Koopa Troopa

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Revision as of 22:58, October 20, 2006 by Kjpdude (talk | contribs) (→‎Shell Uses)
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File:Basic Koopa.PNG
They haven't changed much over the years

Koopa Troopas (usually just shortened to Koopas) are turtle-like creatures that appear in almost every Mario game. There are many different kinds of Koopas, ranging in variety from different colors to extra appendages. Many Koopas are enemies to Mario and serve as minions of Bowser, although some have no affiliation with him whatsoever and have even aided Mario on his quests. In Paper Mario, this kinder variety is described as being easygoing but shy, and are known for being trendsetters.

Among the many other sub-species of Koopa are Paratroopas (Koopas that have feathery wings growing out of their shells), Dry Bones (Koopas that have been reduced to skeletons), Lakitus (Koopas that live on clouds, and throw Spinies), and Hammer Bros. (Koopas that throw hammers and/or boomerangs and spit fire).

In Japan, Koopa Troopas are known as Noko Nokos.

Super Mario Bros. Series

File:Koop.gif
The Koopa Troopa host.

In all Super Mario Bros. games, except Super Mario Bros. 2 (Super Mario Bros., Super Mario Bros. 3 and New Super Mario Brothers) the Koopas are regular enemies.

Interestingly a Koopa Troopa may have once been planned to be the host of a scrapped mini-game in Super Mario Bros. 3.

Mario Superstar Baseball Bio

"A familiar face of the Mario series, this member of the Koopa Clan can pull his feet inside his shell to protect himself. Long ago, he didn't even walk upright, but now he's even playing baseball! Though he can do just about everything, he's slow because...well you know."

Mario Party

Koopas have 4 major roles in the Mario Party Series. In Mario Party, if you passed START he would reward the player with 10 coins from an unnamed Koopa. In Mario Party 3, a Koopa was Mario's friend, partner, and ally. In Mario Party 4, a Koopa wearing a Hawaiian shirt was the host of both the Options Mode and the Koopa's Seaside Soiree Board. In all Mario Parties starting at Mario Party 2, Koopas were in charge of Koopa Banks.

Shell Uses

In the Super Mario World series, when Yoshi eats a Koopa Troopa's shell he gains a certain power for a short amount of time before he automatically swallows the shell.

*Red Shells: The next time Yoshi opens his mouth he will spit out three fire balls.

  • Green Shells: No special abilites; the next time Yoshi opens his mouth he will simply spit out the shell at a high speed, knocking over any enemies in its way.
  • Yellow Shells: Causes Yoshi to become extremely heavy, making him fall to the ground faster. One positive side effect of this is that when Yoshi hits the ground after a Jump a shockwave will surround him, flipping over or defeating all nearby grounded enemies.
  • Blue Shells: Gives Yoshi wings that allow him to fly until he swallows the shell or spits it back out, in which case it will behave like a green shell does, flying out at high speed and knocking over all enemies in its way. In New Super Mario Bros., Mario or Luigi can wear Blue Shells, which give them the ability to perform a shell spin move similar to that of a Koopa Shell which has been kicked or hide inside the shell, where they cannot be damaged. Finally, like the Frog Suit, they move faster in water.

In the Mario Kart series, shells are used as weapons which you can pick up in Item Boxes throughout the courses. The only shells you can pick up are red, green, and two versions of the spiked blue shells.

  • Red Shells (Homing Shell): When fired, Red Shells home in on the opponent whose rank is one higher than the drivers. Red shells can be picked up in singles or triples, in which case they circle around the cart until all three are fired.
  • Green Shells: When fired green shells will shoot forward in a straight line. Unlike the red shell the green shell is able to ricochet off of walls. Just like red shells, green shells come in singles or triples.
File:Titan.PNG
A Flying Spiny Shell
  • Spiked Shells (Super Homing Shell) come in two forms and only come in singles.
    • Spiked Shell: Much like the Red Shells, except these home in on the character currently in first place. In games made after Mario Kart Super Circuit, Spiked Shells are replaced with the Flying Spiked Shells, most likely because of their low reliability in Super Circuit (in Mario Kart 64 they could be fired at a wall, but would otherwise never fail in hitting the target). They would sometimes crash into a wall, if fired near a curve and were unable to make certain long jumps.
    • Flying Spiny Shells: After firing one, it flys over the course, homing on the current contestent in first place. After the shell reaches its destination, it will hover for a brief moment over its target, then smash into the ground, giving off a massive shockwave causing the target and anyone near him to bounce around out of control. So far, these have only appeared in Mario Kart: Double Dash and Mario Kart DS.

