wet grinder gold ore crusher

screening 101

Screening is the passing of material through definite and uniform apertures is the only true and accurate means of grading to a required particle size. Air separation and hydraulic classification depend upon gravity and particle shape, and result in the segregation and retention of material of higher specific gravity and lower surface area irrespective of size.

The use of Screens increases with the education and civilization of a people and with the improving and perfecting of an art. In our advanced civilization practically everything that we eat, wear and use has been in contact with, or dependent upon screens in some phase of its growth, development or processing. In this treatise, we are only concerned with the sorting, grading or sizing as accomplished with a mechanical screening device.

Some materials such as beach sands, clays, native chemicals, etc., occur in nature in a closely graded state resulting from a mechanical water sorting, precipitation or gravity deposition. They require only scalping or some form of treatment for removal of tramp coarse foreign elements. Others such as salt, sugar and various chemicals are crystallized or precipitated in their processing to fairly close limits of size. They require only such sorting or grading as is dictated by market preference and conditions of use.

In mechanical mixtures such as raw cement, finished fertilizers, stock feeds, etc., the ingredients are blended, ground and screened to a definite fineness. This maintains the intimate relationship by preventing segregation of a coarse constituent through automatic sorting. We have all noted how by piling an ungraded material the fines will segregate in the center of the pile and the coarse will automatically run to the outside and bottom. Metallic and non-metallic ores, stone and other aggregates, coal and coke, various furnace products, chemicals, cerealsetcetera, must be crushed, ground, disintegrated or pulverized before they can go on to further processing and ultimate use. In these fields screens are used for sorting into definite grades, top scalping for removal of coarse oversize and foreign material, bottom scalping for elimination of fines and dirt, and to return oversize to a crusher or grinder until it is reduced to a size finer than the opening of the screen. This latter practice is known as closed circuit crushing or grinding.

A nest of standard brass framed screens, with a definite ratio between openings, is used to sort a representative sample into the clean fractions retained on each screen. The tabulated resulting sieve analysis graphically shows the percentages of given sizes present in the sample. (Table I, p. 347). It indicates just what is available for recovery by screening through and over certain openings in a commercial production screening operation and also shows the reduction obtained by passage through crusher or grinding mill.

Another important factor in commercial screening that will be revealed by a sieve analysis is the percentage of near-mesh material present in the screen feed. If, for instance, it is observed that 40 percent of the sample had passed through the 8-mesh testing screen and was retained on 10- mesh and another 40 percent had passed through 10-mesh and was retained on 14-mesh, an efficient productionscreening operation at 10-mesh would require the maximum in screen area, particularly as to length. This preponderance of near-mesh, or go and no-go size of particle, obviously makes a difficult separation condition. In such cases unless the proper care is taken in the selection of the type of screening device and the specification of the wire cloth used on it, the openings may fill up and blind to a point where no separation is obtained.

In addition to the necessary sieve analysis, other factors must be known before a proper and intelligent recommendation can be made on any but the simplest of screening problems. Many cases require a laboratory test, simulating actual operating conditions, before the size and type of the screen can be determined and proper specification of screen cloth selected. The screen doctor must have the answer to the following questions before he can make proper diagnosis and prescribe treatment:

Capacity required in tons or gallons per hour? This should be expressed in both average and maximum, because peak loads, even of short duration, may result in spoiling of products previously graded or may upset subsequent steps in the operation, due to the drop in screening efficiency. Sufficient screen area should be provided to handle the maximum load.

Type of screening, wet or dry? How much water can be added? In the case of wet screening it is necessary to know if a definite density of the through screen product must be maintained and how much spray water can be added to rinse the oversize.

Percentage of moisture present in the feed? The maximum figure should be given here because different materials become unscreenable at varying degrees of moisture. To effect a separationat a given fineness it may be necessary to dry the material or add water and wash it through the screen.

Is material free-screening? An affirmative answer here obviates practically all other questions. Sticky? As clay, some food products, chemicals, etc. This determines if screening is practical and type of wire cloth recommended.

By closed circuit crushing or grinding it is meant that the product from a crusher or grinder is fed to a screen. The material that has been reduced to sufficient fineness passes through the openings and the oversize is returned to the breaker for further reduction. Escape from the circuit can only be through the screen so this product, the undersize, is equal in tonnage to the initial feed to the crusher or mill. The oversize returned for further work is known as the circulating load. It is a most important factor and can be extremely insidious. If the screen is inefficient and rejects finished material or if the crusher will not reduce the oversize fast enough, this load may build up, and rapidly, to a point beyond the capacity of the breaker, the screen or the conveying equipment, whicheverproves to be the neck of the bottle.

