Watch once a day for best results.
"What do I desire?"
Petey was once a regular Piranha plant - Nothing special, just waiting in a thick and coarse jungle for a meal to come by - when both he and the rest of the flora around him were used as an experiment by Kamek. Many of the abominations of the Mushroom Kingdom are largely Kamek’s doing…Mario had seen all that and more first hand on his adventures with Yoshi on Yoshi’s Island as a child.
Petey Piranha sprung forth from the ground, growing larger than any other living creature in the area - his giant head could see past the top of the canopy! Kamek was happy with the creature that stood before him.
Dubbed “Petey”, he was made up of various parts of the forest that surrounded the once tiny Piranha Plants. Thus, he shares conciousness with a few other beings. This would explain why all the little bits around his body seem to have a lif of their own - the vines are always slithering, the petal crown on his head sway without the breeze, and the leaves scattered across his body twist and turn.
The Petey depicted here is smaller than his usual form - Petey is able to grow larger and smaller depending on the area he inhabits. As he was recently summoned to an area with less water and precipitation in the air, he is smaller than usual. However, if he were to take home in Delfino, he would grow to a large size staying by larger bodies of water.
Petey Piranha’s original nature and design is rather flamboyant. I took that idea and ran with it. I mean, really ran with it. He is full of personality from head to toe - his design is VERY busy - and as explained in his backstory, he is made up of multiple pieces of flora, with the Piranha plant as the flagship representative for this creature.
And that wraps the sub-bosses! The last set will be inbound soon!
Although the hierarchy of the Boos haven’t been necessarily understood by E. Gadd and other like minded scientists, it is safe to say that the leader of the Boos, dubbed King Boo, is an amalgamation of hundreds of Boos that undergo some sort of transformation.
In reality, it was Kamek who experimented on a means of gaining full control of the Boos. If flashed with a light, outlines of hundreds, if not thousands of Boos will be seen in the overall silhouette of a King Boo. It is a being that has taken years to form, and each generation of King Boo will look slightly different due to how it perceives it should look, using other royal figures as reference.
King Boo is actually capable of speech, but is very broken. The voices of hundreds of Boos can be heard as the echoes of the undead permeate the body of who it is speaking to. Although it has above average intelligence for a Boo, King Boo can still get playful and forget to keep the “royal” air a leader of its stature should keep for presentation.
Kamek is largely responsible for all the “King” versions of normal enemies. His magic augments the creatures and their surroundings to make a larger foe that the heroes will come across and find difficult to take down. The first of these is Goomboss, the king of the Goombas.
Goomboss is surprisingly strong - when one thinks of a Goomba, a simple stomp would suffice. Wearing a helmet crown, Goomboss has protection on his head and sharp teeth to bite with if you face him from the front. He is also surprisingly fast and can tackle opponents with great force. Because Goomboss is the eldest of the King trio, he is missing a skip in his hop (is that the right terminology? lol!) , so the key to defeating him is to wait for him to trip or let him lose his breath!
As King Koopa’s messenger - Lakitu is his eyes and ears far and away throughout the Mushroom Kingdom. Lakitu is loyal to his master and is constantly trying to impress the King, but never seems to gain any sort of affection. This is because Lakitu can get quite annoying - he talks a lot and is rather cowardly- two aspects of his character he denies. Regardless, the King is quite aware of how important his recon work is for the army. By feeding him negativity, King Koopa enforces Lakitu to work harder and harder, as he knows he is loyal and always trying to prove his worth.
My redesign of Lakitu is quite drastic - Everything from his overall appearance to his vehicle has been drastically altered. Because I upgraded Lakitu to a sub-boss status, he needed to be significant in more than a few ways. When it came to giving him his cloud mount, I ran with the idea of making it an actual vehicle, something metal that looked like a cloud. As I continued to work on the draft, I soon got to a point where I realized I wasn’t going to use King Koopa’s famous clown car, now in modern games passed down to Bowser Jr. Giving it to Lakitu was the perfect fit. Thus, I combined the clown car with some cloud like elements to personalize it closer to Lakitu.
Lakitu himself is a lot more thicker, and a bit chubbier all around. This is because I envision him to be rather stationary for most of the time he is seated in his vehicle causing mayhem or detailing reports to bring back to the King.
As for Spiny, the enemies who Lakitu is known throwing down to torment the heroes, I decided to make them clock-work soldiers, taking the pin from the original Bob-ombs not featured in my redesigns and placing them on these robotic creations. Because he is constantly tossing these Spinies, I figured I should make his arms more buff!
So, I wanted to share this after the results for the latest For Human People’s contest revealed their winners…And I lost again. D’oh. I might just give up on t-shirt designs for the time being. At the very least, I have a bunch of designs from the last few weeks to submit to other places, and see what they might think.
This was my entry : Super Mario x Bioshock
Other than that, I’ll continue sharing my Redesigning Super Mario Bros. series. Pokemon One a Day is also around the corner ;)
Yay, today I hit 600 followers! Thank you all!