Sub-Species

  • Koopa Paratroopa: Koopa Troopa's with wings
  • Koopa Without a Shell: Also known as Beach Koopa's
  • Green Gargantua Koopa Troopa: Huge green Koopa Troopa
  • Red Giant Koopa Troopa: Huge Red Koopa Troopa
  • Colossal Koopa Paratroopa: Huge Koopa Troopa's with wings
  • Mask Koopa: Koopa Troopa's wearing Mario masks
  • Super Koopa: Koopas Troopa's with capes
  • Mechakoopa: Robotic Koopa Troopas
  • Electrokoopa: Koopa Troopas with electrified shells.
  • Dark Koopa: Koopa Troopas that live in the darkness. When they are seen smiling, it means that they are getting ready for their dizzy attack, which will immobilize Mario for a few turns.
  • KP Koopa: A Koopa Troopa with a yellow shell that's found in Glitzville. Its abilities are the same as a regular Koopa.
  • Shady Koopa: Koopa Troopas that have blue shells and grey-looking skin. They can attack Mario after its shell has been flipped. When its shell gets flipped, its Attack Power goes up to 6. They have a place of honor in the Koopa Family Tree because of the way they look.
  • Ankoopa: Giant fat Koopas, that are impossible to knock down...at least that's what they think.

Notable Koopa Troopas

Paper Mario Stats

Bowser, King of the Koopas

  • HP, round 1: 50
  • HP, rounds 2 and 3: 99
  • Attacks
  • Round 1:

-Ring Attack: Uses the star rod to create a ring to attack Mario and his partner. Does 3 damage to Mario's partner and does 4 damage to Mario.
-Claw Attack: Swipes his claw at Mario, which might poison him in the process. Does 6 damage.
-Fire Breath: Breathes fire at Mario. Does 8 damage.

  • Rounds 2 and 3:

-Ring Attack: Uses the star rod to create a ring to attack Mario and his partner. Does 3 damage to Mario's partner and does 6 damage to Mario.
-Claw Attack: Swipes his claw at Mario, which might poison him in the process. Does 8 damage.
-Jump Attack: Jumps on Mario, causing him to lose one of his commands. Does 8 damage.
-Fire Breath: Breathes fire at Mario. Does 10 damage.
-Lightning Slam: Causes lightning to strike Mario. Does 10 damage.

  • Defense:
  • Round 1: 1
  • Rounds 2 and 3: 2
  • Tattle: It's the Evil King Bowser!
  • Round 1: Finally, after all this time! He has a huge arsenal of attacks, from blowing clouds of fire to jumping on us. Fire Attack: 8, Stamp Attack/Nail Attack: 6 I'm sure he has other attacks that I don't know. Boy, does he look nasty! He's strong enough as it is, but I'm sure he can use that Star Rod to increase his power until he's nearly invincible. Princess Peach needs us! Let's take him, Mario!
  • Round 2: Uh... I think he got bigger. That's not a good sign... He has a huge arsenal of attacks, from blowing clouds of fire to jumping on us. Fire Attack: 10, Stamp Attack/Nail Attack: 8 I'm sure he has other attacks that I don't know. Kammy Koopa's mysterious device has somehow beefed up his power even more. That's hardly fair! You should use that Star Beam whenever he uses the Star Rod to increase his power. Oh, you already knew that?
  • Round 3: No more messing around! He has a huge arsenal of attacks, from blowing clouds of fire to jumping on us. Fire Attack: 10, Stamp Attack/Nail Attack: 8 I'm sure he has other attacks that I don't know. When he increases his power with the Star Rod, our attacks will be totally useless. When that happens, you must use our ultimate weapon, the Peach Beam! It has the power of everyone's wishes! This is our time, Mario! Let's take this chump! We're coming, Princess!

Kammy Koopa

  • HP: 10
  • Attack: 3
  • Defense: 4-3-2-1
  • Location: Above Peach's Castle
  • Tattle: None (playing as Twink)

Regular Koopa

  • HP: 4
  • Attack: 1
  • Defense: 1
  • Locations: Various
  • Tattle: This is a Koopa Troopa. Everybody knows Koopa Troopas. They're Bowser's followers. Their shells are hard. If you can flip 'em over, their defense power will fall to 0 and it will become much easier for you to defeat 'em. You can flip 'em with a POW block or a Jump attack.

