Share your favorite with your friends! Share your rating with your friends! Info Video Move Trot slowly Q. There are no awards for this game! You will smoothly transition from one world to another as you complete the levels. The dupe improved upon the original title by enhancing the graphics, difficulty level, etc. Sonic Mania is another platform game with appealing graphics. While the authentic Mario games are advertisement free, the Softendo version has subtle ads.
Mario Forever is based on the same gameplay as the real Mario Bros game. There are improved graphics and features in the copy by Softendo: tips on how to play, new pipeline shortcuts, etc. Mario Forever does not receive constant or frequent software updates. You can visit the official site to see their latest update, privacy policy, cookie settings, etc.
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A caricatured dog-like creature that cameos in Hint Art. It physically appears only in Bowser's Kingdom, swimming in a pond of poison. Mario's younger twin brother. He was added to the game after its launch on February 21, as the host of the Balloon World minigame. Hint Toad. A knowledgeable member of the Toad Brigade. He offers Mario hints on where to find Power Moons in exchange for 50 Yellow Coins by marking their locations on the brochure map.
He is always located in close proximity to Uncle amiibo and Talkatoo. Captain Toad. The captain of the Toad Brigade. He is hidden away in most kingdoms and will award Mario a Power Moon if found. Toad Brigade. A six-member team of Toads on a quest to help find Princess Peach.
They travel inside a ship called a Starshroom. Archivist Toadette. She awards Mario Power Moons for completing various achievements and reaching certain milestones. Mushroom Kingdom. An old friend of Mario's. He is a dinosaur-like creature with a long tongue. Capturing him allows Mario to utilize Yoshi's abilities, such as the Flutter Jump and the ability to eat enemies. She can be found hidden on walls. If Cappy is tossed at her, she will give Mario a Heart. He will occasionally pop out of a disturbed patches of grass or shrubbery.
He awards Mario with Yellow Coins when found. A sprite of the spacefaring princess from Super Mario Galaxy. When interacted with, she will give Mario ten Yellow Coins. Dark Side Darker Side. An airborne alien that circulates above the surface of the Moon. It attacks by shooting spiked seashell-like missiles at Mario, which will explode on contact with him or an object.
Astro-Lanceurs can be knocked down with a Ground Pound. Big Poison Piranha Plant. A Poison Piranha Plant with increased proportions. It attacks by spitting large poison balls at Mario, which lead to the creation of broad poison puddles on the ground. Although harmful to step on, these puddles can be cleared away using Cappy. In order to defeat a Big Poison Piranha Plant, the player has to jump-attack its head, a process which can be made easier by having it hold Cappy in its mouth resulting in it lowering its head to jumping height for Mario.
A big solid monster resembling an animate pillar. Hiding under the ground, it chases and eventually darts out at Mario in an attempt to attack him. Mario can be carried high above the ground as the Bitefrost is rising, but it will soon attempt to chomp Mario with its mandibles.
Snow Kingdom , Luncheon Kingdom. A tiny creature covered in bristles. Burrbos naturally dwell under the ground, waiting for Mario's approach to attack him. They come in different colors but nevertheless attack the same by repeatedly lunging towards Mario. They can be simply defeated with a Cap Throw. A mummified Tostarenan that is often encountered in dark areas. Chinchos emerge from the ground in large numbers and begin pursuing Mario on sight. If not attacked for a while, Chinchos retreat under the earth.
A Cap Throw merely stuns Chinchos for a brief moment, but stomping on them or tussling them with Jaxi can destroy them. A floating octopus enemy that inhabits a water ball, which it uses as a resource for its surging attack. When captured, Gushens can be used to spray water streams horizontally or vertically, offering powerful boosts of speed.
Gushens are also capable of sending multiple water bursts in all directions, damaging surrounding enemies. Their water balls will decrease as more water is used, but they can be recharged by coming into contact with a body of water.
A thin and lanky kelp-like enemy that spawns from the seabed. Komboos are usually highly cohesive and can attack Mario in large groups, though they can be simply destroyed using Cappy. Lake Kingdom , Seaside Kingdom. A tomato-looking enemy that attacks Mario by rolling towards him.
If attacked, it will turn into a small puddle of steaming fluid, which has the properties of lava. As a Lava Bubble , Mario can plunge into such puddles, which is helpful for traversing large stretches of ground.
