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Articles about Mario
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New mario
It's-a me, Mario!
~ Mario's iconic quote
Oooh... ah! Luigi! You save Mario! Way to go! Number one!
~ Mario thanking Luigi

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We've come a long way, you and me... We've seen a bunch of different kingdoms... I mean, sure, we got shot down and stuff along the way... But think of all those hats! This trip really was amazing. Thank you, Mario. It's been an honor walking a mile on your head.
~ Cappy

SMS Clean Mario FLUDD Pose Artwork
Power-up complete. Thank you for purchasing this item from Gadd Science, Incorporated. Preparing to register customer information. Scanning and classifying subject data... Subject identified as Mario, resident of the Mushroom Kingdom. Data storage complete. I am F.L.U.D.D.--a Flash Liquidizer Ultra Dousing Device. I hope to be of assistance.
~ F.L.U.D.D.

Dr. Mario World
Oh no! We've got to do something! I have just developed a new vitamin that should be able to take care of it. I sure hope this stuff works!
~ Dr. Mario

Builder mario
Time to build it!
~ Builder Mario, Mario Kart Tour

Summary

Mario is the main character and protagonist of the long-running and highly successful Mario series. He was created by Japanese video game designer Shigeru Miyamoto and also serves as the main mascot of Nintendo. Mario made his first appearance as the protagonist of the arcade game Donkey Kong, released in 1981.

Since Super Mario Bros., his trademark abilities have been his jumping and stomping powers, with which he defeats most of his enemies, and his ability to gain powers with a plethora of items, such as the Super Mushroom, Fire Flower, and the Super Star. Games have usually portrayed Mario as a silent character without a distinct personality (Fortune Street is a notable exception).

According to Nintendo's philosophy, this allows Mario to fit in many different genres and roles. In most games, he is the hero that goes on an adventure to save Princess Peach from Bowser, but he has been shown doing many other activities besides adventuring, such as racing and sporting with his younger twin brother and others.

Powers and Stats

Tier: 6-C, up to Low 6-B with power-ups | High 4-C, higher with more Power Stars | 2-B

Key: Base | Power Star | Empowered by Dreamy Luigi

Name: Mario

Origin: Donkey Kong (First Appearance), Super Mario Bros (Official debut)

Gender: Male

Age: 24-25, likely over 30 years old (Should be around the same age as his paper counterpart)

Classification: Human, Plumber, Star Child

Powers and Abilities:

Mushrooms/Flowers/Stars:

Battle Cards:

  • Accelerated Development (Battle; Physical Stats, with Bowser's Battle Cards. Mario can increase his power in proportion to the amount of damage he's taken during battle)
  • Statistics Amplification (With Battle Cards. Mario can increase the power of his Boots and Hammer up to 50%, his defense up to 50%, and his speed, for a limited time, up to 35%)
  • Fire Manipulation (With Bowser's Battle Cards. This adds fire to any of Mario's attacks)
  • Purification (Type 3. With Battle Cards. Mario can remove status effects from himself)
  • Healing (With Battle Cards. Mario can restore 30% of his Health, or fully)
  • Damage Nullification (With any of his Battle Cards. Mario can nullify any damage that may be taken once)
  • Resurrection (With Peach's and Bowser's Battle Cards. Mario can resurrect a fallen ally)
  • Statistics Reduction (With Battle Cards. Mario can lower the defense of an enemy by 50% and their power by 30% for a limited time)
  • Transmutation (With Toad's Battle Cards. Mario can transform an enemy into a Mushroom, though this has a chance to fail)

Gear/Items (Super Mario RPG):

Gear/Items (Mario & Luigi Series):

Gear/Items (Mario Kart Series):

Gear/Items (Mario Party Series):

Caps:

Badges:

Miscellaneous:

Retains all the abilities of his Base and Super Bell Power-Up.


Attack Potency: Island level (Comparable, though somewhat inferior, to Donkey Kong. Gave a third of the energy needed to disperse a large storm), up to Small Country level with power-ups (While most power-ups only increase Mario's power by lesser amounts or just grant him new abilities, some of the stronger ones allow him to match Bowser in his giant forms) | Large Star level, higher with more Power Stars | Multiverse level (Aided Luigi in defeating the Zeekeeper, who defeated a Dark Stone-empowered Antasma and could destroy Neo Bowser's Castle's barrier, which was created by the Dream Stone - an artifact containing a cosmology of 100,000 universes. The Zeekeeper even considered the Bros. impressive[34])

Speed: Massively FTL+ (Capable of reacting while being launched by a Launch Star. Capable of dodging attacks from a Grand Star-powered Bowser, who can tag Starship Mario with his meteors and flew to the center of the universe in a short time. Capable of reacting to Bowser and Bowser Jr riding the Koopa Clown Car, which flew towards the sun and from their home planet to a nearby galaxy in a short period of time) | Massively FTL+ | Massively FTL+

Lifting Strength: Class P (Can escape from a black hole) | Class P (Stronger than before; sent a Metal Bowser flying into space), possibly Multi-Stellar (Should scale to the Power Stars) | At least Class P

Striking Strength: Island level, up to Small Country level with power-ups | Large Star level, higher with more Power Stars | Multiverse level

Durability: Island level, up to Small Country level with power-ups | Large Star level, higher with more Power Stars | Multiverse level (Can take attacks from Dreamy Bowser)

Stamina: Superhuman (Can perform various activities and travel to multiple regions and entire galaxies with no signs of exhaustion, or need for rest) | Superhuman | Superhuman

Range: Standard Melee Range normally; Extended Melee Range with his Hammer. Power-Ups and Items can range from Standard Melee Range to Several Meters to Tens of Meters | Same as before | Same as before

Standard Equipment: Hammer, Power-Ups, and items | Hammer, Power-Ups, Power Stars, and items | Hammer, Power-Ups, items, and Luiginoids

  • Optional Equipment: F.L.U.D.D., Cappy, and various other Power-Ups and additional items

