. After meticulously inspecting Super
         Mario 64 and comprising my own list of totals, I referred to this site for
         assurance that my results were accurate.
     --> GAMEFAQS: http://www.gamefaqs.com/
         --> Few people would debate the point that GameFAQs is the greatest gaming
         site on the Internet. Its exhaustive inventory of consoles and the related
         video games is enormous. More importantly, at least in the context of this
         guide, GameFAQs serves as the home of the Super Mario 64 Bestiary. I would
         also like to thank the visiters of the message board for Super Mario 64 at
         GameFAQs, particularly _Quate_ and NintendoKing402, who expressed a lot of
         enthusiasm regarding this guide and gave me more motivation to finish it.
     --> WISDOM QUOTES: http://wisdomquotes.com/
         --> This site provided the quotation included at the end of this document.
    In addition to the above Web sites, there are a few individuals worthy of being
    mentioned herein. The following people either paved the way for the creation of
    this guide, or made the process of creating it much easier. For that, I want to
    express my gratitude: it would have been difficult to make this without them!
     --> SHIGERU MIYAMOTO: This wondrous person has been referred to as "the father
     of modern video games," and for good reason. He is the creator of the greatest
     and most legendary franchises in Nintendo history, including the Mario, Legend
     of Zelda, Donkey Kong, Star Fox, and F-Zero series. Modern video gaming indeed
     owes its existence to this revolutionary man, as does this Bestiary.
     --> JEFF "CJAYC" VEASEY: Because GameFAQs possesses such a large database, the
     proposal that it was created by a single person is hard to accept. However, it
     was established by one Jeff Veasey in November of 1995. GameFAQs has since be-
     come somewhat of a cyberspace conglomerate, offering tons of information about
     an incalculable number of video games. The message boards at GameFAQs no doubt
     add to the site's unbelievable addictiveness. Jeff Veasey could not have begun
     to imagine the success his 1995 invention would one day garner.
     --> MARK CALAWAY, A.K.A. THE UNDERTAKER: To state that I am a huge fan of pro-
     fessional wrestling would be a vast understatement. Ever since I began viewing
     the product in the late 1990s, I have been fascinated by the storytelling that
     takes place inside the squared circle. Professional wrestling incorporates its
     own mythos, and its detractors often fail to realize that. One of the greatest
     and most legendary superstars of all time is The Undertaker, whose gimmick has
     made him one of the most memorable characters in history. The Undertaker's WWE
     career began in 1990, and he is (amazingly) still going strong. He possesses a
     16-0 undefeated streak at the annual Super Bowl of wrestling, WrestleMania, an
     unparalleled record that will never be matched. His versatility in the squared
     circle, ring psychology, character, and adaptability are unmatched, and he has
     long since become my favorite wrestler. Whenever I needed to take a break from
     working on the Bestiary, I decided to watch some Undertaker matches.
                               iii. Final Note [SRCH100]
    The three months put into constructing this document were well worth it; I have
    wanted to make a guide explicitly targeted toward the opposition in Super Mario
    64 for a long time. I hope that the dedication to detail and accuracy made this
    a fun and informative read. The introduction to this document proposed that the
    most important element of a video game is the adversarial aspect. If this guide
    has convinced you, the reader, to at least accept that notion, then the primary
    goal of the Bestiary has been achieved. Super Mario 64 is a rare game that gets
    to sit prominently on its own pedestal. Its revolutionary status will exist for
    all time, and its adversaries will forever remain memorable. It is a bit ironic
    that such a diversity of malicious creatures can endear itself so poignantly to
    millions of people around the globe. The fondness we share for Super Mario 64's
    enemies is a testament both to their longevity and to the great Mario series.
    "He drew a circle that shut me out - heretic, rebel, a thing to flout. But love
    and I had the wit to win: we drew a circle that took him in."  -- Edwin Markham

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