Luncheon Kingdom , Darker Side. A form of life originating from the Moon, resembling a bar of spiked balls rotating around an axis. While in general fixed to one spot, some Moonsnakes can move on predetermined paths. They are indestructible. Poison Piranha Plant. A Piranha Plant that is able to shoot poison balls, which leave small injurious puddles on the ground.
These can be cleaned up with Cappy. Throwing Cappy at one Poison Piranha Plant stuffs the mouth of the enemy and blocks it from spitting poison balls for a short time, enabling Mario to simply kick it and destroy it. Chucking a rock at the Poison Piranha Plant has a similar effect, but it also enables Mario to capture the enemy.
While captured, it can be used to spit bubbles of poison in any desired direction. A stubby enemy that pokes its sharp bill to attack Mario. While captured, Pokios can be used in the same fashion to attack enemies. They can also cling to certain walls with their bills and fling themselves in a direction, which is useful for escalating said walls. A robotic vehicle that attacks by shooting small projectiles out of its turret.
Sherms can be captured and maneuvered to destroy masses of blocks and enemies. They can be defeated with a Ground Pound.
Snow Cheep Cheep. A Cheep Cheep that swims around? Blocks and Brick Blocks. Aside from being flexible swimmers, Snow Cheep Cheeps allow Mario to survive under the freezing waters of the Snow Kingdom when captured. Stairface Ogre. A brutish, sturdy enemy carrying a mallet. Stairface Ogres' stiff movements allow them to only sidestep or walk directly forward. They try to catch and crush Mario with their mallets, which are shaped like staircases and can be climbed to reach their top sides. Here, they can receive a Ground Pound to fall asunder.
Another way to defeat a Stairface Ogre is by sticking a Pokio's bill into the glowing hole on its forehead. Metro Kingdom , Bowser's Kingdom. A dinosaur found in either very dark or sunny areas.
Though a few individuals are harmless as they are always sleeping and can be captured immediately , others roam around a set path, chasing Mario down when they spot him. In order to stun a T-Rex, it has to be lured into a large wall or tree as it charges at Mario, leaving it dizzy and ready to capture. While captured, the T-Rex can be used to effortlessly rampage through fossil blocks and large numbers of enemies.
The enemy can only be temporarily used, as Cappy claims it is too large to handle. The only way to defeat a T-Rex is by having it drop into an abyss.
A mechanical insect that spawns continuously from a spot in the ground. Trapeetles threatfully approach Mario, trying to grab Cappy, which they then use to charge into Mario. Trapeetles explode upon contact with something and can thus be used to bombard cracked rocks that conceal items or block away passages.
Tropical Wiggler. A passive, although dangerous, enemy that moves by extending its body from one spot to another. The segments of its body are each topped by one spike, making the enemy impossible to jump on. Capturing a Tropical Wiggler will enable Mario to make use of its stretching abilities, helpful for crossing over to other platforms.
Although invincible for the most part, Tropical Wigglers can be killed by having them fall into a pit of poison or by throwing a hammer at them as a Hammer Bro , as it can be seen in the Moon Kingdom. Lost Kingdom , Moon Kingdom. A malevolent plant with extendable feet. Uproots spawn from dirt manholes and roam around the surrounding area. When they spot Mario, they rush over to him and attack by springing themselves with their feet and assaulting him from above.
When captured, Uproots can be used in a similar way to reach high areas and push up impeding platforms, as well as destroy rows of Brick Blocks. Urban Stingby. An insect enemy that spawns from a larva.
Urban Stingbies slowly patrol around a spot, quickly noticing Mario if he is in proximity. When attacking, Urban Stingbies take enough momentum to head violently into Mario, but they explode as they crash into something. The attack can affect other enemies. Urban Stingbies can be defeated one time by any sign of attack, including a jump or a Cap Throw.
Metro Kingdom , Darker Side. Urban Stingby Larva. A younger Urban Stingby, which morphs into its mature variant shortly after appearing on-screen. Urban Stingby Larvae are completely inoffensive and can be defeated with a kick. A large levitating robot that is equipped with a set of two or four spike bars, which it spins continuously around. The enemy drops an indefinite supply of Goombas and Spiked Balls.
The Goombas can be captured and be formed into a tower, enabling Mario to reach the top of the Yoofoe and pound it to deal damage. Banzai Bill. A large bullet enemy shot out of a Banzai Bill Blaster. It slowly swerves from its flight path, trying to home in on Mario. It explodes upon contact with any object, and Mario receives damage if hit by a Banzai Bill. However, the enemy can be defeated with a single stomp attack.