Intelligence: Genius, likely higher (Although mostly known as a plumber, Mario possesses numerous and versatile talents, from being able to excel in many sports such as basketball[35], soccer[36], tennis, golf, baseball, bike riding, football, hockey, dodgeball, rifleman, and driving to taking up other careers such as carpentry, construction/demolition, soldier, brewery worker, cement factory worker, artist, referee, archaeologist, chef, animal trainer, pilot, and submarine captain. He can play the guitar[37], quickly fix a clear pipe with the help of his brother Luigi, and fly a helicopter that's able to lift a giant gold statue of Peach. He's even intelligent enough to excel in multiple white-collar occupations such as being a physician and the CEO of a highly successful toy company and is also a highly capable doctor who is able to create his own medicine to cure diseases. Mario is an experienced fighter and expert combatant, battling and defeating a diversity of foes and beings with various magic, unnatural powers and abilities, vastly different technology, and multiple fighting styles. His expertise and fighting prowess even extend back to his earlier years, where he's fully capable of piloting vehicles, skillfully use various power-ups and weapons, and confront an entire alien race invading his planet as an infant. He also outsmarted archaeologists and scientists during his vacation to Pi'illo Island, solving the very mystery that left the aforementioned people scratching their heads and was able to beat Jynx, a master combatant, who was so impressed with Mario's fighting capabilities, he renamed his entire dojo after the plumber and made him the master. Mario has gained so much skill that he's capable of completing trials such as The Perfect Run, Tubular, The Impossible Pack, and more, where Mario's incapable of suffering so much as a single hit. He was even capable of navigating and completing the Forest of Illusion where it was stated Mario would need to use his brain to solve the most perplexing puzzles[38], and his multiple accomplishments have made him famous worldwide)

Weaknesses: Most of his power-ups have a time limit or can be removed from an attack, though this can be easily circumvented with the Bottomless Gloves. | None Notable. | Luiginoids, and by extension the power up received by Dreamy Luigi, can only be usable in the Dream World.

Notable Attacks/Techniques:

Jumping: The standard Jump is Mario's most commonly used move. While it was originally only used to evade obstacles in the original Donkey Kong game, it has been Mario's primary method of attacking since Super Mario Bros. Depending on the type of game, Mario and other characters jump for a variety of different purposes:

  • Jump: When Mario performs an ordinary jump, he makes a fist in the air and splits his legs at the same time. In the early games, Mario keeps his legs split when landing on enemies to stomp them. In later games, Mario commonly lands on enemies using his boots.
  • Double Jump: The Double Jump is a move useable by every playable character in the Super Mario series since Super Mario 64, used to gain a higher altitude. This move is incorporated into the Triple Jump
  • Triple Jump: The Triple Jump is a special move used in the Super Mario games since Super Mario 64 (except Super Mario 3D Land, Super Mario 3D World, and Super Mario 3D World + Bowser's Fury). This jump is even higher than the Double Jump, and Mario front-flips during it. With Mario, there is a special addition to the Triple Jump. Should Mario perform the Triple Jump successfully, the third consecutive jump will render him invincible during its duration.
  • Spin Jump: Mario spins while jumping, allowing him to jump on spiky enemies and hazards such as buzzsaws. This move can also allow Mario to hover, slowly descend, deflect projectiles, and clear fogs and smoke. Using this move with the Fire or Ice Flower with make Mario scatter fireballs or ice balls in multiple directions.
  • Super Jump: The Super Jump is a special attack used by Mario in Super Mario RPG: Legend of the Seven Stars. He learns the attack at Level 6. When Mario uses his Super Jump, he can jump on one enemy multiple times. If the player does a Timed Hit right before Mario stomps the enemy, Mario keeps jumping until the player makes a mistake or they hit 100 consecutive jumps. Super Jump uses 7 FP and has a Magic Power rating of 45.
  • Ultra Jump: Ultra Jump is Mario's fifth magic attack in Super Mario RPG: Legend of the Seven Stars. It is more powerful than Mario's Super Jump and it can attack multiple enemies.
  • Blazing Wall Jump: Mario's special move where he can execute wall jumps without any walls.

Hammers: Mario's weapon of choice that serves as a counterpart to his jumps. He brings it out and strikes the enemy with it. He also uses it for counterattacks, reflecting projectiles, and occasionally inflict status conditions such as making foes dizzy or reduce their speed and/or defense.

  • Hammer: Mario's first and weakest weapon is a Hammer. After Mario beats the Hammer Bros. blocking the exit of Mushroom Way, Mario receives a Hammer apparently dropped by them with the Hammer Bros. insignia on it. When equipped, the weapon adds ten attack points to Mario's attack rating, though each attack can have a variance of one point above or below this. When Mario uses it with a timed hit, he swings it up and down twice.
  • Super Hammer: In Super Mario RPG: Legend of the Seven Stars, the Super Hammer appears as a weapon that can be bought from the shop in Marrymore's hotel or the Shaman merchant at the sea or Sunken Ship for 72 coins. In the game itself, it looks exactly the same as the normal Hammer, but in the official artwork for, the words "SUPER" can be seen on the hammerhead's side. It is stronger than the regular Hammer.
  • Ultra Hammer: The item first appeared in Super Mario RPG: Legend of the Seven Stars. In this game, the Ultra Hammer is Mario's second most powerful weapon, being beaten by the Lazy Shell. It is found in the Factory inside a treasure chest, shortly before fighting Count Down. In the official artwork for the Ultra Hammer, the hammerhead has metal linings on each end and has the word "ULTRA", in red, at the side.
  • Iron Hammer: Mario summons a giant iron hammer and hits the target with it. The force from the hit is powerful enough to leave a blazing trail on the target.

Pyrokinesis: Mario can manipulate fire and perform various fire techniques without a fire flower in some games. Some of his techniques include:

  • Firebrand: Taught by the Fire God, Firebrand. Mario charges fire energy in his palm and unleashes an explosive blast of flame on the enemies in close range. The fireballs from this move can be accumulated into a huge fireball for Mario to spike down on the targets, creating a powerful explosion and inflicting a burn status upon the opponents.
  • Fireball: Mario will shoot a ball of fire from his hands. He can either fire a single ball or throw multiple. In Mario Kart: Double Dash, he's able to shoot up to five of them at once.
  • Fire Orb: Fire Orb is a fire-based special attack that Mario learns when he reaches Level three in Super Mario RPG: Legend of the Seven Stars. The attack allows Mario to shoot small fire orbs at one enemy.
  • Super Flame: Super Flame is a magic attack in Super Mario RPG: Legend of the Seven Stars. It's the third magic attack that Mario learns, at Level 10. Super Flame is a more powerful version of Fire Orb, dealing more damage to a single enemy. When used, Mario releases a series of large fireballs at his opponent.
  • Ultra Flame: Ultra Flame is the last fire magic move Mario learns in Super Mario RPG: Legend of the Seven Stars. Mario learns this move at level 18, and it costs 14 FP. When used, Mario shoots a large number of fireballs at enemies. This attack is stronger than both Fire Orb and Super Flame. Unlike the other two fire-based attacks, Ultra Flame has the potential to deal damage to all enemies.
  • Fire Swing: Fire Swing is Mario's Star Swing in Mario Super Sluggers. In this swing, Mario swings his bat back and forth until the end catches fire. Then, he hits the ball, sending it flying across the field cloaked in fire. If a fielder tries to catch it, that fielder will be momentarily burned. The ball will continue, but the fire will wear off after a few seconds and the ball will roll to a stop.
  • Fire Strike: Fire Strike is a Super Strike that Mario has the ability to perform. Mario kicks the soccer ball to the air and jumps. Then he makes a pose, and a fire halo appears around him. Mario then kicks the ball with force, turning it into a fireball that goes straight to the target, the goal.
  • Mega Fire: Mario's Mega Strike. He jumps into the air as he turns into a fiery, orange-black form. Then he maneuvers his leg behind his head, and he swings his leg to kick the ball with full force, smashing it towards the goal.

