History GameBreaker / SuperMarioBros

31st Dec '15 12:02:05 PM hamza678
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** ''VideoGame/PaperMarioTheThousand YearDoor'' has a good number too, generally centered around turning Mario into a GlassCannon. The craziest is the "Danger Mario" setup focused around the Power Rush badge. It adds two attack when Mario has 5 HP or less, it stacks, and you can buy as many as you want. Add in the stackable badges that make attacks sometimes miss, drop Mario's max HP to 5, and you're permanently superpowered AND nigh-untouchable. Works even better if you add in the Spike Shield and Ice Power badges which make Mario able to jump on enemies safely, as unlike his hammer attacks, Mario's jump attacks usually hit multiple times; Power Bounce with the Danger Mario setup equals a brutal and crushing defeat for all of your enemies. Finally, add a few Life Shrooms in case Mario does get hit and die, and the rest of the game becomes a breeze. This is alleviated somewhat by the fact that you can only drop Mario's max HP to 5 by visiting Chet Rippo, whose shop becomes accessible late in the game, but it's nonetheless useful as hell for the rest of the game, as well as the Pit of 100 Trials.
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** ''VideoGame/PaperMarioTheThousand YearDoor'' ''VideoGame/PaperMarioTheThousandYearDoor'' has a good number too, generally centered around turning Mario into a GlassCannon. The craziest is the "Danger Mario" setup focused around the Power Rush badge. It adds two attack when Mario has 5 HP or less, it stacks, and you can buy as many as you want. Add in the stackable badges that make attacks sometimes miss, drop Mario's max HP to 5, and you're permanently superpowered AND nigh-untouchable. Works even better if you add in the Spike Shield and Ice Power badges which make Mario able to jump on enemies safely, as unlike his hammer attacks, Mario's jump attacks usually hit multiple times; Power Bounce with the Danger Mario setup equals a brutal and crushing defeat for all of your enemies. Finally, add a few Life Shrooms in case Mario does get hit and die, and the rest of the game becomes a breeze. This is alleviated somewhat by the fact that you can only drop Mario's max HP to 5 by visiting Chet Rippo, whose shop becomes accessible late in the game, but it's nonetheless useful as hell for the rest of the game, as well as the Pit of 100 Trials.
31st Dec '15 12:01:28 PM hamza678
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* Princess Peach in Super Mario Bros. 2. Thanks to her iconic ability to float for a couple of seconds, she completely trivializes all platforming and the entire game could be easily beaten with just her. Funnily enough, the Manual declared ''Toad'' to be this, due to his higher speed and power. But his poor jumping actually made him one of the more difficult characters in the game to use, and not very well suited for beginners.
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!Main Series Platformers * Princess Peach in Super Mario Bros. 2.''VideoGame/SuperMarioBros2''. Thanks to her iconic ability to float for a couple of seconds, she completely trivializes all platforming and the entire game could be easily beaten with just her. Funnily enough, the Manual declared ''Toad'' to be this, due to his higher speed and power. But his poor jumping actually made him one of the more difficult characters in the game to use, and not very well suited for beginners.

* Bunny Mario from ''VideoGame/SuperMarioLand2SixGoldenCoins''. Bunny Mario is essentially taking Princess Peach's already game breaking float ability from Mario 2, and grant players the ability to pretty much stay airborne as long as they please, provided they tap (not hold) the jump button. You are also granted a much higher jump and much easier air control. The advantages of the bunny power more than make up for the slight disadvantage of not being able to spin jump. You'll never worry about platforming in the game ever again.

* The Jet Hat from ''VideoGame/WarioLand'' breaks the game wide open and then breaks it even wider out of spite. It allows for a smooth 8 second sustained flight and then glides downward until it touches land. Due to a [[GoodBadBugs quirk]] in the programming, though, you could at anytime during flight press B to stop flying, and ''then'' press B to start flying once more. With practice it's possible to essentially fly forever, and clear entire levels ''without even touching the ground''. For icing on the cake, the jet hat is also a fairly common item, boosts your jumping height, ''and'' makes you run faster.