Dark Koopa

  • HP: 8
  • Attack: 3
  • Defense: 2
  • Location: Toad Town Tunnels
  • Tattle: This is a Dark Koopa. Dark Koopas are Koopa Troopas who live in the Toad Town Tunnels. They're known for causing dizziness. Be extra careful when you see 'em grin, because that means they're getting ready to do their dizzy attack. Their defense power is 0 when they're turned over, so you should use Jump attacks.

Jr. Troopa

  • HP
  • First Battle: 6
  • Second Battle: 15
  • Third Battle: 40
  • Fourth Battle: 20
  • Fifth Battle: 50
  • Sixth Battle: 60
  • Attack
  • First Battle: 1 (Jump Attack)
  • Second Battle: 2 (Jump Attack)
  • Third Battle: 5 (Swoop)
  • Fourth Battle: 6 (Swoop)
  • Fifth Battle: 8 (Magic Blast)
  • Sixth Battle: 8 (Jump and Magic Blast), 9 (Swoop and Lightning Strike)
  • Defense
  • First Battle: 0
  • Second Battle: 1
  • Third Battle: 1
  • Fourth Battle: 1
  • Fifth Battle: 1
  • Sixth Battle: 2
  • Tattle:
  • Second Battle: What was his name? Jr. Troopa? I don't remember exactly... ...Just joking, kid! He looks so adorable hiding in his egg, doesn't he? So cute! It should be a snap to beat him now. ...I think.
  • Third Battle: It's Jr. Troopa. I can't get enough of this guy! Wah ha ha ha! Did the little guy get lost in the big bad forest? Apparently he's grown wings, so he can fly now. You'll have to jump to reach him. He's a bit stronger, so it may be worth it to use any items you have to attack him.
  • Fourth Battle: It's Jr. Troopa! He swam all the way after us! This kid...he's got guts! He still flies but now he has a spike on his head. It'll hurt if you jump on him. He seems tougher this time... Luckily for us, he also looks pretty tuckered out. Well, he should be tired. The little guy swam to Lavalava Island and back! It seems better to attack from a distance with an item or something rather than attacking him directly.
  • Fifth Battle: It's Jr. Troopa! I'm stunned! Really! This guy just will not quit! He's obviously been training. It seems he can use magic now. Sigh... Let's get this over with.
  • Sixth Battle: It's Jr. Troopa again! My man! The little guy still has some egg shell left on his body! Aww! Whoa! He's been working out! He looks as though he may be able to change his shape, too. You've got to love this guy's effort, Mario. To follow us all the way here? What dedication! Come to think of it, how do you think he got here, anyway?

Kent C. Koopa

  • Max HP: 70
  • Attack: 3 (Shell Slam), 10 (Jump Attack)
  • Defense: 6
  • Location: Pleasant Path
  • Tattle: This is Kent C. Koopa. He seems pretty greedy for such a large Koopa. He sometimes does a stamp attack with his shell. That attack has a power of 3. His shell attack also damages party members (like me!), so be sure to defend! As with all Koopas, your chances will greatly improve if you can flip him over. His defense power will drop. Watch it, though! He'll attack as soon as he's back on his feet. And by the way, is he not THE HUGEST KOOPA EVER!?! Somebody told me that he used to live in Koopa Village...

Koopa Bros.

  • HP: 5 each
  • Attack: 1
  • Defense: 1
  • Location: Koopa Bros. Fortress
  • Tattle:
  • Spinning Tower: The Koopa Bros. have formed a tall Koopa tower! I'm not sure about this... They do a spinning attack with the whole gang piled high atop one another. Hit 'em with a Hammer or something to make 'em unstable. After that, any attack should knock 'em down. If you use an explosion, you can make 'em fall down at once. If you flip 'em over, the battle will nearly be ours! Beat 'em one by one!
  • Red: He's the Koopa Bros. leader.
  • Black: Black is pretty fashionable...
  • Yellow: Yellow reminds me of curry. Isn't that a weird thing to think of in the middle of a battle?
  • Green: He looks exactly the same as a normal Koopa Troopa.
  • Any Koopa Brother: He has a little bit of defense power, but you can turn him over by jumping on him, just like a normal Koopa Troopa. Let's flip him over quick! Otherwise, the Bros. may form a tower and do their famous spinning attack!

Tutankoopa

  • HP: 30
  • Attack: 2 (Stone Smack), 3 (Shell Toss)
  • Defense: 0
  • Location: Dry Dry Ruins
  • Tattle: He's one of Bowser's followers and he's been assigned to guard one of the Star Spirits. I've heard that he has sort of a pharaoh complex. He attacks by throwing shells from that high perch. Try to avoid when he uses magic: its attack power is 2 and it'll sting for sure. And he also summons Chomps, his loyal subjects. Those Chomps have some serious attack power. Think hard about who to attack first, Tutankoopa or Chomp.