Capturing a Banzai Bill allows Mario to cross wide pits or stretches of lava and dart effortlessly through series of enemies and breakable objects. However, after a while, the Banzai Bill starts to flash red and eventually self-destructs, dropping Mario off. Bullet Bill. An enemy launched by a Bill Blaster. A Bullet Bill always attempts to chase Mario. Should the Bullet Bill explode on him, Mario will be damaged. Bullet Bills can be lured to destroy cracked blocks that may contain items, such as coins or Power Moons.
When captured, the Bullet Bill can be temporarily driven over to platforms located afar. Chain Chomp. A chain-linked enemy that tries to aggress Mario by lunging towards him.
While dangerous to stay close to a Chain Chomp, Mario can jump on it safely, though without inflicting any damage. When Mario captures a Chain Chomp, he can extend the chain, then let go of the enemy to launch it in the opposing direction.
This is useful for destroying breakable blocks. Big Chain Chomp. Cascade Kingdom , Moon Kingdom. Chargin' Chuck. An enemy wearing football gear. Chargin' Chucks are normally stationary, but upon spotting Mario, they charge into him, trying to damage him. Mario can likewise attack a Chargin' Chuck to remove its helmet, then defeat it with a jump attack or capture it. Capturing a Chargin' Chuck gives Mario the ability to rush into series of obstacles.
Ruined Kingdom , Moon Kingdom. Cheep Cheep. An underwater enemy that swims on set paths. It can harm Mario upon contact; conversely, it can be defeated with a Ground Pound. When Mario captures a Cheep Cheep, he gains more swimming flexibility and also the ability to attack other enemies with a spin. Coin Coffer. A harmless and bashful enemy that carries many coins. Mario can obtain these coins by capturing the Coin Coffer, automatically yielding them. While captured, Coin Coffers have the ability to attack other enemies by spitting coins from the player's own stash.
Sand Kingdom , Wooded Kingdom. Donkey Kong. The main antagonist of the Donkey Kong arcade game, the ape appears in his original 8-bit form in the New Donk City Festival , where he throws an endless supply of barrels during the final stretch, and is defeated by hitting all four of the? Blocks under him. Fire Bro. A Koopa that attacks Mario by tossing fireballs. Fire Bros can be defeated with a stomp, or captured to offer the ability to shoot fireballs also.
While in a Fire Bro's form, Mario can also jump higher than usual. Wooded Kingdom , Luncheon Kingdom. Fire Piranha Plant. A fire-spitting plant that always shoots in the direction of Mario. It can be defeated with a stomp, or by stuffing its mouth with Cappy and then kicking it. Throwing a stone at a Fire Piranha Plant stuffs its mouth similarly but allows Mario to capture the enemy, gaining the ability to spit fireballs in any direction from a fixed position.
A thorny black creature that lives in a group. Fuzzies move simultaneously along dotted lines and cannot be defeated in any way. A short enemy that tries to follow and ram into Mario after it notices him. The player can defeat Goombas by squashing them with a jump. They can be captured and then stacked on top of other Goombas in a tower formation. This usually helps Mario reach risen platforms. Hammer Bro. A Koopa that attacks by throwing hard objects, such as hammers and frying pans, at Mario.
He gains the ability to throw these too after he captures one of these enemies. Capturing Hammer Bros. A bird that enjoys stealing Cappy from Mario's head and bringing him to a faraway place. Mario cannot continue the journey without Cappy, and so he would have to rescue him from the bird.
Klepto always flies away when Mario runs into it, but it positions itself on structures that can be pushed upward with a Ground Pound. This catches the enemy off guard and defeats it, freeing Cappy. Koopa Troopa. While generally a peaceful species, Koopa Troopas found in 8-bit murals are hostile. They walk from side to side and can damage Mario upon contact.
Mario can jump on an 8-bit Koopa Troopa to make it retreat inside its shell, then kick it to defeat enemies that stand in its way as it slides. Lava Bubble. An incandescent enemy living in the lava. Its behavior manifests by leaping out of the lava at regular intervals. Mario can capture it to gain the ability to swim through lava or other fluids with identical properties.
As a Lava Bubble, he can also jump inside cannons, which spray him on long distances to other locations. An ominous enemy that dashes out of its hideout to snatch Mario whenever it spots him.
Maw-Rays are indestructible. Seaside Kingdom , Mushroom Kingdom. Mini Goomba. A smaller Goomba found among other members of the same species. Although harmful, it can be defeated with any kind of attack, including a Cap Throw. Mini Goombas are the first enemies encountered in the game. An undead Koopa Troopa with the ability to fly. It is initially found patrolling a spot peacefully, but once it finds Mario in its proximity, it starts chasing him to attack.