Ground Pound: Introduced in Super Mario Bros. 3, the Ground Pound is a move usually executed by crouching in midair, but it is sometimes used by pressing the jump button twice instead (usually in Mario Party minigames). When the move is used, the character slams their rear end on the ground, which can cause many results.

Star Spin: Spinning is a move that Mario can perform in Super Mario Galaxy, Super Mario Galaxy 2, Super Mario 3D World, and Super Mario 3D World + Bowser's Fury, replacing Mario's punching and kicking moves from Super Mario 64. It is typically used to attack enemies and interact with objects such as levers; when performed midair, it also gives the playable character extra height, similarly to a Double Jump.

Drill Spin: After using a Spin Jump or spinning in the air, Mario will descend and spin much faster in a drill-like fashion with tremendous force. This attack does double damage on spiky enemies.

Double Kick: Mario performs a spinning kick and quickly follows up with a long jump to kick the foe again.

Energy Manipulation: Mario can fire energy balls in rapid succession and can charge it into a large ball to release a barrage of homing energy projectiles.

Super Mario!: Mario will temporarily increase his size, being able to squash his opponent and bulldoze some obstacles.

Zone Speed: Focusing his energy, Mario augment his senses into the point the flow of time slows down in his perspective.

Magic Weapon: Mario forges a weapon of pure energy in shape of a hockey stick. It's only seen in Mario Sports Mix in a battle against the Behemoth.

Battle Cards: Mario can utilize cards with special effects to give himself an advantage in battle. Effects can range from increasing his attack, defense, and speed, doing the exact opposite to his opponent, recovering health, nullifying damage, or stopping time.

Badges: In the Mario & Luigi series, specifically Superstar Saga and Mario & Luigi: Superstar Saga + Bowser's Minions, each bro can only wear one badge at a time. Badges are used to raise Mario or Luigi's stats (like their Bros. Point or Power stat). Certain badges also allow different effects to be used in battle, such as defense from spiked enemies like Sharpeas and Pestnuts, HP recovery, and attacks with different effects, among others.

Gear: The Gear in the Mario & Luigi series, specifically Mario & Luigi: Superstar Saga, is equipment that raises Mario and/or Luigi's stats, along with sometimes providing special effects. There are two types of gear: clothing and badges. Clothing increases defensive stats, HP and Speed. Some clothing is exclusive to Mario and others to Luigi, and some can be worn by both. Badges increase attack power and Bros. points. Gear can often be bought in shops or dropped by enemies.

Music Keys: Artifacts with the power of music. They hold multiple powers such as mind control, manipulating the weather and emotions, healing, and even warping reality.

Mario Party Items: Having participated in decades worth of party games, Mario has access to an assortment of essential tools at his disposal:

  • Poison Mushroom: In Mario Party 3, the Poison Mushroom is an item that the players can use on either themselves or one of their opponents. A player who is cursed by a Poison Mushroom can only roll a 1, 2, or 3 on their next turn. It is possible to eliminate the curse by using another Mushroom or a Magic Lamp. If the player's character is still under effect of the mushroom, Tumble will say that they are still sick from it.
  • Golden Pipe: The Golden Pipe is a normal item that appears in Super Mario Party, functioning similarly to the Genie Lamp, Flutter Orb, and Star Pipe from previous Mario Party games. It places the player one space away from the Star, which means players can buy it afterwards unless they roll a 0.
  • Warp Box: Warp Boxes appear as usable items in Mario Party: Star Rush, Mario Party: The Top 100, and Super Mario Party. In Mario Party: Star Rush and Mario Party: The Top 100, they warp the player to the space of a rival. In Super Mario Party, they appear only in the Partner Party mode, where they warp the user to the space of their teammate.
  • Coinado: The Coinado is an item from Mario Party: Star Rush. Like the Fling Spring, this item can be placed on the board in a similar manner to orbs and hexes from previous Mario Party games. After being placed, the Coinado is invisible to all other players until a player lands on this space, which can include the player who placed it. Whoever lands on it is spun and loses five coins to the player who placed it.
  • Ally Phone: The Ally Phone is an item from Super Mario Party. It resembles a miniature mobile phone with an ally icon on its screen and a Toad-like cap on its head. When used, the player summons a random ally that is not already a character in play. The ally then gives the player the option of rolling their special Dice Block, as well as add either one or two to their leader's die roll.
  • Fly Guy Ticket: The Fly Guy Ticket is an item in Super Mario Party that resembles a ticket with a blue Fly Guy painted on it. When used, the player can choose who to use it on; then, the player tears the Ticket, and a blue Fly Guy comes and steals a random item from the chosen player.

Bubble: Mario will incase himself in a bubble. Being within the protective bubble makes him impervious to hazards and attacks.

Cappy: A Bonneter that Mario befriended with. He grants Mario's signature cap special powers:

  • Cap Throw: Mario throws his hat which then returns to him like a boomerang. It can use to attack enemies, hit objects multiple times, clears poisonous terrains, and gain additional maneuvers.
  • Homing Cap Throw: Mario throw his hat which then seeks and hits the nearest enemy.
  • Spin Throw: Mario throws his cap and it spins around him for a few seconds, attacking anyone within the radius.
  • Capture: After his cap is thrown at his target, Mario begins taking control of the said target. This move can possess multiple creatures and even inanimate objects.

Splash Bros.: A move based off of the Spin Jump, Splash Bros. involves Mario jumping on Luigi and being thrown by him in the air, then Luigi jumps under Mario, grabs him, and they both do a Spin Jump, with a huge flip at the end, to slam into the attacked enemy.