* In ''VideoGame/SuperPaperMario'', Bowser seems very powerful at first, given the fact that he is twice as powerful as any other character and is capable of killing enemies at range with his fire breath...until you realize he is slow, a big target, and only capable of firing his BreathWeapon from the ground. Reasonably balanced enough, but by combining Bowser with the Pixl Carrie, who increases movement speed (and note well that Carrie's speed is the same for all characters), we have a LightningBruiser on our hands who gives us little reason to use anyone else unless the platforming requires it, and this is before we even factor in the thing that ''really'' makes Carrie Bowser broken: Carrie is a platform under the character's feet, which means whoever uses Carrie is treated as on the ground even while jumping. To reiterate, Bowser is capable of firing his BreathWeapon only while he is ''on the ground''. The game was very clearly not designed around the possibility of Bowser jumping and killing enemies at range, and it allows Bowser to kill nearly any enemy before they can even get close. The fact that Carrie allows Bowser to jump on most examples of TheSpiny and not take damage is just the icing on the cake. ** Luigi as well, despite his late entrance to being playable. He has the speed of Mario, even greater agility than the other characters, and his spring jump does double damage from below, while none of the other characters can attack from below at all. Note that charging the spring jump only increases its height, it will do double damage no matter how little you charge it. ** Similar to Bowser, Peach becomes much more powerful when using Carrie. She has a move that grants her complete invulnerability, but as with Bowser's flame breath, she is immobile using it and must be grounded. Again, factor in that Carrie makes Peach grounded all the time and faster means you can easily move around and attack enemies while remaining completely impenetrable. Many a challenge becomes very easy abusing this. ** While the Pixl Dottie is fairly mediocre in the main game, in the [[BonusDungeon Pit of 100 Trials]], she doesn't so much break the game as destroy it. In a MultiMookMelee, the ability to keep enemies from noticing you're there at all is more than a little overpowered. * ''VideoGame/MarioParty 3'' had the Reverse Mushroom, an item that, when used, forces the target to move backwards on their next roll. The brokenness comes from the fact that going backwards is actually [[CursedWithAwesome quite handy more often than not]]: it can be used on yourself, it can send people off into undesired areas, it allows the "afflicted" person to go in any direction at most junctions -- and could thus "backtrack" to the ''Star Space'' you might have missed or have been unlucky enough to be at another area or path when it respawned, it can also let you go to areas that are normally impossible to enter without a ''Skeleton Key'' -- which tend to have ''Chance Spaces'' and ''Item Spaces'' littered there. Oh, and a random Bowser event can inflict ''everyone'' with this status. Simply put, it was not a coincidence that it was one of the ''very'' few items did not ever reappear in any future titles (that wasn't tied to the gameplay that is), even in other forms.

* Collectable items in ''VideoGame/YoshisIsland''. Not really any particular ones, just any you can store in the inventory. Sure they're blocked from being used in boss battles, but being able to breathe fire/freeze enemies/shoot bullet-like seeds at any point in the game? Broken to the point you can often just blast the spike pits to pieces and stroll through. Getting 20+ stars is basically an instant max health refill, and the items to change enemies to clouds or stars make tough areas a breeze, as does the ability to turn all red coins red and be able to tell them apart from the normal ones. Naturally, they were completely removed in ''Yoshi's Island DS'', forcing those seeking HundredPercentCompletion to earn their 30 stars the hard way (especially in 1-Secret, which has exactly 20 stars in the entire level).
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* Collectable items in ''VideoGame/YoshisIsland''. Not really any particular ones, just any you can store in the inventory. Sure they're blocked from being used in boss battles, but being able to breathe fire/freeze enemies/shoot bullet-like seeds at any point in the game? Broken to the point you can often just blast the spike pits to pieces and stroll through. Getting 20+ stars is basically an instant max health refill, and the items to change enemies to clouds or stars make tough areas a breeze, as does the ability to turn all red coins red and be able to tell them apart from the normal ones. Naturally, they were completely removed in ''Yoshi's Island DS'', forcing those seeking HundredPercentCompletion to earn their 30 stars the hard way (especially in 1-Secret, which has exactly 20 stars in the entire level).

!Roleplaying Games * Collectable items in ''VideoGame/YoshisIsland''. Not really In ''VideoGame/SuperPaperMario'', Bowser seems very powerful at first, given the fact that he is twice as powerful as any particular ones, other character and is capable of killing enemies at range with his fire breath...until you realize he is slow, a big target, and only capable of firing his BreathWeapon from the ground. Reasonably balanced enough, but by combining Bowser with the Pixl Carrie, who increases movement speed (and note well that Carrie's speed is the same for all characters), we have a LightningBruiser on our hands who gives us little reason to use anyone else unless the platforming requires it, and this is before we even factor in the thing that ''really'' makes Carrie Bowser broken: Carrie is a platform under the character's feet, which means whoever uses Carrie is treated as on the ground even while jumping. To reiterate, Bowser is capable of firing his BreathWeapon only while he is ''on the ground''. The game was very clearly not designed around the possibility of Bowser jumping and killing enemies at range, and it allows Bowser to kill nearly any enemy before they can even get close. The fact that Carrie allows Bowser to jump on most examples of TheSpiny and not take damage is just any the icing on the cake. ** Luigi as well, despite his late entrance to being playable. He has the speed of Mario, even greater agility than the other characters, and his spring jump does double damage from below, while none of the other characters can attack from below at all. Note that charging the spring jump only increases its height, it will do double damage no matter how little you charge it. ** Similar to Bowser, Peach becomes much more powerful when using Carrie. She has a move that grants her complete invulnerability, but as with Bowser's flame breath, she is immobile using it and must be grounded. Again, factor in that Carrie makes Peach grounded all the time and faster means you can store in the inventory. Sure they're blocked from being used in boss battles, but being able to breathe fire/freeze enemies/shoot bullet-like seeds at any point in the game? Broken to the point you can often just blast the spike pits to pieces easily move around and stroll through. Getting 20+ stars is basically an instant max health refill, and the items to change attack enemies to clouds or stars make tough areas while remaining completely impenetrable. Many a breeze, challenge becomes very easy abusing this. ** While the Pixl Dottie is fairly mediocre in the main game, in the [[BonusDungeon Pit of 100 Trials]], she doesn't so much break the game as does destroy it. In a MultiMookMelee, the ability to turn all red coins red and be able to tell them apart keep enemies from the normal ones. Naturally, they were completely removed in ''Yoshi's Island DS'', forcing those seeking HundredPercentCompletion to earn their 30 stars the hard way (especially in 1-Secret, which has exactly 20 stars in the entire level).noticing you're there at all is more than a little overpowered.