Paper Mario: The Thousand Year Door Stats

King Bowser

HP: 30
Attack: 3
Defense: 1

HP: 70
Attack: 7
Defense: 2

  • Locations: Glitzville, Palace of Shadow
  • Tattle Number: 41
  • Tattle Log (1st Time): Mario's fated enemy. Bowser, the Koopa King is a foe to be feared. His typical turf is NOT Glitzville.
  • Tattle Log (2nd Time): Mario's sworn enemy. He's a big galoot who has come to swipe Princess Peach and the Crystal Stars.
  • Tattle (First Time): That's Bowser! But what's he doing here?!? My mind just blew a fuse! Max HP is 30, Attack is 3, and Defense is 1. He's uglier than I expected. He's got a poisonous bite, so watch out! It'll make your HP decrease gradually. Also, if he ground-pounds you, you won't be able to use one of your commands! Just focus your attention on beating him down, Mario!
  • Tattle (2nd Time): That's Bowser, genius. You've only fought this guy like, a bazillion times. He'll keep kidnapping Peach, and you'll keep fighting him, until the end of time, I think. Max HP is 70, Attack is 7, and Defense is 2. In addition to his fire breath, he jumps on you and bites. If you get jumped on, you'll be unable to use a command for a little while. Oh, and his bite sometimes poisons you as well. I don't know what Bowser's doing here, but we gotta defeat him quick!

Kammy Koopa

  • HP 50
  • Attack: 5
  • Defense: 0
  • Location: Palace of Shadow
  • Tattle Number: 40
  • Tattle Log: An old witch who's always with Bowser. She's a nasty, magic-using crone, but you should still respect your elders! Remember that!
  • Tattle: That's Kammy Koopa. She's an old evil witch who's always helping Bowser out. Max HP is 50, Attack is 5 and Defense is 0. She uses her magic to raise her Attack and Defense or get electrified or invisible. When her HP gets low, she may also use magic to restore HP. Her magic is totally annoying, so take her out before you focus on Bowser. Still, you gotta feel for her, having to hang out with Bowser all the time... Or do you think Bowser has a harder time enduring her?

Regular Koopa Troopa

  • HP: 4
  • Attack: 2
  • Defense: 1
  • Locations: Various
  • Tattle Number: 10
  • Tattle Log: Koopa Troopas have been around forever. Jump on them to flip them over and drop their Defense to 0.
  • Tattle: That's a Koopa Troopa. They've been around forever! Gotta respect the longevity! Max HP is 4, Attack is 2 and Defense is 1. Their shells are hard, but flip them over and their Defense drops to zero. And you know how to flip them over, right? Just jump on their heads!

Shady Koopa

  • HP: 8
  • Attack: 3
  • Defense: 1
  • Locations: Glitzville, Pit of 100 Trials (Levels 31-39)
  • Tattle Number: 14
  • Tattle Log: When a Shady Koopa flips back up from its back, its Attack increases. Shady Koopas have a place of honor in the Koopa family tree because of this distinction.
  • Tattle: That's a Shady Koopa. It's yet another member of the Koopa family tree. The difference between them and other Koopas? They can attack from their backs! And when they flip back up, their Attack gets boosted and they go totally ape! ...Wow! That's pretty tricky! No wonder they're called Shady Koopas, huh?

Dark Koopa

  • HP: 8
  • Attack: 4
  • Defense: 2
  • Location: Pit of 100 Trials (Levels 31-49)
  • Tattle Number: 16
  • Tattle Log: A Koopa Troopa that prefers dark places. It has a very hard shell but you can flip it by jumping on it.
  • Tattle: That's a Dark Koopa. It lives in dark places that the light never reaches. It's a bit tougher than a regular Koopa, so you won't be able to beat it easily. But it DOES have the same weakness as a regular Koopa. Flip it over and it's helpless. Why do you think it needs sunglasses down here, anyway? What's the point?

KP Koopa

  • HP: 4
  • Attack: 2
  • Defense: 1
  • Location: Glitzville
  • Tattle Number: 12
  • Tattle Log: A Koopa warrior that battles at the Glitz Pit in Glitzville. It may be a different color than your average Koopa Troopa, but its abilities are the same.
  • Tattle: That's a KP Koopa. It's a Koopa Troopa of a slightly different color. Looks like its abilities are just like any Koopa... So he oughta be a piece of cake! Don't go easy just because you know King K, Mario... That's what friends are for!