Parabones will collapse on the ground if stomped, but they revive shortly after—the only way to defeat a Parabones is to collapse it above lava or above an abyss. Parabones can be used to fly Mario over pits of lava that are otherwise difficult to pass.
Bowser's Kingdom , Moon Kingdom. A winged Goomba that, similarly to a Parabones, allows Mario to travel above abysses and other such impediments if captured. It can be defeated with a stomp attack.
Cap Kingdom , Wooded Kingdom. A hard-shelled Koopa that follows Mario when he is close, trying to ram its spikes onto him. This enemy cannot be defeated with common attack methods, including a Cap Throw, which merely pushes the enemy backward.
However, this way, the Spiny can be brought to a ledge and fall into an abyss or poison. Another way to defeat a Spiny is to poke it as a Pokio or to chuck an object, such as a seed, at it. Spinies behave very similarly to a Bully in this game. A levitating cloud giant that blows strong gusts of wind at regular intervals. This may push enemies or other objects out of the way.
Capturing a Ty-foo results in Mario adopting this ability and also the ability to move freely above wide chasms. Ty-foos cannot be defeated.
Cascade Kingdom , Snow Kingdom. The leader of the Broodals, Topper prances around the boss field, occasionally spinning his hats in a circle. To defeat him, Mario must knock all of his hats off using Cappy, then jump on him. After being hit, Topper will enter one of his hats and sends the others whirling around the field.
Mario will then have to repeat this process. On later fights, he has many more hats to knock off and takes three hits to defeat. The only girl among the Broodals, Hariet hops in place, throwing bombs that explode into a puddle of lava. To defeat her, Mario must throw Cappy at the large bomb she throws, sending it to her, knocking off her hat, then jumping on her. After being hit, Harriet will enter her hat and flies around the field dropping bombs. Mario will then have to repeat this process twice.
In later fights, she throws two bombs at a time. Short and stout, Spewart sprays poison in a large ring around him. To defeat him, Mario must clear a path through the poison, knock his hat off, and jump on him. After being hit, Spewart will enter his hat and whirl around the field, leaving poison in his path. Mario will have to repeat this process twice.
In later fights, he will spray more poison. The tallest Broodal, Rango throws his sawblade-like hat in a half circle. Once the door is entered by a Mini, a timer is activated on it. If the door is not entered in time by another Mini, it will lock itself, leaving any other toys out and resulting in a Game Over.
As such, the toys have to head for the exit in close succession. Other levels, designated as Multi-Door, contain multiple doors that are only used by Minis shown on them and which do not activate a timer upon being entered. In these levels, most Minis are trapped in capsules which can only be broken by a free Mini. Some areas contain enemies or crumbly blocks that may prevent access to points of interest, such as doors or collectibles.
To remove these obstacles, the Minis can use Hammers picked up along the way or shoot from a Cannon. Many levels feature sloped ground of varying angles; if the angle of a slope is steep enough, it will cause Minis to slide down on it uncontrollably, which can also be done to destroy obstacles but may likewise hinder the Minis from accessing certain elevated platforms unless a workaround is found.
Levels are laid across eleven attractions of the Mini-Land , two of which are extra attractions whose levels are unlocked under certain conditions. Collecting M-Tokens is necessary to unlock levels in Rainbow Summit , a bonus attraction, while Mini Mario Cards enable the player to play minigames in each attraction.
The player's performance in a level is measured with a score, which takes into account the items collected along the way and the time remaining to complete the level.
A goal score is established for every level, which the player can pass to earn a gold trophy. With every ten trophies that are earned, the player unlocks a new level in Secret Storage , another bonus attraction besides Rainbow Summit. Every attraction culminates with a battle against Donkey Kong , where the objective is slightly changed from other levels.
Instead of an exit door, Minis have to be brought into certain devices or objects that inflict damage on Donkey Kong. Meanwhile, Donkey Kong tries to impede them by changing the environment, such as making certain Red Girder rivets unusable, or by sending direct attacks. Additionally, the game features an optional "Mini Guide" that becomes available in a level after five Game Overs in a row. If the player chooses to play the guide, they can see an example of how to get the Mini Marios to the end of the stage.