*** To add to this... badge effects don't use up a turn. You can use infinite amounts in one turn. And what happens if you use this effect? The badge slots you used come back! So just set the Gold/Miracle Badge, a Guard Shield Badge and the POW Up effect up before you start a battle. Then use them all. Once this is done... use the rewind effect and voila! All three used badge slots are full again, giving you another round of time freezing/POW boosting/impenetrable shields! Did I mention the Miracle/Silver badge combo charges super quickly in battle, so you can theoretically do this up to five or even ten times in one fight if you're lucky?
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*** To add to this... badge effects don't use up a turn. You can use infinite amounts in one turn. And what happens if you use this effect? The badge slots you used come back! So just set the Gold/Miracle Badge, a Guard Shield Badge and the POW Up effect up before you start a battle. Then use them all. Once this is done... use the rewind effect and voila! All three used badge slots are full again, giving you another round of time freezing/POW boosting/impenetrable shields! Did I mention Finally, the Miracle/Silver badge combo charges super quickly in battle, so you can theoretically do this up to five or even ten times in one fight if you're lucky?lucky.

** "The Thousand Year Door" takes this up a notch: Mario can do the same thing as the first game, and has a Yoshi partner who can also charge and pull off a multi-hit attack - but said partner has another multi-hit attack that hits ALL enemies on or near the ground. With enough Charge P badges, even most of the more dangerous enemies in the game can be reduced to a two-turn victory.
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** "The ''The Thousand Year Door" Door'' takes this up a notch: Mario can do the same thing as the first game, and has a Yoshi partner who can also charge and pull off a multi-hit attack - but said partner has another multi-hit attack that hits ALL enemies on or near the ground. With enough Charge P badges, even most of the more dangerous enemies in the game can be reduced to a two-turn victory.

** ''The Thousand Year Door'' has a good number too, generally centered around turning Mario into a GlassCannon. The craziest is the "Danger Mario" setup focused around the Power Rush badge. It adds two attack when Mario has 5 HP or less, it stacks, and you can buy as many as you want. Add in the stackable badges that make attacks sometimes miss, drop Mario's max HP to 5, and you're permanently superpowered AND nigh-untouchable. Works even better if you add in the Spike Shield and Ice Power badges which make Mario able to jump on enemies safely, as unlike his hammer attacks, Mario's jump attacks usually hit multiple times; Power Bounce with the Danger Mario setup equals a brutal and crushing defeat for all of your enemies. Finally, add a few Life Shrooms in case Mario does get hit and die, and the rest of the game becomes a breeze. This is alleviated somewhat by the fact that you can only drop Mario's max HP to 5 by visiting Chet Rippo, whose shop becomes accessible late in the game, but it's nonetheless useful as hell for the rest of the game, as well as the Pit of 100 Trials.
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** ''The Thousand Year Door'' ''VideoGame/PaperMarioTheThousand YearDoor'' has a good number too, generally centered around turning Mario into a GlassCannon. The craziest is the "Danger Mario" setup focused around the Power Rush badge. It adds two attack when Mario has 5 HP or less, it stacks, and you can buy as many as you want. Add in the stackable badges that make attacks sometimes miss, drop Mario's max HP to 5, and you're permanently superpowered AND nigh-untouchable. Works even better if you add in the Spike Shield and Ice Power badges which make Mario able to jump on enemies safely, as unlike his hammer attacks, Mario's jump attacks usually hit multiple times; Power Bounce with the Danger Mario setup equals a brutal and crushing defeat for all of your enemies. Finally, add a few Life Shrooms in case Mario does get hit and die, and the rest of the game becomes a breeze. This is alleviated somewhat by the fact that you can only drop Mario's max HP to 5 by visiting Chet Rippo, whose shop becomes accessible late in the game, but it's nonetheless useful as hell for the rest of the game, as well as the Pit of 100 Trials.