For greatest economy and efficiency, fines should be removed by means of a screen just as fast as they are created in each successive stage of crushing or grinding. Most every case must be handled on its own individual merits and proper balance worked out. In some cases a circulating load as high as 1,000 percent is considered economical. Picture how this would affect the requirement in screening capacity with eleven tons of material handled for every ton produced.

The percentage of circulating load can be readily determined from the sieve analyses of the screen feed, the oversize and the undersize (See Table 1). Samples should be taken simultaneously after circulating load has reached its peak. Conditions and analyses will be similar to those set forth in flowsheet at right. The formula can be expressed:

PercentCirculating Load=100 (B-C/A-C -1) A=Percent finer than required sizein the screen feed. B=Percent finer than required sizein the screen undersize. C=Percent finer than required sizein the screen oversize.

In the example, A equals 35.0,B equals 95.0, and C equals5.0. The value of 1 in the formula represents the initial feed to the circuit which is equivalentto the undersize, or product removed through the screen.

Percent Efficiency=100(100 F-D/AF) A=Percent finer than required size in the screen feed. D=Percent coarser than required size in the screen feed. F =Percent coarser than required size in the screen oversize.

There are different schools of thought on this subject and other formulae. Some operators are satisfied to simply use the percentage coarser than the screen opening in the overscreen product as the efficiency figure. This would be F in the above formula and 95 percent instead of 90.22 percent.

Dependent on the nature of the material and type of operation, screening may be accomplished through bars, perforated plate or woven wire screen. The bar screen is used for scalping extremely coarse material where definite sizing is of secondary importance and abrasion is severe. Perforated plate offers a smooth surface upon which heavy oversize will slide very easily, often too easily for good screening. Under some conditions it blinds less readily than woven wire screen. Objections to it are the fact that the openings wear gradually larger and larger, and the percentage of blank area is so high.

For most purposes woven wire screen, or wire cloth, is the best medium. With it the maximum in open area can be obtained. Various weights, metals and alloys, and shapes of openings are available to satisfy conditions of heavy load, abrasion, corrosion, screenability and capacity. Mesh in wire cloth is the number of openings per lineal inch and means nothing unless accompanied by the decimal designation of the wire diameter or the actual opening of the screen. It is best to specify the required screen opening as this can then be obtained in several meshes, dependentupon the weight of wire that is used. Obviously, for a given opening, the greater the mesh count and the finer the wire diameter, the higher will be the percentage of open area in the fabric.

Much as we might like to do so, we cannot have our cake and eat it, too. Therefore, the selection of a screen specification is usually a compromise. Dependent upon conditions, screen life is constantly being sacrificed for screenability and vice versa. For instance, a heavy and abrasive material suggests an extra heavy wire to secure maximum life. It is found, however, that the low percentage of open area restricts capacity and that the large wire diameter promotes blinding and lowers efficiency. A compromise is, therefore, made by easing off on the weight of the wire. Conversely, another material may, for instance, be damp and sticky, dictating the use of an extremely fine diameter of wire to minimize the surface upon which it may build up. Such a screen specification may last only a few hours and capacity and efficiency must be sacrificed in the interest of longer screen life.

Rectangular and elongated screen openings assist greatly in increasing capacity and eliminating blinding. The opening in a square mesh screen is shaped similar to a funnel and particles can be wedged into it to bear on all four sides. The rectangular opening limits this contact to three sides and thus minimizes the possibility of wedge blinding. When this slot is further elongated to many times the opening width, a springing of the long wires is possible and permanent blinding is eliminated. Naturally, these long openings can not be used for true sizing of anything but cubical or granular materials. Where flakes and slivers are present and cannot be tolerated in the screen under-size, square mesh cloth must be used at the sacrifice of capacity.

For abrasion resistance, high- carbon spring steel wire is available. Stainless steel and the non- ferrous alloys give a selection where rust and corrosion are a factor. The difference between success and failure of a screening operation may rest with the selection of the proper screen clothspecifications and this subject requires considerable thought and study, plus experience.

Reviewing the foregoing, it is readily understandable that a fixed table of screen capacities would be misleading and dangerous. There are so many variables that two neighbouring plants, working on the same deposit, may have entirely different screening conditions, due, for instance, to a difference in crushing practice. Larger tonnages can be handled on scalping operations, and in some cases with closed circuit crushing, than on close grading into specific fractions. On some materials a scalping deck over the sizing screen increases capacity by breaking and distributing the load and opening- up the mat of material. Washing increases capacity materially over so-called dry screening.