Without further delay, that’s continue this redesigning Super Mario series!
Starting with the first sub-boss for this creative exercise, it’s Fawful!
After losing Cackletta, Fawful buckled under pressure and attempted to launch a solo career as a villain. Keeping his devious smile and unfaltering ego, Fawful kept up the guise that he was confident and powerful. These thoughts were of course without merit as the self proclaimed new ruler of Beanbean Kingdom was without a cause.
Withought much to lose, Fawful foolishly sought to take down King Koopa and use whatever assets Cackletta had in her possesion to defeat Mario and get revenge on behalf of Cackletta. It was at this time that the newly resurged entity known as Wart took in Fawful, having heard of his time as an assistant to the devious Cackletta. Wart, in need of anyone who he could muster into an army found Fawful to be a good assistant, althought a bit talkative.
It took King Koopa no time to assemble a small team to find and thrash the unexpected Fawful when he heard he was in the area. The two had a past together, and King Koopa seeked revenge on the puny Fawful. However, King Koopa had another idea. For now, he would make Fawful a member of his own army, under a leash of course. His real plan would come to fruition later, only before finding out Fawful’s true role as a spy for Wart…
Hello all! We’re wrapping up the series soon, this is the second to last set! We’re going to be taking a look at a few bosses I compiled who will stand in our heroes ways.
As there are a lot of Mario games, the number of sub-bosses is rather high. Deciding on who to put in this set, and keeping it limited was difficult but helped by working around a keyword. That keyword was “Royalty”.
Let’s see these high and mighty bosses!
Spikes exist on their own plane in the Koopa Korp. Not only are they the biggest, and baddest, but they are nearly unstoppable when they enter a state of rage. They are berzerkers who are reserved until needed as a last resort. Surrounding Koopa comrades get out of the way of Spikes, be it if in their normal or frenzy states.
Spikes are the result of magical experimentation gone horribly wrong. They are an amalgamation of various features found in different species of Koopa. Their primary weapons are morning stars, swinging them around with ease, without any care of who they hit, including their own army. They can breathe fire, possess great strength, have a tough hide for defense, and can reach high speeds when running.
As one would imagine, they aren’t the brightest of beasts, preferring to destroy anything in its path to solve their problems. When something comes across its path that angers it, it will immediately with little notice transform into a frenzy state, glowing a nuclear green color. It gets even stronger than before, and uses even less thought to deliver dangerous and deadly blows to whatever is in its vicinity.
One of the only things to remove a Spike from it’s frenzy state is a…
King Koopa is cruel…But how does he justify sending baby Koopas into battle!? It is only under the crazy circumstance that Spikes have only a few peculiar remedies to break them out of their frenzied states. One such remedy is showing them the tiny and adorable Junior Troopas. These Troopas are of a rare breed - the same kinds of species as King Koopa. In the hands of a Spike, they can grow safely under its protection but also pick up from the violent and dangerous nature of Spikes - making the Spike a sort of mentor and father figure to the children.
Because Junior Troopas are treated with such care and concern, they develop nasty personalities, believing they are high and mighty. They treat other Koopas with little respect, and the only comrades they truly care for are Spikes.
That wraps up the Koopa Korp! Another set is going to be released shortly, stay tuned!
And here’s another one! Take a look at Super Koopa and Boom Boomb
Are just as rare as Sumos. They are outfitted with special capes that give them flight and augmented speed and strength. Although they are small, they are the best fit for the cape and are among the most intelligent of the Koopa Korp. Super Koopas present a rare and powerful opportunity for Mario and the gang. Because Super Koopas use a dive-bomb attack, the heroes can bide their time and steal their capes off their foes and gain the same powers the Super Koopas once had.
Super Koopas fight for justice… which from their point of view is opposing the regime of the Toadstool royalty and the Mushroom Kingdom that has pushed the Koopas into the underground. The social inequality they strive against fuels their passion to fight, and so they don the cape to assist as leaders in the community to recruit soldiers as a the voice of propaganda. Having a hero to look up to, young Koopas join and look forward to the day to be led into battle by a Super Koopa flying high above the clouds.
Are the silent but deadly type…Except the silent refers to the fact that he doesn’t speak much, and that his crashing fists sound like a busy construction yard! His arms operating like bulldozers; this incarnation of Boom Boom can barely lift his giant arms from off the ground. Thus, he leaves them down and runs into anything that gets in the way of his fists.
When he build up enough strength to raise his fists above his head, our heroes better be careful - they can cause tremors much like the Sumos. In fact, they can easily throw aside a sumo with their running tackles.
Always ready to brawl - Boom Boom is always look for an excuse to throw down.
Remember these Koopas from Super Mario World? They’re back in the New Mario game for the Wii U, and they’re also up next for this redesign series!