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** ''The Thousand Year Door'' has a good number too, generally centered around turning !Spin Off Platformers * Bunny Mario into a GlassCannon. The craziest is the "Danger Mario" setup focused around the Power Rush badge. It adds two attack when from ''VideoGame/SuperMarioLand2SixGoldenCoins''. Bunny Mario has 5 HP or less, it stacks, and you can buy as many as you want. Add in the stackable badges that make attacks sometimes miss, drop Mario's max HP to 5, and you're permanently superpowered AND nigh-untouchable. Works even better if you add in the Spike Shield and Ice Power badges which make is essentially taking Princess Peach's already game breaking float ability from Mario 2, and grant players the ability to pretty much stay airborne as long as they please, provided they tap (not hold) the jump button. You are also granted a much higher jump and much easier air control. The advantages of the bunny power more than make up for the slight disadvantage of not being able to jump on enemies safely, as unlike his hammer attacks, Mario's jump attacks usually hit multiple times; Power Bounce with the Danger Mario setup equals a brutal and crushing defeat for all of your enemies. Finally, add a few Life Shrooms spin jump. You'll never worry about platforming in case Mario does get hit and die, and the rest of the game becomes a breeze. This ever again. * Collectable items in ''VideoGame/YoshisIsland''. Not really any particular ones, just any you can store in the inventory. Sure they're blocked from being used in boss battles, but being able to breathe fire/freeze enemies/shoot bullet-like seeds at any point in the game? Broken to the point you can often just blast the spike pits to pieces and stroll through. Getting 20+ stars is alleviated somewhat by basically an instant max health refill, and the items to change enemies to clouds or stars make tough areas a breeze, as does the ability to turn all red coins red and be able to tell them apart from the normal ones. Naturally, they were completely removed in ''Yoshi's Island DS'', forcing those seeking HundredPercentCompletion to earn their 30 stars the hard way (especially in 1-Secret, which has exactly 20 stars in the entire level). * The Jet Hat from ''VideoGame/WarioLand'' breaks the game wide open and then breaks it even wider out of spite. It allows for a smooth 8 second sustained flight and then glides downward until it touches land. Due to a [[GoodBadBugs quirk]] in the programming, though, you could at anytime during flight press B to stop flying, and ''then'' press B to start flying once more. With practice it's possible to essentially fly forever, and clear entire levels ''without even touching the ground''. For icing on the cake, the jet hat is also a fairly common item, boosts your jumping height, ''and'' makes you run faster. !VideoGame/MarioParty * ''VideoGame/MarioParty 3'' had the Reverse Mushroom, an item that, when used, forces the target to move backwards on their next roll. The brokenness comes from the fact that going backwards is actually [[CursedWithAwesome quite handy more often than not]]: it can be used on yourself, it can send people off into undesired areas, it allows the "afflicted" person to go in any direction at most junctions -- and could thus "backtrack" to the ''Star Space'' you might have missed or have been unlucky enough to be at another area or path when it respawned, it can only drop Mario's max HP also let you go to 5 by visiting Chet Rippo, whose shop becomes accessible late in the game, but it's nonetheless useful as hell for the rest areas that are normally impossible to enter without a ''Skeleton Key'' -- which tend to have ''Chance Spaces'' and ''Item Spaces'' littered there. Oh, and a random Bowser event can inflict ''everyone'' with this status. Simply put, it was not a coincidence that it was one of the game, as well as ''very'' few items did not ever reappear in any future titles (that wasn't tied to the Pit of 100 Trials.gameplay that is), even in other forms.
25th Sep '15 9:51:30 PM Thepenguinking2
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** The Cape earned its GameBreaker status with flying colors. It not only allowed Mario to perform sustained flight (which, given a few minutes practice, allows you to bypass most levels by taking a running jump and hitting the left directional button every few seconds), but it also gives him a spin attack powerful enough to kill most enemies. Even more broken is when he is flying, it is the only instance where Mario does not lose his power if he gets hit by an enemy. It also allows you to fall much more slowly than you normally would, so you can control where you'll land. To top it all off, it also comes with a screen hitting ground shaking landing.
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** The Cape earned its GameBreaker game breaker status with flying colors. It not only allowed Mario to perform sustained flight (which, given a few minutes practice, allows you to bypass most levels by taking a running jump and hitting the left directional button every few seconds), but it also gives him a spin attack powerful enough to kill most enemies. Even more broken is when he is flying, it is the only instance where Mario does not lose his power if he gets hit by an enemy. It also allows you to fall much more slowly than you normally would, so you can control where you'll land. To top it all off, it also comes with a screen hitting ground shaking landing.

* The original ''VideoGame/MarioAndLuigi'' game (''[[VideoGame/MarioAndLuigiSuperstarSaga Superstar Saga]]'') had a series of badges called Shroom Badges (Shroom Badge, Shroom Badge A, Shroom Badge AA) that increased your attack proportional to the number of mushrooms you were carrying. Ostensibly, this was supposed to have the penalty where healing yourself costs you attack, but it is both cheap and easy to carry almost 99 of all FOUR kinds of mushrooms and to heal only using Nuts. Since carrying around 30 of each kind of mushroom was enough of a GameBreaker, just imagine what 396 of them must be like.
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* The original ''VideoGame/MarioAndLuigi'' game (''[[VideoGame/MarioAndLuigiSuperstarSaga Superstar Saga]]'') had a series of badges called Shroom Badges (Shroom Badge, Shroom Badge A, Shroom Badge AA) that increased your attack proportional to the number of mushrooms you were carrying. Ostensibly, this was supposed to have the penalty where healing yourself costs you attack, but it is both cheap and easy to carry almost 99 of all FOUR kinds of mushrooms and to heal only using Nuts. Since carrying around 30 of each kind of mushroom was enough of a GameBreaker, game breaker, just imagine what 396 of them must be like.

* In ''VideoGame/SuperMarioRPG'', Peach is practically a GameBreaker by herself, and that's just the start of it. She's the only character possessing full party heal and resurrection spells, making any party with her extremely hard to kill as long as she's alive. This becomes doubly broken once you get the Lazy Shell armor, which in turn for nerfing the wearer's attack powers highly buffs their defense. On Peach, this results in a minimal reduction to her healing abilities in exchange for making her almost impossible to kill, turning her into a WhiteMagicianGirl who can heal the entire party at once -- status effects and all -- for 4 MP, revive party members to (almost) full health (if you get a Timed Hit) for only TWO, and is herself immune to pretty much everything except HPToOne and OneHitKill moves. Then give her the Quartz Charm you receive for beating Culex to significantly raise her stats, as well as making her immune to pretty much every status condition in the book for true Game Breaking ability.
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* In ''VideoGame/SuperMarioRPG'', Peach is practically a GameBreaker game breaker by herself, and that's just the start of it. She's the only character possessing full party heal and resurrection spells, making any party with her extremely hard to kill as long as she's alive. This becomes doubly broken once you get the Lazy Shell armor, which in turn for nerfing the wearer's attack powers highly buffs their defense. On Peach, this results in a minimal reduction to her healing abilities in exchange for making her almost impossible to kill, turning her into a WhiteMagicianGirl who can heal the entire party at once -- status effects and all -- for 4 MP, revive party members to (almost) full health (if you get a Timed Hit) for only TWO, and is herself immune to pretty much everything except HPToOne and OneHitKill moves. Then give her the Quartz Charm you receive for beating Culex to significantly raise her stats, as well as making her immune to pretty much every status condition in the book for true Game Breaking ability.