  • Super Splash Bros.: The Super Attack equivalent of Splash Bros. After the first command, Luigi throws Mario up before he performs a spinning stomp on the enemy, which deals doubled damage to spiny enemies. In the remake, however, Mario does a Spin Jump onto Luigi, who bounces him upward thrice before Mario stomps on the enemy. The attack instead deals less damage to regular enemies than it does to spiny enemies.

Chopper Bros.: A move based off of the Dunk Hammer, Mario hammers Luigi into the ground and then automatically jumps to the enemy selected, but Luigi wait accordingly to time his jumps underneath Mario, throwing him into the air. Mario can then swing the Hammer at will, dealing damage proportional to how quickly he swings it until he lands.

  • Super Chopper Bros.: The Super Attack equivalent of Chopper Bros. Mario dunks Luigi into the ground and Luigi pops up from underneath the enemy. Mario again dunks Luigi, Luigi pops up, and the process is repeated. In the remake, this has no effect on flying enemies, and it can only be done up to eight times.

Swing Bros.: This move starts out with Luigi diving for Mario, and Mario then catching his hands. When a certain amount of time has elapsed, Mario flings Luigi, who flies feet-first onto the enemy, damaging it.

  • Super Swing Bros.: The Super Attack equivalent of Swing Bros. While Luigi is flying back to Mario, Mario jumps to Luigi and then spins over the enemy, causing damage and possibly stealing an item. In the remake, as soon as Luigi hits the selected enemy, Mario runs and dives toward Luigi, with Luigi catching his hands. They then bounce off the enemy and performs a drill-like move, causing damage and stealing coins and (possibly) an item.

Fire Bros.: A move based off of the Firebrand. This attack has Mario standing in front of Luigi, charging up his Fireballs. Once a certain amount of time has elapsed, Mario will fling the Fireballs towards Luigi. When timed correctly, Luigi can hammer the fireballs into the designated enemy.

  • Super Fire Bros.: The Super Attack equivalent of Fire Bros. Mario jumps up and hits the fireballs, congregating all of them into a larger fireball. When all are fired or put together, Mario jumps up from Luigi and hits it into the enemy in a similar manner to a spike in volleyball, which can cause burn. In the remake, Luigi jumps up, bouncing the large fireball up. Mario jumps off of Luigi and hits the fireball into the enemy in the same fashion. When the fireball explodes, it creates a shockwave that damages all surrounding ground enemies.

Bounce Bros.: A move based off High Jump. This attack involves Luigi leaping onto Mario, who throws him into the air. When Luigi is right above him, Mario leaps into the air to grab him. The two then do a flip and Luigi slams into the enemy with his hands.

  • Super Bounce Bros.: The Super Attack equivalent of Bounce Bros. Mario jumps up onto Luigi, they bounce once more, then Luigi then Mario jump onto two separate enemies (only one if there is one).

Knockback Bros.: A move based off of Mario's Mini-Mario form. When activated, the bros spin backwards, Luigi smacks Mario on the head with his hammer, making him smaller, and hits him like a golf ball, sending him into the selected enemy to damage them.

  • Super Knockback Bros.: The Super Attack equivalent of Knockback Bros. Mario rolls into a ball and Luigi knocks him into an enemy with his hammer, before he comes back. Luigi hits Mario again, repeating the process. In the remake, this Super Attack can now hit multiple targets, only lasting up to five hits.

Thunder Bros.: A move based off Thunderhand, Luigi will charge up a ball of electricity in his hands. When fully charged, Luigi will jump on Mario. The second timed jump will send Luigi flying into the air, with the third allowing Luigi to cast a thunderbolt (or a small orb of electricity that explodes upon contact with the ground in the 3DS remake) below him, causing some damage to all enemies on the ground. The attack, if performed correctly, always lowers the enemies' defense.

  • Super Thunder Bros.: The Super Attack equivalent of Thunder Bros. Mario dunks Luigi into the ground and he pops out of the ground, performing an electrified uppercut that hits one enemy, whether they are airborne or not, and can cause their attack power to decrease.

Cyclone Bros.: The move begins with Luigi hammering Mario down to a smaller size. Mario will then begin spinning, and Luigi will jump on top. To follow it up, both spin in synchronization towards the enemy, Luigi holding out his hammer during the attack. If there is more than one enemy, both of them can cycle through the enemies, subsequently damaging them all in rapid succession.

  • Super Cyclone Bros.: The Super Attack equivalent of Cyclone Bros. After every hit of the attack lands, Mario turns back to regular size, raising Luigi up for him to hammer the enemy, which may cause dizziness.

Green Shell: When this item is chosen, one of the brothers will kick the Shell towards the foe. It will then bounce off the enemy, deal damage, and alternate to the other brother. After each kick, the shell starts moving faster along the ground. The brothers can then repeat this until the enemy is defeated, or sixteen successful hits are dealt; in any one of these cases, the Green Shell disappears.

Bro Flower: The Fire Flower equivalent in the Mario & Luigi series, either of the bros can attack all the enemies with a certain amount of fireballs by constantly firing. If the enemy is airborne, their baby counterparts will instead shoot fireballs.

Smash Egg: Mario, Luigi, and the babies can kick these eggs to the enemy. Once the first kick has set the egg in motion, the Mario Bros. must prime themselves for when the Egg comes back down so the process can be repeated until the egg breaks apart.

Red Shell: The brother that chooses this shell will kick it towards a foe. Once it hits them and bounces off, it will slide towards the other bro. Like the Green Shell Bros. Item, the Red Shell can be kicked back repeatedly, and moves faster with each kick. Unlike the Green Shell, it will automatically target a new enemy if one is defeated, and can be kicked indefinitely until one of the brothers misses or all enemies are defeated. When the adult and baby Mario brothers fight together, the babies can sit on the shell, performing a spin that increases damage for each hit.

Ice Flower: Similar to a Bro Flower, the effects of an Ice Flower allow Mario, Luigi, Baby Mario, and Baby Luigi to shoot iceballs instead of fireballs. Ice Flowers can randomly lower the enemies' power, defense, and/or speed. Ice Flowers can also deal extra damage to fire enemies, such as Blazing Shroobs, but they also do extra damage to Shroob enemies and bosses (with the exception of Princess Shroob), and to Bowser and Baby Bowser.