The music played during these guides is an arrangement of the series' invincibility theme. While in a regular level, the top screen of the console shows information related to it, such as time remaining, Mini status, and current score. By pressing the button, the player can switch to a schematic map of the entire level. On said map, the player can see where the Minis and enemies are located. Pressing the button again switches back to the information screen. There is an optional level in every attraction that consists of a minigame.
It is unlocked after all nine Mini Mario Cards are collected in that attraction. With regard to gameplay, these minigames are similar to pachinko machines.
The player must use objects such as Red Girders and conveyor belts to lead Minis from the top into toy boxes located at the bottom.
The player scores points for each Mini that reaches its goal. There is also a time limit of 60 seconds one minute , however, the remaining time can be increased with ten seconds by leading the Minis into clock items that occasionally spawn on the screen. The layout of each minigame varies from one attraction to another.
In odd-numbered minigames, there are star-stamped toy boxes called Score Boxes which offer different point values that change regularly between them. They can multiply the number of points by 1, 2, 3, or 4, with being the default amount of points. However, there are also distinct, black-colored Minus Boxes that feature a red cross sign. If entered, they decrease the score with up to two times their value.
In even-numbered minigames, each Mini has to be driven into a specific box that depicts its face, obtaining points. Dropping a Mini in the wrong box yields no points. There are three goal scores established for every minigame. Passing one of them awards the player with an M-Token, making it possible to earn up to three M-Tokens in each minigame. While in a level, the player can press the button on the console to enter Help Mode. During this mode, the game is paused and the player can tap any interactive object on-screen to learn how it functions with visual tips.
Construction Zone is a mode which allows players to build their own levels, using assets that are unlocked over the course of the main game. To start using features in the Construction Zone, the player is required to create a user name. Before the player can design their own levels, they must first complete a short tutorial in a mode called Level Creation or simply Tutorial in the British English version.
The tutorial is presented in four short lessons, each of which brings the player in a nearly finalized level where a specific type and amount of elements must be placed in order to make the level possible to pass when play-tested. When play-tested, these lessons function as actual levels where the Minis can collect M-Tokens and Mini Mario Cards, and the player can earn a score based on their performance. Once all of these lessons are complete, the player can begin using all features of the Construction Zone.
The Create feature represents the level editor, which is grid-based. Before starting a new level, the player must choose a Game Rule and Template Type for the level. Template Type refers to the default proportions of a level, designated as standard, wide, or tall.
The dimensions of a level can later be adjusted in horizontal, vertical, or all directions depending on the Template Type chosen by dragging a special cursor on the top-right corner of the editing space. After choosing a preference, the player should tap "OK" to begin editing. Building starts out from a floor of ground tiles, where two Mini Marios, a Mini Mario Card and an M-Token are ordered before an exit door.
These elements cannot be removed, as they are mandatory to exist in each level. There are ten sets of elements that can be used to build a level, eight main and two extra, based on each attraction of the game. These sets include objects and background themes. The Coaster Hills set, which includes ground tiles and Red Girders, is accessible from the start; more sets are unlocked once their corresponding attractions are completed.
The player has a number of editing options to choose from a toolbar at the top of the screen. In order, the toolbar contains:. In addition, the toolbar features a blue bar that drains as more elements are placed on the screen. When the bar is completely empty, no more elements can be placed.
In the process of saving a level, the player has to give it a name. After play-testing a level, the player is given the option to retry it, edit it, create a new level, or exit. Levels that had been uploaded online and those that were downloaded are marked accordingly as "Uploaded" or "Downloaded". Selecting a level from the list on the bottom screen allows the player to view its layout on the top screen. Tapping the level a second time opens a window where the player can see its name, creator, high score, number of downloads from other users, and type of level.
Here, the player can also choose to play, edit, or delete the level. If a level has not been completed in Play mode, then it will be marked as incomplete. The levels can be sorted by latest, name, creator's name, and size. Up to levels on eight pages can be found here. The topmost level of each page is viewed on the top automatically after a change to the page number or a change to the sort type.
The Share feature allows distribution of custom levels between users, either locally or online. In the "Share" center, there are two options to choose: [1] [2]. Finally, the Challenge Mode feature allowed players to take part in level creation contests run by Nintendo every two weeks [3] prior to the termination of the Nintendo WFC.
Each competition had a theme that was announced by Nintendo via the newsletter in the Challenge Center. To enter a competition, players had to download a template issued by Nintendo and create a level based on the template, then submit their entry and wait for other players to vote them.
The candidate that garnered the most votes would win the competition. Players could only participate with one entry per contest and could download up to sixty Challenge Mode levels overall onto their system.
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