** The Safety Ring makes an individual into a GameBreaker in and of itself. It protects against all magic damage (though some abilities are considered physical), all status effects, and instant death. And it's relatively easy to find.
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** The Safety Ring makes an individual into a GameBreaker game breaker in and of itself. It protects against all magic damage (though some abilities are considered physical), all status effects, and instant death. And it's relatively easy to find.

** Get a lot of Super Appeal badges (I think about 10 should do it) from the Pianta Arcade, equip them, then Appeal as Mario. Your star meter is completely filled.
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** Get a lot of Super Appeal badges (I think about (About 10 should do it) from the Pianta Arcade, equip them, then Appeal as Mario. Your star meter is completely filled.
5th Sep '15 8:01:06 AM billybobfred
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i have not played dream team so i am making some assumptions here
* ''VideoGame/MarioAndLuigiDreamTeam'' has the Birthday equips, which have unimpressive stats under normal circumstances, but if you play on whatever day you registered as your birthday on the 3DS, their stats ''quadruple'', making them as strong as the endgame equipment, only they're obtainable much earlier and lack the drawbacks some of said equipment possesses (Such as having a chance to break upon being used or damaging you along with your enemies). There's nothing keeping you from simply changing the clock to keep them at full power all the time.
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* ''VideoGame/MarioAndLuigiDreamTeam'' has the Birthday equips, which have unimpressive stats under normal circumstances, but if you play on whatever day you registered as your birthday on the 3DS, their stats ''quadruple'', making them as strong as the endgame equipment, only they're obtainable much earlier and lack the drawbacks some of said equipment possesses (Such as having a chance to break upon being used or damaging you along with your enemies). There's nothing keeping you from simply The 3DS allows games that use the date to set an ObviousRulePatch penalty for changing the clock settings, but Dream Team doesn't bother, and if you want to keep them at full power all avoid taking the time.penalty on your other games that do, you can just change ''your birthday''.
5th Sep '15 7:55:50 AM billybobfred
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** The Hammer Suit from the same game has [[DemonicSpiders Hammer Bros]]-style hammers that go through structures and enemies and have hilariously high damage output; one hit will defeat [[MiniBoss Boom-Boom]] and any of the seven [[BossBattle Koopalings]], and six hammers will take down Bowser himself. Hammers are also capable of killing [[InvincibleMinorMinion otherwise invincible enemies]] such as Fire Lotuses, Boos and even ''Thwomps''. The only enemies they can't kill are the Munchers (tiny, black Piranha Plants) and Jelectro AKA [[FanNickname Immortal Jellyfish]]. *** Munchers and Jelectros are actually considered to be level objects, which groups them in with things like coins and ? blocks, rather than sprites such as Goombas and Koopa Troopas. In short, you can't destroy Munchers or Jelectros for the same reason you can't use the hammers to destroy blocks.
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** The Hammer Suit from the same game has [[DemonicSpiders Hammer Bros]]-style hammers that go through structures and enemies and have hilariously high damage output; one hit will defeat [[MiniBoss Boom-Boom]] and any of the seven [[BossBattle Koopalings]], and six hammers will take down Bowser himself. Hammers are also capable of killing [[InvincibleMinorMinion otherwise invincible enemies]] such as Fire Lotuses, Boos and even ''Thwomps''. The only enemies they can't kill are the Munchers (tiny, black Piranha Plants) and Jelectro AKA [[FanNickname Immortal Jellyfish]]. *** Jellyfish]]. And that's only because, on a technical level, Munchers and Jelectros Jelectro are actually considered to be level objects, which groups them in with things like coins and ? blocks, rather than sprites such as Goombas and Koopa Troopas. In short, you can't destroy Munchers or Jelectros for the same reason you can't use the hammers to destroy blocks.''blocks''.
7th Jul '15 2:43:39 PM totoofze47
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** ''The Thousand Year Door'' has a good number too, generally centered around turning Mario into a GlassCannon. The craziest is the "Danger Mario" setup focused around the Power Rush badge. It adds two attack when Mario has 5 HP or less, it stacks, and you can buy as many as you want. Add in the stackable badges that make attacks sometimes miss, drop Mario's max HP to 5, and you're permanently superpowered AND nigh-untouchable.
to:
** ''The Thousand Year Door'' has a good number too, generally centered around turning Mario into a GlassCannon. The craziest is the "Danger Mario" setup focused around the Power Rush badge. It adds two attack when Mario has 5 HP or less, it stacks, and you can buy as many as you want. Add in the stackable badges that make attacks sometimes miss, drop Mario's max HP to 5, and you're permanently superpowered AND nigh-untouchable. Works even better if you add in the Spike Shield and Ice Power badges which make Mario able to jump on enemies safely, as unlike his hammer attacks, Mario's jump attacks usually hit multiple times; Power Bounce with the Danger Mario setup equals a brutal and crushing defeat for all of your enemies. Finally, add a few Life Shrooms in case Mario does get hit and die, and the rest of the game becomes a breeze. This is alleviated somewhat by the fact that you can only drop Mario's max HP to 5 by visiting Chet Rippo, whose shop becomes accessible late in the game, but it's nonetheless useful as hell for the rest of the game, as well as the Pit of 100 Trials.
24th Jun '15 5:41:17 PM SheldonDinkleburg
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* Collectable items in ''VideoGame/YoshisIsland''. Not really any particular ones, just any you can store in the inventory. Sure they're blocked from being used in boss battles, but being able to breathe fire/freeze enemies/shoot bullet-like seeds at any point in the game? Broken to the point you can often just blast the spike pits to pieces and stroll through. Getting 20+ stars is basically an instant max health refill, and the items to change enemies to clouds or stars make tough areas a breeze, as does the ability to turn all red coins red and be able to tell them apart from the normal ones.
to:
* Collectable items in ''VideoGame/YoshisIsland''. Not really any particular ones, just any you can store in the inventory. Sure they're blocked from being used in boss battles, but being able to breathe fire/freeze enemies/shoot bullet-like seeds at any point in the game? Broken to the point you can often just blast the spike pits to pieces and stroll through. Getting 20+ stars is basically an instant max health refill, and the items to change enemies to clouds or stars make tough areas a breeze, as does the ability to turn all red coins red and be able to tell them apart from the normal ones. Naturally, they were completely removed in ''Yoshi's Island DS'', forcing those seeking HundredPercentCompletion to earn their 30 stars the hard way (especially in 1-Secret, which has exactly 20 stars in the entire level).
9th Jun '15 10:30:07 AM Vir
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* Luigi in VideoGame/SuperMario64 DS. The game was made for Mario's abilities, and most definitely not with the exaggerated jumping skill of Luigi in mind. Since his backflip allows for infinite gliding, and the Vanish ability is usable from all ? blocks, you can use it to literally get all the stars in Hazy Maze Cave without going through the poisonous maze, get most of the stars in Rainbow Ride without tricky platforming and completely skip having to ground pound the pillars in Shifting Sand Land.
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* Luigi in VideoGame/SuperMario64 DS.''VideoGame/SuperMario64 DS''. The game was made for Mario's abilities, and most definitely not with the exaggerated jumping skill of Luigi in mind. Since his backflip allows for infinite gliding, and the Vanish ability is usable from all ? blocks, you can use it to literally get all the stars in Hazy Maze Cave without going through the poisonous maze, get most of the stars in Rainbow Ride without tricky platforming and completely skip having to ground pound the pillars in Shifting Sand Land.