Pocket Chomp: Upon use, the encapsulated Chain Chomp will break free and chase the adult Mario Bros. As they are being chased, they jump on the enemy until it is disposed of, if their timing is jeopardized, or the Chain Chomp hits the bro. To deal extra damage, the baby riding on the chain of the Chain Chomp could use his hammer to deal slight damage to enemies on the ground. However, if the baby riding on the Chomp's head uses his hammer, the Chain Chomp only gets angrier and faster.

Cannonballer: The four heroes jump into a cannon which shoots them out in a random order; they then land on the same foe one at a time. Any of the bros. must time their jumps right when they are about to hit the enemy, or else less damage will be dealt. The Cannonballer is useless against spiked enemies, as they have immunity to jump attacks and will deal damage to the brothers instead.

Copy Flower: When either of the brothers uses this two-headed flower, a large horde of the bros. spawns. Then, all of the clones run and jump on the enemy. As the attack is repeated, the brothers move faster. They can attack in an indefinite amount of time, until the enemy is defeated. If there are multiple targets, once the enemy targeted is defeated, the brothers target another random enemy, thus keeping the chain going.

Trampoline: Trampolines are powerful Bros. Items that require the availability of all four Bros. Each Bro. jumps onto the Trampoline and stomp on the foe in a random order. If timed correctly, they jump back onto the Trampoline. If timed poorly, they will knock the Trampoline away, until all four Bros. fall. It functions similarly to the Cannonballer, except attacks can be landed indefinitely.

Mix Flower: When used, the quartet splits up and surrounds the enemy group. One Mario brother will be holding a large fireball. The other three brothers will be holding small blue fireballs. One brother must target the other brother with the large fireball to build its size over the enemy. The fireball will also switch to other members. If a wrong member fires a fireball, they shoot small iceballs instead, which decrease the huge fireball's size. Eventually, the huge fireball will fall, detonating itself and dealing major damage to the entire enemy group in conjunction with its size.

Green Shell: To use it, the player must get all the Trash Pit Attack Pieces. This is the first Special Attack the brothers get, as well as one of the few mandatory ones. It is used exactly as in Mario & Luigi: Partners in Time, but lacks their baby counterparts. Unlike the previous game, the shell moves faster as it gets kicked and slows down slightly after it ricochets from the enemy, though the returning speed of the shell still increases after each kick. This shell will continue to attack even if the first target was defeated, just like the Red Shell in Mario & Luigi: Partners in Time, and will break after ten hits.

Fire Flower: Like previous entries, the Fire Flower largely functions the same, albeit at some point both Bros. will attack simultaneously.

Jump Helmet: When using this item, Luigi puts on an orange helmet with a trampoline on his head. Mario jumps on the springboard, and Luigi must direct himself to allow Mario to land on the trampoline each time he comes back down. If time correctly, Mario will fly higher. After the brothers get close enough to the enemies, Mario lands on the targeted enemy, dealing substantial amounts of damage. The attack will be stronger depending on how many times Mario successfully landed on trampoline, as well as how well Luigi lined up with his brother each time.

Yoo Who Cannon: When using this attack, Mario and Luigi will briefly appear in eight Barrel Cannons. After a barrel rises, depending on which brother was sitting there, one of the Bros. has to launch themselves before the fuse reaches the barrel to damage the enemy. If either take too long, the other barrels will be destroyed, and the move will prematurely end with little damage being dealt.

Super Bouncer: When using this attack, Luigi hops on a giant, starred, pink-colored ball, and Mario is tasked with spiking it. After a while, Luigi and the ball will descend onto the enemy. While it is landing, Luigi will have to center himself in the middle of the ball. After that, the ball floats down to Mario so he can spike it again. If Luigi is too close to one of the edges, or when Mario fails to spike, the attack stops.

Mighty Meteor: When using this attack, Mario or Luigi sends a huge meteorite up into the sky. One of the brothers will equip their Hammer and reel it back as it falls, swinging it forward once timed correctly. If the brother successfully hits the meteorite with their hammer, it crashes into the enemy to inflict damage and possibly lower the enemy's attack power. The meteorite then alternates between the duo, and the attack continues. If one brother fails to hit the meteorite before it hits the ground, the attack stops. After successfully hitting the meteorite enough times, it bursts open and the Bros. receive a random item. The items are either an Ultra Mushroom, a Max Nut, a Star Candy, or a 1-Up Deluxe.

Spin Pipe: When using this attack, Mario and Luigi stand on top of each other, after which a giant blue pipe with yellow rotating arrows falls on them. After that, the pipe starts rotating, and it falls on the selected enemy. Both Mario and Luigi will be on the bottom side of the pipe when it falls on the enemy. If successful, the attack continues; otherwise it will fail. If the selected enemy is defeated, the attack will then switch to the next enemy. As the brothers land more consecutive hits, the pipe will begin to spin more erratically.

Snack Basket: When using this attack, the brother who started the attack will throw a basket into the air, which opens up and releases a selection of confections that start raining down. Luigi will then eat the falling desserts while directing himself to walk underneath each one. Consequentially, Luigi becomes enlarged and jumps on top of Mario, who then proceeds to lift him up. Mario will then push Luigi upwards and toss him into the air. Once he falls back down to the ground, timing the designated landing zone will make Luigi perform a Ground Pound-esque maneuver, resulting in a large shockwave that harms all enemies on solid ground. This move is ineffective against airborne enemies.

Magic Window: When using this attack, Mario or Luigi will take out a mushroom-shaped window and throw it into the air, which opens and they jump into. The windows then appear close to an enemy, which Mario, Luigi, or both at the same time, will jump out of to stomp on the enemy. These windows will appear at different locations depending on which enemy is the target.

Falling Star: When this attack is activated, Mario and Luigi toss an orange star with eyes to the sky, with it growing large in size. Smaller stars appear next to each brother, and Starlow flies up above, transforming into an aiming crosshair. The large star switches between red and green, corresponding with which brother must repeatedly throw the smaller stars at the larger star. When the attack is finished, the large star, along with the smaller stars, will fly further upwards and come crashing down into an enemy, followed by each of the smaller stars. Groups of seven small stars fall first, followed by individual stars, which do less damage. This attack can lower an enemy's defense.

3D Red Shell: Upon selecting the attack, Mario and Luigi will run into the foreground, where Mario will take out a Red Shell. He will then kick it at one of the enemies. After it hits and rebounds, Luigi will follow up and kick it back, alternating between them for each kick. After the Red Shell hits nine times, Luigi will then spin the Red Shell towards Mario to blast it at their foe for the tenth and final hit; if all enemies are defeated before the attack ends, it will end prematurely.

