![]() 3 Ĭhargin' Chucks appear in Super Mario-kun's first 6 volumes, in the Super Mario World arc. In Forest of Illusion 2, it wakes up the Rip Van Fish above it, and in Funky, it summons Super Koopas. An unnamed type that does not attack even after being stomped, but whistles to summon enemies.Found only in Cookie Mountain and room 8 of Bowser's Castle. An unnamed type that moves around by doing high leaps, like the Splittin' Chuck.Diggin' Chuck: Stands still, digging rocks that roll slowly on the ground and can only be spin jumped on.Found only in Vanilla Dome 2, Vanilla Secret 2, and Forest of Illusion 3. It is possible to defeat it before it splits. Splittin' Chuck: Stands still, but upon approaching, splits into three to attack.Found in Yoshi's Island 1, Chocolate Island 1, Chocolate Island 4, Chocolate Island 5, and Tubular. Clappin' Chuck: Stands in place, jumping up to clap if the player does, making it hard to jump over it safely.Found in Donut Plains 2, Vanilla Dome 1, Vanilla Secret 1, Chocolate Secret, and Tubular. Passin' Chuck: Stands in place and kicks footballs that bounce along the ground, and bounce higher and more erratically based on the terrain.Found in Donut Plains 1, Chocolate Island 2, Tubular, Groovy, and Funky. Confused Chuck: Rapidly throws baseballs in a straight line towards the player, and jumps if the player does.Found in Yoshi's Island 2, Vanilla Dome 2, Forest of Illusion 4, Chocolate Secret, and Valley of Bowser 1. Lookout Chuck: The basic variant that always charges and tackles.In the Nintendo Mario Mania Player's Guide, the different types of Chargin' Chucks (except the bouncing and the whistling Chargin' Chucks) are each given individual names: Chargin' Chucks can also be defeated in one stomp if first hit by at least two fireballs by Fire Mario.ĭescriptions of a variety of Chargin' Chucks Caped Mario can defeat them with one swing for 100 points. Fire Mario can defeat a Chargin' Chuck with five fireballs for 1000 points (or 2000 points and three coins in the Game Boy Advance remake), as can Yoshi by spitting fireballs produced from eating a Red Shell at him. It takes three jumps on a Chargin' Chuck's head to defeat it for 800 points. They are often found at the end of a level defending the Giant Gate. Aside from the whistling Chargin' Chucks, all Chargin' Chucks, once jumped on, revert to simply trying to tackle the player. Other types have less direct attack patterns, such as splitting into three and charging forward and summoning or alerting other nearby enemies, such as Super Koopas and Rip Van Fish, using a whistle one type of Chargin' Chuck also has the habit of jumping in place and clapping. Chargin' Chucks also act more aggressively when Mario is with Yoshi. They can also break through Rotating Blocks and Grab Blocks. ![]() Chargin' Chucks can attack in a variety of ways, including throwing baseballs, kicking footballs and flinging rocks with a shovel. History Super Mario series Super Mario World / Super Mario World: Super Mario Advance 2 Ĭhargin' Chucks first appeared in Super Mario World as common enemies who are quite durable against damage. 2.4.2 Mario & Luigi: Superstar Saga + Bowser's Minions / Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey.2.2 Perfect Ban Mario Character Daijiten.2.1.2 Super Mario World: Super Mario Advance 2.1.8.3 Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey.1.8.2 Mario & Luigi: Superstar Saga + Bowser's Minions.1.3 Super Mario World television series.1.1.3 Super Mario 3D World / Super Mario 3D World + Bowser's Fury.1.1.2 Super Mario Advance 4: Super Mario Bros. ![]()
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