* The Jet Hat from ''VideoGame/WarioLand'' breaks the game wide open and then breaks it even wider out of spite. It allows for a smooth 8 second sustained flight and then glides downward until it touches land. Due to a [[GoodBadBug quirk]] in the programming, though, you could at anytime during flight press B to stop flying, and ''then'' press B to start flying once more. With practice it's possible to essentially fly forever, and clear entire levels ''without even touching the ground''. For icing on the cake, the jet hat is also a fairly common item, boosts your jumping height, ''and'' makes you run faster.
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* The Jet Hat from ''VideoGame/WarioLand'' breaks the game wide open and then breaks it even wider out of spite. It allows for a smooth 8 second sustained flight and then glides downward until it touches land. Due to a [[GoodBadBug [[GoodBadBugs quirk]] in the programming, though, you could at anytime during flight press B to stop flying, and ''then'' press B to start flying once more. With practice it's possible to essentially fly forever, and clear entire levels ''without even touching the ground''. For icing on the cake, the jet hat is also a fairly common item, boosts your jumping height, ''and'' makes you run faster.

* {{Mario Party}} 3 had the Reverse Mushroom, an item that, when used, forces the target to move backwards on their next roll. The brokenness comes from the fact that going backwards is actually [[CursedWithAwesome quite handy more often than not]]: it can be used on yourself, it can send people off into undesired areas, it allows the "afflicted" person to go in any direction at most junctions -- and could thus "backtrack" to the ''Star Space'' you might have missed or have been unlucky enough to be at another area or path when it respawned, it can also let you go to areas that are normally impossible to enter without a ''Skeleton Key'' -- which tend to have ''Chance Spaces'' and ''Item Spaces'' littered there. Oh, and a random Bowser event can inflict ''everyone'' with this status. Simply put, it was not a coincidence that it was one of the ''very'' few items did not ever reappear in any future titles (that wasn't tied to the gameplay that is), even in other forms. * SuperMario3DLand has the Statue Leaf. The normal Tanooki Suit is already rather useful because of how you can glide, but the statue form lets you kill/stop ANYTHING you fall on/in the path of. Thwomps get smashed to pieces, flames do nothing, enemies ignore you or die in one hit and even giant Pillars just stop dead on contact.
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* {{Mario Party}} 3 ''VideoGame/MarioParty 3'' had the Reverse Mushroom, an item that, when used, forces the target to move backwards on their next roll. The brokenness comes from the fact that going backwards is actually [[CursedWithAwesome quite handy more often than not]]: it can be used on yourself, it can send people off into undesired areas, it allows the "afflicted" person to go in any direction at most junctions -- and could thus "backtrack" to the ''Star Space'' you might have missed or have been unlucky enough to be at another area or path when it respawned, it can also let you go to areas that are normally impossible to enter without a ''Skeleton Key'' -- which tend to have ''Chance Spaces'' and ''Item Spaces'' littered there. Oh, and a random Bowser event can inflict ''everyone'' with this status. Simply put, it was not a coincidence that it was one of the ''very'' few items did not ever reappear in any future titles (that wasn't tied to the gameplay that is), even in other forms. * SuperMario3DLand ''VideoGame/SuperMario3DLand'' has the Statue Leaf. The normal Tanooki Suit is already rather useful because of how you can glide, but the statue form lets you kill/stop ANYTHING you fall on/in the path of. Thwomps get smashed to pieces, flames do nothing, enemies ignore you or die in one hit and even giant Pillars just stop dead on contact.

