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Bowser RTS

By: a guest on Feb 5th, 2012  |  syntax: None  |  size: 7.67 KB  |  views: 225  |  expires: Never
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  1. Originally, I had created this idea as a Real-Time Strategy Game based on the Mario series, starring Bowser. The objective of most battles is to win by one of two ways - either capturing the enemy's Fortress (Main base. There are other bases that you can capture to spawn more units from throughout the battlefield.) or defeating all of the opponent's units and reducing them to 0 Coins (unable to summon any more units). The below lists are what I had come up with thusfar, and are somewhat (read: completely) unorganized. It should give you a general idea of the kind of game I envisioned, though.
  2.  
  3. ========
  4. UNITS
  5. ========
  6.  
  7. -GOOMBA-
  8. Attack: 1
  9. HP: 1
  10. Speed: 2
  11. Cost: 1
  12. Abilities: None
  13.  
  14. -KOOPA TROOPA (GREEN)-
  15. Attack: 1
  16. HP: 2
  17. Speed: 2
  18. Cost: 2
  19. Abilities: Can sacrifice itself as a unit to become Green Shell projectile, usable by most other units. Green Shell fires straight and damages 1 foe on contact.
  20.  
  21. -KOOPA TROOPA (RED)-
  22. Attack: 2
  23. HP: 2
  24. Speed: 2
  25. Cost: 4
  26. Abilities: Can sacrifice itself as a unit to become Red Shell projectile, usable by most other units. Red Shell fires towards a selected target and deals damage to the first opponent it comes in contact with, even if it is not the intended target.
  27.  
  28. -KOOPA TROOPA (BLUE)-
  29. Attack: 3
  30. HP: 3
  31. Speed: 2
  32. Cost: 6
  33. Abilities: Can sacrifice itself as a unit to become Blue Shell projectile, usable by most other units. Blue Shell fires towards a selected target and deals damage to all enemies it comes into contact with, before finally hitting and damaging it's intended target.
  34.  
  35. -BOO-
  36. Attack: 1
  37. HP: 1
  38. Speed: 2
  39. Cost: 3
  40. Abilities: Boo cannot be attacked from the front, but is paralyzed as long as the enemy is looking in it's direction within a certain range.
  41.  
  42. -BIG BOO-
  43. Attack: 2
  44. HP: 2
  45. Speed: 3
  46. Cost: 5
  47. Abilities: Big Boo cannot be attacked from the front, but is paralyzed as long as the enemy is looking in it's direction within a certain range.
  48.  
  49. -WIGGLER-
  50. Attack: 3
  51. HP: 4
  52. Speed: 1 (before Enraged) 3 (while Enraged)
  53. Cost: 8
  54. Abilities: Wiggler cannot attack unless in Enraged status. When an enemy deals at least 1 point of damage to Wiggler, it becomes Enraged.
  55.  
  56. -DRY BONES-
  57. Attack: 1
  58. HP: 1
  59. Speed: 1
  60. Cost: 8
  61. Abilities: Dry Bones will recover from KO after 30 seconds of being KOed. In order to win a battle where the opponent has dispatched Dry Bones, all Dry Bones must be in KO status at one time.
  62.  
  63. -BULLET BILL (CANNON)-
  64. Attack: 1
  65. HP: 1
  66. Speed: 0
  67. Cost: 5
  68. Abilities: Bullet Bill (Cannon) can only be placed near your base or a captured location on the map. Bullet Bill (Cannon) cannot be moved once it is placed, though it's firing direction can be changed at will.
  69.  
  70. -CHAIN CHOMP-
  71. Attack: 3
  72. HP: 1
  73. Speed: 0
  74. Cost: 5
  75. Abilities: Chain Chomp can only be placed near your base or a captured location on the map. Chain Chomp automatically attacks nearby foes, but there is a several second delay between attacks. The opponent must attack Chain Chomp's stake to defeat it.
  76.  
  77. -HAMMER BROTHER-
  78. Attack: 1
  79. HP: 2
  80. Speed: 2
  81. Cost: 4
  82. Abilities: Hammer Brother can throw Hammer projectiles at will.
  83.  
  84. -BOOMERANG BROTHER-
  85. Attack: 1
  86. HP: 2
  87. Speed: 2
  88. Cost: 6
  89. Abilities: Boomerang Brother can throw Boomerang projectiles at will. These Boomerangs will pass through foes for (potentially) multiple hits.
  90.  
  91. -FIRE BROTHER-
  92. Attack: 2
  93. HP: 2
  94. Speed: 2
  95. Cost: 8
  96. Abilities: Fire Brother can spit Fireball projectiles at will.
  97.  
  98. -SLEDGE BROTHER-
  99. Attack: 3
  100. HP: 4
  101. Speed: 1
  102. Cost: 10
  103. Abilities: Sledge Brother can perform a jumping stomp that paralyzes nearby foes (deals no damage).
  104.  
  105. -SHY GUY-
  106. Attack: 1
  107. HP: 1
  108. Speed: 2
  109. Cost: 2
  110. Abilities: Can be thrown by other units as a medium-range projectile. Does not damage Shy Guy.
  111.  
  112. -BIRDO-
  113. Attack: 1
  114. HP: 3
  115. Speed: 1
  116. Cost: 6
  117. Abilities: Birdo can fire Egg projectiles at will.
  118.  