Bye-Bye Cannon: When the attack begins, Mario and Luigi jump into a cannon. A randomized sequence of them blast out into the far background, there being three of each Bro. in the sequence. Mario and Luigi will then land on the same enemy, and if successful, must do the same sequence backwards for maximum damage as they come down in the form of a large yet slowly shrinking Spin Jump the second time.

Bomb Derby: Immediately after initiating this attack, Mario and Luigi run into the foreground, and Mario will chuck a bomb into the sky, which causes twelve bombs to fall on to Luigi, all of which Luigi catches in a stack. Luigi will pass the bombs to Mario, and Mario will hit each bomb towards the enemy with his hammer, all exploding upon contact. If Luigi takes too long to pass the bombs to Mario, any remaining bombs will explode and the Bros. Attack will end. The bombs will also bounce out of sight if Mario fails to hit them. At the end of the stack lies a big bomb, which will do regular damage like the other bombs and end the attack.

Jet Board Dash: Upon use, Mario and Luigi run away from the enemy, eventually stopping for Mario to pull out a skateboard equipped with a rocket engine and throw it in front of Luigi. Luigi will board it, lying belly-down and Mario will hop on top of him, where he starts the engine. The engine will accelerate as it goes forward, with the flame on its back turning blue if it reaches its top speed. When the board reaches the target enemy, Mario prepares one big hit with his hammer.

Zee Egg: Upon use, Mario takes out the Zee Egg and throws it into the area, summoning the Zeekeeper. The Zeekeeper carries Mario and Luigi up into the sky and shoots out a Wake Orb, which descends toward the enemies, the Zeekeeper then chases after it. The Zeekeeper will move from side to side to line him up with the Wake Orb, and Mario and/or Luigi will jump towards the orb to pound it with their hammers, increasing the power of the attack. If Mario and Luigi hit it enough, the Wake Orb will explode on the target, heavily damaging it, slightly harming surrounding enemies and having a chance to decrease their defense.

3D Green Shell: Upon using the attack, Mario and Luigi will both run into the foreground, where Luigi will take out a Green Shell and kick it at one of the enemies. Mario will kick the Green Shell back at the enemies after it rebounds off the enemy towards him, and Luigi will do the same, this repeating three more times. After the Green Shell hits nine times, Mario will then kick the Green Shell towards Luigi, who blasts it at one of the enemies, ending the attack.

Fire Flower: When used, Mario and Luigi begin charging and hurling fireballs at the enemies erratically, and randomly at the enemies, with orange fireballs. If red fireballs (not charged) are fired, they do considerably less damage and none at all if the fireballs are charged too long. If all fireballs are thrown appropriately, Mario and Luigi eventually start charging fireballs rapidly, throwing as many as possible at the enemy.

Dropchopper: Upon using the attack, Mario and Luigi run into the foreground, and the Dropchopper begins floating in mid-air near the bros. as they run towards the group of enemies. Once the Dropchopper is above one of the bros, Mario and Luigi will both grab onto the Dropchopper, with it slowly rising into the air. Once the Dropchopper hovers above an enemy, the Dropchopper will drill down into whatever is currently below it with tremendous force, heavily damaging the enemy it directly hits and moderately damaging enemies in the target circle with the impact's shockwave.

Slingsniper: When the attack is initiated, a large slingshot is planted in the foreground of the battlefield. Once Luigi climbs inside the slingshot, Mario will stretch it further into the foreground. Once the slingshot is fully stretched, Mario will let go, automatically launching Luigi in the specified direction. It is possible to hit several enemies in a row with the attack.

Star Rocket: Upon use, Mario and Luigi run in the opposite direction from the enemies, eventually stopping for Luigi to throw a miniature Star Rocket in front of them, expanding into a larger star that both Bros. ride into the air. As the star flies towards the enemies, a trail of small stars appear en route, which the player must steer the star into to increase the attack's strength through tilting the handheld system. Eventually, the collecting sequence ends and the star will rise into the air. Mario will then crash down on the target and deal damage, surrounded by a varying number of small stars depending on how many the player collected. Subsequent to impact, the small stars will fly into the struck enemy for extra damage, Luigi repeating this process.

Rhythm Mushroom: When used, Mario jumps off of Giant Luigi's head and onto his hand, then takes out a Mushroom. Mario will throw the Mushroom in a high arc into Giant Luigi's mouth, throwing two more afterwards, the with pace at a set rhythm. Mario will pause after the three Mushrooms are thrown, then resume and throw five more Mushrooms in the same fashion as before, the attack ending afterwards.

Drill Stomp: The attack starts when Mario jumps off of Giant Luigi and spins in a direction, while Giant Luigi spins in the opposite direction. With each stomp, Mario and Giant Luigi come crashing down on the enemy while spinning in opposite directions.

Finishing Bros.: When the HP bar of the boss is nearly depleted, it flashes yellow, and the menu only gives the option to use this attack. When it is used, Giant Luigi will leap into space, where he grabs a Super Star. Mario then boards the Super Star, followed by Giant Luigi throwing it towards the weakened boss to hit its weak point.

Star Driver: A one-time attack used in the giant battles and acts as an upgrade to Finishing Bros. When Giant Bowser is pushed into the lava and dazed, this attack can be performed. While the move starts similarly to Finishing Bros., Dreambert appears when Giant Luigi is about to grab the star and grows it to several times its size. Mario then has to dodge the incoming fireballs that Bowser is shooting. After avoiding all of the fireballs, the star rams directly into Bowser and instantly defeats him. If Mario is hit by one of the fireballs, the move will end in failure and Bowser will jump out from the pool of lava, forcing Giant Luigi to push him back again.

3D Red Shell: Upon selecting the attack, Mario and Luigi will run into the foreground, where Mario will take out a Red Shell. He will then kick it at one of the enemies. After it hits and rebounds, Luigi will follow up and kick it back, alternating between them for each kick. After the Red Shell hits nine times, Luigi will then spin the Red Shell towards Mario to blast it at their foe for the tenth and final hit; if all enemies are defeated before the attack ends, it will end prematurely.

Rocket Blast: Immediately after initiating this attack, Mario will pull out a Mini Rocket. He and Luigi will jump on it and it will set off to the skies. One of the Bros. will then fall on the selected enemy, and the second brother will land soon after. That second brother will be carrying the Mini Rocket and after the landing, it will be damaged and set off again. At this point, one of the Bros. will control the rocket and hit the enemy again. The rocket will explode upon impact, dealing AOE and fire damage to enemies.