** The most powerful leaf in the game however, has to be the Invincibility Leaf and subsequent [[GoldenSuperMode White Tanooki Mario]]. It's basically the game's regular Tanooki form but ''NighInvulnerable to anything that's not a OneHitKill and able to kill roughly any regular enemy on contact with no time limit'' (though it will revert to regular Tanooki suit once the stage is cleared). This is justified though, since [[MercyMode you only receive the leaf if you lose five lives on a given level]], making it the game's easy mode. It appeared in ''VideoGame/NewSuperMarioBros2'' (as White Raccoon Mario) and ''VideoGame/SuperMario3DWorld'', with its brokenness in the former being taken UpToEleven for five reasons: 1) it has the same flight abilities as VideoGame/NewSuperMarioBros2's basic Raccoon Suit but the p-meter fills faster while running, 2) it can WalkOnWater, 3) it works just as well on bosses; though it still needs to hit Koopalings three times, it one-shots Bowser's first form, 4) it can be used in Coin Rush mode without having to die at all and 5) the block that gives you the power-up won't disappear once the level is finished or the game is beaten. * The Super Bell in [[VideoGame/SuperMario3DWorld Super Mario 3D World]] is already being called this. The ability to climb up walls is immensely useful and can easily save players who accidentally fell down a bottomless pit, and a close-range attack is always a good thing to have. This is somewhat balanced by it having a bit of a learning curve, as it's rather easy to kill yourself by accidentally dive bombing off the stage. ** However, it is topped later by the Lucky Bell. Similar to the Statue Leaf from 3D Land, this power up has the same function has the Super Bell, cat powers and all. However, it ups the ante considerably because when you ground pound, you become ''invincible''. Enemies can run into you and they will die upon contact. Bullies giving you trouble because you have to knock them off? Let them run into you. Oh, was it mentioned that you get free coins for simply ground pounding? It depends on the height that you ground pound at, so the higher up you are before you ground pound, the more coins you get. And you first receive it in one of the tallest, most vertically oriented levels in the game... the Lucky Bell is one of the strongest power ups in the game, perhaps one of the strongest in the whole series. * Collectable items in YoshisIsland. Not really any particular ones, just any you can store in the inventory. Sure they're blocked from being used in boss battles, but being able to breathe fire/freeze enemies/shoot bullet-like seeds at any point in the game? Broken to the point you can often just blast the spike pits to pieces and stroll through. Getting 20+ stars is basically an instant max health refill, and the items to change enemies to clouds or stars make tough areas a breeze, as does the ability to turn all red coins red and be able to tell them apart from the normal ones. * In NewSuperMarioBros2, the Gold Flower is this. Turns Mario into gold, doubles his coin haul from pretty much everything that gives out coins and can kill nearly all enemies in one hit (and hit a whole screen full at once). Bowser's first form? Down in one hit. [[spoiler: Dry Bowser?]] Down in one hit. Multiple Reznors? Down in one hit. Sure it goes away once you beat a level with it, but you can bring them into any level in the game... * The original ''[[VideoGame/MarioAndLuigi Mario & Luigi]]'' game (''[[VideoGame/MarioAndLuigiSuperstarSaga Superstar Saga]]'') had a series of badges called Shroom Badges (Shroom Badge, Shroom Badge A, Shroom Badge AA) that increased your attack proportional to the number of mushrooms you were carrying. Ostensibly, this was supposed to have the penalty where healing yourself costs you attack, but it is both cheap and easy to carry almost 99 of all FOUR kinds of mushrooms and to heal only using Nuts. Since carrying around 30 of each kind of mushroom was enough of a GameBreaker, just imagine what 396 of them must be like.
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** The most powerful leaf in the game however, has to be the Invincibility Leaf and subsequent [[GoldenSuperMode White Tanooki Mario]]. It's basically the game's regular Tanooki form but ''NighInvulnerable to anything that's not a OneHitKill and able to kill roughly any regular enemy on contact with no time limit'' (though it will revert to regular Tanooki suit once the stage is cleared). This is justified though, since [[MercyMode you only receive the leaf if you lose five lives on a given level]], making it the game's easy mode. It appeared in ''VideoGame/NewSuperMarioBros2'' (as White Raccoon Mario) and ''VideoGame/SuperMario3DWorld'', with its brokenness in the former being taken UpToEleven for five reasons: 1) it has the same flight abilities as VideoGame/NewSuperMarioBros2's ''2'''s basic Raccoon Suit but the p-meter fills faster while running, 2) it can WalkOnWater, 3) it works just as well on bosses; though it still needs to hit Koopalings three times, it one-shots Bowser's first form, 4) it can be used in Coin Rush mode without having to die at all and 5) the block that gives you the power-up won't disappear once the level is finished or the game is beaten. * The Super Bell in [[VideoGame/SuperMario3DWorld Super Mario 3D World]] ''VideoGame/SuperMario3DWorld'' is already being called this. The ability to climb