  119. -BOB-OMB-
  120. Attack: 10
  121. HP: 1
  122. Speed: 1
  123. Cost: 10
  124. Abilities: Bob-omb can explode at will, damaging nearby enemies (and allies). Bob-omb is KOed after exploding.
  125.  
  126. -CHEEP CHEEP-
  127. Attack: 1
  128. HP: 1
  129. Speed: 3
  130. Cost: 2
  131. Abilities: Cheep Cheep can only move in the water. It can jump to attack enemies near the shore, but cannot attack if they are too far away.
  132.  
  133. -BLOOPER-
  134. Attack: 2
  135. HP: 2
  136. Speed: 2
  137. Cost: 3
  138. Abilities: Blooper can only move in the water. It can jump to attack enemies near the shore, but cannot attack if they are too far away.
  139.  
  140. -PIRANHA PLANT-
  141. Attack: 2
  142. HP: 1
  143. Speed: 0
  144. Cost: 2
  145. Abilities: Piranha Plant can only be placed near your base or a captured location on the map. Piranha Plant automatically attacks nearby foes, but there is a several second delay between attacks.
  146.  
  147. -SPINY-
  148. Attack: 1
  149. HP: 1
  150. Speed: 1
  151. Cost: 1
  152. Abilities: (None)
  153.  
  154. -LAKITU-
  155. Attack: 0
  156. HP: 1
  157. Speed: 2
  158. Cost: 10
  159. Abilities: Lakitu can Fly and summon Spiny units, one every several seconds. He can summon up to 5 of them at a time.
  160.  
  161. =============
  162. SPECIAL UNITS
  163. ==============
  164. Note: Special Units are only available after completing the game.
  165.  
  166. -BOWSER-
  167. Attack: 6
  168. HP: 10
  169. Speed: 1
  170. Cost: 20
  171. Abilities: Bowser can spit Fireballs (2 damage) in addition to his 6 damage melee attack.
  172.  
  173. -MARIO-
  174. Attack: 3
  175. HP: 4
  176. Speed: 3
  177. Cost: 20
  178. Abilities: Mario can use any Power-Ups without consuming them from your Item menu.
  179.  
  180. -LUIGI-
  181. Attack: 2
  182. HP: 4
  183. Speed: 4
  184. Cost: 20
  185. Abilities: Luigi can use any Power-Ups without consuming them from your Item menu.
  186.  
  187. -PEACH-
  188. Attack: 1
  189. HP: 4
  190. Speed: 2
  191. Cost: 20
  192. Abilities: Peach can fly over water and gaps. Additionally, she captures bases at twice the normal speed.
  193.  
  194. -YOSHI-
  195. Attack: 1
  196. HP: 3
  197. Speed: 3
  198. Cost: 20
  199. Abilities: Yoshi can eat enemies that have 1 HP (max or current) to prevent them from being revived. Additionally, certain units can ride Yoshi, protecting them from damage and potentially increasing their movement speed.
  200.  
  201. -WARIO-
  202. Attack: 4
  203. HP: 6
  204. Speed: 1
  205. Cost: 20
  206. Abilities: When Wario KOs an opponent, they produce many Coins.
  207.  
  208. ========
  209. ITEMS
  210. ========
  211. Items may be obtained after a battle, bought from the shop after battle, or by hitting ? Blocks during a battle (Coins may also be found this way). Items can be used at any time from the menu.
  212.  
  213. Restorative Items:
  214. Mushroom: Restores 1 HP to one unit.
  215. Super Mushroom: Restores 3 HP to one unit.
  216. Max Mushroom: Restores all HP to one unit.
  217. Nuts: Restores 1 HP to all units near the user.
  218. Super Nuts: Restores 3 HP to all units near the user.
  219. 1-Up Mushroom: Revives a fallen unit with 1 HP (must be used within 15 seconds of KO)
  220.  
  221. Power-Ups:
  222. (Note, only some units are capable of using Power-Ups)
  223. Hammer: Allows a unit to throw Hammers (1 damage, medium range).
  224. Fire Flower: Allows a unit to throw Fireballs (2 damage, medium range).
  225. Ice Flower: Allows a unit to throw Ice Balls (0 damage, medium range, temporarily freezes a unit).
  226. Boomerang: Allows a unit to throw Boomerangs (1 damage, medium range, potential for multiple hits)
  227. Green Shell: Allows a unit to throw a Green Shell (1 damage, long range).
  228. Red Shell: Allows a unit to throw a Red Shell (2 damage, long range, homing).
  229. Blue Shell: Allows a unit to throw a Blue Shell (3 damage, long range, homing).
  230. Frog Suit: Allows a non-water unit to cross water. However, they cannot attack in the water.
  231. Cape Feather: Allows a non-flying unit to fly across water and gaps. However, they cannot attack until they land.
  232. Starman: Makes one unit temporarily invincible. However, an invincible unit cannot capture bases.
  233. Mega Mushroom: Makes one unit larger, increasing their Max HP and Attack by 1, but reducing their Speed by 1 (cannot be reduced below 1)
  234. Mini Mushroom: Makes one unit temporarily invisible (by making them smaller). However, in the event they are attacked, they will be instantly KOed, and they cannot attack while invisible.
  235. Warp Whistle: Can teleport 1 unit back to one of your bases.
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