Bomb Derby: Immediately after initiating this attack, Mario and Luigi run into the foreground, and Mario will chuck a bomb into the sky, which causes twelve bombs to fall on to Luigi, all of which Luigi catches in a stack. Luigi will pass the bombs to Mario, and Mario will hit each bomb towards the enemy with his hammer, all exploding upon contact. If Luigi takes too long to pass the bombs to Mario, any remaining bombs will explode and the Bros. Attack will end. The bombs will also bounce out of sight if Mario fails to hit them. At the end of the stack lies a big bomb, which will do regular damage like the other bombs and end the attack.

Cannonball Chuck: After initiating the attack, Mario and Luigi will run into the foreground, with Mario taking out a giant cannonball. Luigi will jump on top of the cannonball and Mario will start spinning it around, similar to when he throws Bowser in Super Mario 64. After lining up the shot, Mario will toss the cannonball towards the enemies. Should Mario swing the cannonball 10 times before throwing, he will lose grip and send Luigi soaring off in a random direction, failing the attack. After the cannonball is thrown successfully, the cannonball will be sent downwards.

Toad Trail: Once initiated, Mario takes out the remaining Paper Toads, who form a bridge across the sky. Then, Mario and Luigi will navigate this narrow bridge, jumping over gaps in the path when necessary. Once the bridge runs out, the duo fly off in the form of a wheel, directing themselves towards the opponent.

Fire Flower: When used, Mario and Luigi begin charging and hurling fireballs at the enemies erratically, and randomly at the enemies, with orange fireballs. If red fireballs (not charged) are fired, they do considerably less damage and none at all if the fireballs are charged too long. If all fireballs are thrown appropriately, Mario and Luigi eventually start charging fireballs rapidly, throwing as many as possible at the enemy.

Drill Shell: Immediately after initiating this attack, Luigi puts the shell on his head and jumps on Mario. When Mario jumps towards the enemy, Mario and Luigi will plunge the shell head into them. When he starts to spin Luigi repeatedly in a fast rate, the shell will create different colored sparks depending on how long and fast it continues to spin.

Dropchopper: Upon using the attack, Mario and Luigi run into the foreground, and the Dropchopper begins floating in mid-air near the bros. as they run towards the group of enemies. Once the Dropchopper is above one of the bros, Mario and Luigi will both grab onto the Dropchopper, with it slowly rising into the air. Once the Dropchopper hovers above an enemy, the Dropchopper will drill down into whatever is currently below it with tremendous force, heavily damaging the enemy it directly hits and moderately damaging enemies in the target circle with the impact's shockwave.

Balloon Blast: After initiating the attack, Mario and Luigi will run into the foreground. Luigi will take out a balloon and seesaw, with the bros jump to each end of said seesaw. When Mario or Luigi are high in the air, either one will ground-pound on the seesaw, at which point the other bro will be flung upwards and has to do likewise. The higher the point which the bros pound from, the bigger the balloon gets in the background before it eventually pops. At this point, smaller balloons will start raining down from the sky and popping on top of enemies, doing damage for every balloon that pops.

Mega Thwonk: Upon using the attack, Luigi eats a Mega Mushroom and becomes Mega Luigi, similar to the Giant Battles in Mario & Luigi: Dream Team. At this point, Luigi will start charging towards the enemy with his hammer (which Mario jumps on beforehand), building up speed each time a foot touches the ground. Upon reaching the enemy, Luigi will hammer the enemy away (which also damages any other enemies on the battlefield nearby). Mario will then fall towards the flying enemy, and bounce off the enemy repeatedly to keep the chain going.

Trio Racquet: When the attack is initiated, a wall appears and sticks the enemies to it. Luigi takes out a black ball and serves it. The trio must correspondingly hit the ball when timed correctly. They then rally the ball against the wall, damaging the enemies in the process. The ball increases in speed the longer the brothers rally the ball, and the attack ends when a brother misses the ball at a pivotal moment, or misses twice altogether. After seven hits, the ball lobs toward either Mario or Paper Mario, while also increasing in speed and size. The attack ends in two different ways: if Mario gets the final hit, he spins and strikes the ball with his racquet. If Paper Mario gets the final hit, he folds himself into a Japanese paper fan and hits it.

Trio Kite: As with all trio attacks, Mario, Luigi and Paper Mario will strike the enemy with a giant papercraft hammer, before the background changes to a grass and sky area. The targeted enemy is flattened onto the bottom of a kite. Mario will then run as far as possible with the kite, before repeating the process with Luigi swapped in, then Paper Mario, and finally with Mario again. After gaining as much distance as possible, Paper Mario will walk up the string of the kite, before he and his copies strike the enemy attached to the kite with well-timed jumps.

Trio Whirligig: Once the attack is initiated, a giant cylinder appears with the enemies floating down inside as pieces of paper. Paper Mario folds into a propeller, which Mario and Luigi grab onto. Making their way down, the trio has to move them around the cylinder to catch the enemies and pass through the middle of the rings on the descent. Each ring speeds up their fall, and they then need to blast through the paper platforms at the bottom.

Trio Shuriken: When the attack is initiated, Mario and Luigi appear in a Japanese style dojo with a line of Paper Mario copies to the left and right of them (the amount depends on how many active copies Paper Mario had before the attack started). Their enemies will then begin falling, with the Mario Bros using a aiming to fire shurikens at them. If the Mario Bros. hit six enemies with shurikens, the Paper Mario copies will form into a giant shuriken that Luigi grabs hold of. At this point, any remaining enemies will start falling down en masse, and the final shuriken can be thrown at them to take them out.

Trio Meteor: Once the attack is initiated, the scene changes to outer space, with the three characters standing on top of paper meteors hung from the ceiling. After the first one drops, the view changes to that of a tower with the paper forms of foes lying around in random places. At this point, a shadow is visible, which gets larger as the meteor falls. The trio has to move it to push as many of the enemies close together as possible, while making sure the meteor falls on at least one of them. Once this is done, they smash it downwards. The cycle then repeats two more times, with Mario and Luigi riding red and green meteors respectively. If all three meteors hit a target, then another shadow appears that has to be lined up like the previous ones. This turns out to be a huge meteor with Mario, Luigi and Paper Mario riding on top of it, and once it's about to hit an enemy, the trio must simultaneously smash it together. If this is done successfully, the whole tower and background will be smashed to pieces.