up walls is immensely useful and can easily save players who accidentally fell down a bottomless pit, and a close-range attack is always a good thing to have. This is somewhat balanced by it having a bit of a learning curve, as it's rather easy to kill yourself by accidentally dive bombing off the stage. ** However, it is topped later by the Lucky Bell. Similar to the Statue Leaf from 3D Land, ''3D Land'', this power up has the same function has the Super Bell, cat powers and all. However, it ups the ante considerably because when you ground pound, you become ''invincible''. Enemies can run into you and they will die upon contact. Bullies giving you trouble because you have to knock them off? Let them run into you. Oh, was it mentioned that you get free coins for simply ground pounding? It depends on the height that you ground pound at, so the higher up you are before you ground pound, the more coins you get. And you first receive it in one of the tallest, most vertically oriented levels in the game... the Lucky Bell is one of the strongest power ups in the game, perhaps one of the strongest in the whole series. * Collectable items in YoshisIsland.''VideoGame/YoshisIsland''. Not really any particular ones, just any you can store in the inventory. Sure they're blocked from being used in boss battles, but being able to breathe fire/freeze enemies/shoot bullet-like seeds at any point in the game? Broken to the point you can often just blast the spike pits to pieces and stroll through. Getting 20+ stars is basically an instant max health refill, and the items to change enemies to clouds or stars make tough areas a breeze, as does the ability to turn all red coins red and be able to tell them apart from the normal ones. * In NewSuperMarioBros2, ''VideoGame/NewSuperMarioBros2'', the Gold Flower is this. Turns Mario into gold, doubles his coin haul from pretty much everything that gives out coins and can kill nearly all enemies in one hit (and hit a whole screen full at once). Bowser's first form? Down in one hit. [[spoiler: Dry Bowser?]] Down in one hit. Multiple Reznors? Down in one hit. Sure it goes away once you beat a level with it, but you can bring them into any level in the game... * The original ''[[VideoGame/MarioAndLuigi Mario & Luigi]]'' ''VideoGame/MarioAndLuigi'' game (''[[VideoGame/MarioAndLuigiSuperstarSaga Superstar Saga]]'') had a series of badges called Shroom Badges (Shroom Badge, Shroom Badge A, Shroom Badge AA) that increased your attack proportional to the number of mushrooms you were carrying. Ostensibly, this was supposed to have the penalty where healing yourself costs you attack, but it is both cheap and easy to carry almost 99 of all FOUR kinds of mushrooms and to heal only using Nuts. Since carrying around 30 of each kind of mushroom was enough of a GameBreaker, just imagine what 396 of them must be like.
16th May '15 10:19:59 AM NoSpoilerz
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** Interestingly, it also completely stops bosses using their special abilities to defend themselves or anything, so you can just use it on the BonusBoss, {{Spoiler:then not have to worry about him ducking into the Clown Car to block your attacks.}} The final boss can't protect his weakpoint if you use this badge either. And you can even use it during Pi'illodium's self destruct count down to STOP THE TIMER. This can make the battle very, very easy at that point, since the badge can be used to do this repeatedly in a row.
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** Interestingly, it also completely stops bosses using their special abilities to defend themselves or anything, so you can just use it on the BonusBoss, {{Spoiler:then [[spoiler: then not have to worry about him ducking into the Clown Car to block your attacks.}} ]] The final boss can't protect his weakpoint if you use this badge either. And you can even use it during Pi'illodium's self destruct count down to STOP THE TIMER. This can make the battle very, very easy at that point, since the badge can be used to do this repeatedly in a row.
16th May '15 10:10:28 AM NoSpoilerz
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Bowser is already the final boss and is shown to be really powered up during that time, and there's only one other candidate to ride in the Clown Car. Spoilers people.
** Interestingly, it also completely stops bosses using their special abilities to defend themselves or anything, so you can just use it on the BonusBoss, then not have to worry about him ducking into the Clown Car to block your attacks. The final boss can't protect his weakpoint if you use this badge either. And you can even use it during Pi'illodium's self destruct count down to STOP THE TIMER. This can make the battle very, very easy at that point, since the badge can be used to do this repeatedly in a row.
to:
** Interestingly, it also completely stops bosses using their special abilities to defend themselves or anything, so you can just use it on the BonusBoss, then {{Spoiler:then not have to worry about him ducking into the Clown Car to block your attacks. attacks.}} The final boss can't protect his weakpoint if you use this badge either. And you can even use it during Pi'illodium's self destruct count down to STOP THE TIMER. This can make the battle very, very easy at that point, since the badge can be used to do this repeatedly in a row.
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