Chargin Chuck is the ideal Koopa soldier. They can hit hard, take hits, and are quite agile - these 3 aspects give them great dexterity. As such, they are disciplined in various sports in which they use those skills and incorporate into their combat. Chucks are known to get quite competitive, and enjoy the spirit of battle. A number of Chucks will not continue a match if their opponent is not up to snuff - it does not enjoy a win if it was not earned on equal footing. A few of the Chucks on the other hand are quite ruthless, and a scandal has emerged regarding substance enhancement abuse, that King Koopa unsurprisingly does not care about.
Chargin’ Chucks wear a custom jersey fighting for their “team”. That said, they all have their own numbers, and King Koopa has given certain “players” a place in the hall of fame, which inspire younger Chucks to aim for. Great caution should be taken when a team of Chucks come across your way. You might get hit with golf clubs, baseballs, a flaming soccerball, a dizzying spiral pass of a football, cricket bat, hockey puck, and more.
The Sumos are the heaviest of all Koopas and make for great defensive walls against opposing armies. It takes a team of several Chargin’ Chucks to even move the Sumo a few inches. These Sumo Troopas can cause mini tremors with a stomp of their feet, much like the Boom Boom does with their arms. Getting up close and physical is not advised - they are surprisingly quick and have effective grappling techniques that can make short work of any unsuspecting foe.
Of the Koopa Korp, the Sumotroopas are rather limited in number- not many Koopas have the will - or stomach - to become a Sumo. The day they reach the title of a Sumo troopa, they have tattoos emblazoned on their arms as way of celebrating their pride and achievement. It is but one way they identify one another…The other by counting their stomach rolls.
paperbritt asked: Hey, just found your stuff and instantly fell in love with it! I just wanted to ask, do you have any plans for redesigning some of the expanded Mario universe stuff, like the Wario Ware crew or the other Kongs?
Hey, thank you for your comment and question! Well, Paperbritt, I don’t have anything else in mind for redesigning in regards to the expanded universe you mentioned. I touched upon it lightly with characters from Super Mario RPG, Paper Mario, and Super Star Saga, featuring the likes of Geno, Junior Troopa, Goomboss, and Fawful to name a few.
At a time I did consider adding Diddy and K.Rool to the mix, as well as Mona from Wario-Ware but decided not early on. Maybe one day I’ll add them to the growing list. The series is almost finished so once I finish it, I’m going to go over all the designs and make some changes that I got via critiques and maybe then I can make those attempts.
Anyway, I’ll be posting a few tidbits soon, featuring logo concepts and works in progress, so keep an eye out for those! :)
P.S.I may tackle redesigning another favorite Nintendo franchise down the line. The series rhymes with Belda.
Did you know these guys were called Shellcreepers? The Koopas are another entity to these guys! Just one of many things I learned doing this series.
Okay, here we go!
Shellcreeper It is thought that the Shellcreeper is the link between the turtles of the real world, where Mario is from, and the Koopas found in the “other side” where the Mushroom Kingdom lies. Be it by genetic mutation, alchemy, or scientific experiments, Shellcreepers walk on all fours and attack by sliding about in their shells and using their jaws to capture and bite prey.. They are bred and deployed by King Koopa in the undergrounds and in pipes, to ambush the heroes who use them for transportation.
When deciding what style of Koopa Troopa to use, I opted to go for now staple bipedal version. By a stroke of luck during research, I found out that the original turtles seen in Super Mario Bros. were called Shellcreepers and got a chance to feature both characters with redesigns. Its design is straight forward, relying on a snapping turtle for reference. It’s pretty much an HD upscale, alongside my wants to make it look like a proper adversary.
Here’s another set of redesigned iconic baddies!
Boomertroopas are small and quick on their feet - they can be a pain to deal with. Nimbly manuevering through the battlefield, Boomertroopas can coordinate impressive attacks with other Boomertroopas. They may get into formation where Boomertroopas attack in unreadable patterns, throwing and catching eachother’s boomerangs and trapping their foes. Boomertroopas are cocky, love the thrill of battle, and are eager to fight. As such, they are seen throwing their boomerangs out of boredom while waiting for their enemies - as practice and to stay nimble- well before their enemies get in range.
Boomertroopas hold onto their boomerangs till the day they fall. They customize the boomerangs to individualize themselves, and can identify others with a simple glance of their boomerangs.
Hammertroopas are stoic individuals who are almost entirely the opposite of the Boomertroopa. They are slow and less coordinated - they usually operate alone, and work with maybe one other Hammer bro at most. Of this first squad of the Koopa Korp., the Hammertroopas are considered the clean up crew. They can take hits and dish them out too - they are adept at using their hammers for melee attacks and as projectiles. If an enemy attempts to escape, Hammertroopas can snipe targets with impressive range.
Hammertroopas are given one area to station in at a time. They carry a large number of hammers into their marked location and will use them without any care of running out. Once the area is cleared of enemies, they will force the surviving Koopa Troopas to collect their hammers for them, and carry them to the next area they station in.