Power-ups: Mario can use several items which grant him several forms with special abilities which are stated in this list:

  • Super Mario: Allows Mario to grow to his normal height, and withstand an ordinary attack without receiving a Game Over.
  • Boo Mario: Can float, go through walls, turn invisible, and attract Boos.
  • Mega Mario: Greatly increases Mario's size, allowing him to break almost anything, defeat enemies on contact, and even become invincible for a few seconds.
  • Rock Mario: Encases Mario in a rock, making him able to crush enemies and granting the ability to destroy red crystals (who are harder than normal crystals).

Power-ups: Mario can use several items which grant him several forms with special abilities which are stated in this list:

  • Fire Mario: Shoots fireballs of different sizes. The biggest ones are usually bigger than him.
  • Ice Mario: Freeze obstacles such as water or lava upon contact for some seconds(Super Mario Galaxy). Also shoot ice balls that can freeze enemies, fireballs, magical attacks(New Super Mario Bros Wii), and reduces their speed, defense, and attack power(Mario and Luigi: Partners in Time).
  • Gold Mario: Fires enormous gold fireballs that create a shockwave explosion on contact instantly killing enemies and turning them into coins. It is also shown to increase attack damage and resistances to opponents attacks.

Power-ups: Mario can use several items which grant him several forms with special abilities which are stated in this list:

  • Tanooki Mario: Grows a tail to attack with, turn into an invincible statue, and fly.
    • White Tanooki Mario: This is a similar item to the Tanooki leaf but with one major difference; it grants Mario Starman's one-hit kill ability, it also lacks the Starman's time limit so Mario is always in star/rainbow mode while using this item.
  • Raccoon Mario: Similar to Tanooki Mario but without the ability to turn into a statue.
    • White Raccoon Mario: Similar to the White Tanooki power-up, with the only difference being its appearance and ability to walk on water.
  • Cat Mario: Grants the ability to climb walls, scratch enemies with claws, perform a dive bomb attack, and increase sprint speed. It has a variant called Lucky Cat Mario, where it has all of the same abilities and the additional power to turn into a gold invincible statue that has the Starman's one-hit kill ability.
    • White Cat Mario: A variant of Cat Mario with all of its ability and an additional unlimited invincibility.
    • Giga Cat Mario: Another variant of Cat Mario that enables him to grow into a monstrous size.

Power-ups: Mario can use several items which grant him several forms with special abilities which are stated in this list:

  • Invincible Mario: Super speed and temporary invincibility.
    • Rainbow Mario: Similar to Invincible Mario with the ability to gain star bits, break objects, long jump, and higher jump.
  • Cape Mario: Float, fly, create an earthquake by slamming the ground, slow descent, reflect objects and spin at enemies.
  • Hammer Mario: Throw hammers and block fire when ducking.
  • Metal Mario: Invincibility, destruction of enemies, walking underwater, no need for air for a few seconds.
  • Vanish Mario: Intangibility and invisibility for a few seconds.
  • Double Mario: Mario creates a clone of himself. He can spawn up to five of them.
  • Builder Mario: Enables the use of a hammer as a melee weapon and gains a skill in throwing several of them. Can also create up to five characterized creates.
  • Flying Mario: Allows Mario to freely fly around without the need of a Cape Feather, or a similar power-up.
  • Boost Star: The Boost Star is a purple Star introduced in New Super Mario Bros. U. Unlike the regular Star, the Boost Star can be collected only in Boost Mode. Using the Boost Star, Mario can for a short time instantly defeat enemies and break blocks without the need to even touch them (including Koopa Troopas, Thwomps, and even King Bills, which can be defeated only by this method), like with the Super Star.


Gallery

Others

Notable Victories:

Monkey D. Luffy (One Piece) Luffy´s profile ("Post-Haōshoku Advancement" Luffy was being used and he started in base. Mario had all of his optional equipment, except for the Bottomless Gloves, and Speed was equalized)

Chowder (Chowder Universe) Chowder's Profile (Base Mario will be used, and he has his equipment; Both start 999m away; Speed equal; Location: Chowder episode called "There's an Italian Plumber in My Soup")

Naruto and Sasuke (Naruto) Naruto´s and Sasuke´s profiles (Mario was teamed with Luigi and they had their optional equipment from the "Mushrooms/Flowers/Stars" section. "Birth of the Ten-Tails’ Jinchūriki" Naruto and "Fourth Shinobi World War" Sasuke were used and they had prior knowledge on the power gap between they and Mario & Luigi. Naruto started at Sage Mode and Anything over 6-C was restricted. Speed was equalized)

Notable Losses:

Inconclusive Matches:

Luigi (Super Mario) Luigi´s profile (Both were High 4-C)

References

  1. Mario & Luigi: Partners in Time
  2. Yoshi's Island
  3. Super Mario Galaxy 1/2
  4. Super Mario and New Super Mario Bros. Series
  5. Super Mario RPG: Legend of the Seven Stars
  6. Mario vs. Donkey Kong
  7. Mario Party 7
  8. Super Mario Odyssey
  9. Super Mario Run
  10. Super Mario 64
  11. 11.0 11.1 11.2 11.3 11.4 11.5 11.6 11.7 11.8 Super Mario Bros. Wonder
  12. Mario Power Tennis
  13. Dance Dance Revolution: Mario Mix
  14. Yoshi's New Island
  15. Super Mario Bros. 2
  16. Mario Kart Arcade GP DX
  17. Super Mario RPG: Legend of the Seven Stars
  18. Mario & Luigi: Dream Team
  19. Super Mario All-Stars
  20. Super Mario 3D World + Bowser's Fury
  21. New Super Mario Bros. 2
  22. 22.0 22.1 Super Mario Bros. 3
  23. Super Mario Sunshine
  24. Super Mario Sunshine
  25. Super Mario Sunshine
  26. Super Mario 3D World
  27. Mario & Luigi: Bowser's Inside Story
  28. 28.0 28.1 28.2 Mario Kart Series
  29. Mario Kart 8
  30. Super Mario Odyssey - Ending
  31. Mario & Luigi: Partners in Time - Shrowser
  32. Dance Dance Revolution: Mario Mix
  33. 33.0 33.1 33.2 33.3 Super Mario 3D World + Bowser's Fury
  34. Mario & Luigi: Dream Team
  35. Mario Sports Mix
  36. Super Mario Strikers
  37. Super Mario Odyssey
  38. Super Mario World

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