From the grizzly and trommel we have seen the development of screening devices through the shaking, knocking and bumping stages to the high speed vibrating screen of today. This development ran the range of eccentric head motions; knockers; cams; air, cam and electric vibrators; unbalanced shafts and eccentric flywheels; grasshopper motions, etc., up to the present positive-drive, high-speed, circle-throw, eccentric- shaft screen.

In this type the throw and speed must be properly specified and coordinated to secure the best screening action. Bearings should not be under shock and design should not be complicated with compensators and adjustments to eat power and tempt experimentation. The loading of the bearings should be so minimized that the equipment manufacturer evidences his confidence in his design by extending a generous guarantee.

In closing, it is recommended that the screen user select a proved and simple machine that will give uniform, continuous, care-free operation. Your supplier should qualify to consult with you on installation, operation, and selection of proper screen cloth specifications. Do not overlook this important service feature.

rp-4 gold shaker table sale

The RP-4 shaker table is the most widely used and most successful gold gravity shaking concentrating table worldwide, used by small and large mining operations and the hobbyist. The patented RP-4 is designed for separation of heavy mineral and gemstone concentrate. The RP-4 table can process up to 600 (typically 400) lbs. per hour of black sand magnetite or pulverised rock with little to no losses. The RP-4 uses a unique reverse polarity of rare earth magnets, which will cause the magnetite to rise and be washed off into the tails. This allows the micron gold to be released from the magnetite, letting the gold travelling to the catch. The RP-4 is compact and weighs 60 lbs. With a small generator and water tank, no location is too remote for its use. The RP-4 is a complete, ready to go gold recovery machine. THERE ARE NO SCREEN INCLUDED with the small shaking table. Use was reservoirsgreater than 250 gallon and recycle all your water. Only 400 Watt of power drawn by typical pump. The small RP4 gold shaking has a mini deck of 13wide x 36 long = 3.25 square feet of tabling area. The RP-4 is the best and longest selling small miner shaker table still on the market today. With many 1000s of units sold during the last 10 years! Review the RP-4 Operating Manual and Installation Guide lower on this page.

The RP-4 uses a unique reverse polarity of rare earth magnets which will cause the magnetite to rise and be washed off into the tails and allowing the micron gold to be released from the magnetite leaving the gold travelling to the catch.

When assembling the RP-4, it is very important to set it up correctly to get the best recovery. The unit needs to be bolted preferably to a concrete pad or bedrock when in the field. It can be weighted down with seven or eight large sandbags. Wooden stands will set up harmonics and vibrations in the unit. Vibrations will create a negative effect on the concentrating action of the deck and create a scattering effect on the gold. We would strongly advise getting the optional stand to mount it. See a detailed RP4 Shaker Table review.

Once you have the RP-4 mounted or weighted down, you will want to level it, place a level under the machine on the bar running attached to the two mounting legs. Use washers to get a precise level adjustment. Once mounted and leveled, use the adjustment screw to adjust the horizontal slope of the deck. It took me about 10 minutes of playing with the adjustment till you are satisfied the slope angle was where it needed to be. A general rule for good recovery is less grade for the table deck and as much water as possible without scouring off the fine gold particles.

When the table is set, wet down your black sand concentrates with water and a couple drops of Jet-Dry to help keep any fine gold from floating off the table. You are now ready to start feeding the RP-4.

DO NOT dump material into the feed tray. You want a nice steady feed without overloading the table. Use a scoop and feed it steadily. Watch the back where the small gold should concentrate. If you see fine gold towards the middle, adjust your table angle just a bit at a time till it is where it needs to be.

Run a few buckets of black sand tailings that already panned out just in case there might have been some gold left behind. Its a good thing, too, because I pulled almost three pennyweights of gold out of my waste materials. Thats a pennyweight per bucket!

You could run all of you concentrates over this awesome little RP-4 Gravity Shaker Table. Some ran bottles No. 1 and No. 2 over the table a second time and cleaned it up some more, getting out almost all of the sand in No. 1 and removing more than half the sand from No. 2. It was amazing to see a nice line of fine gold just dancin down the table into the bottle. And, to think you were was about to throw away all of that black sand that still had color in it! This machine is small enough for the prospector and small-scale miner who, like me, wants all of the gold for his or her hard work. The 911MPE-RP-4 Gravity Shaker Table is also big enough to clean up bucket after bucket of concentrates from a big operation! The RP4 people came up with the solution for getting all of the gold!

All RP4 shaker tables operate best when firmly secured to a dense solid mounting base. Wooden stands will set up harmonics and vibrations. Dense concrete or solid bedrock is preferred or a heavy braced steel table sitting on concrete. Mount shaker table to solid bed rock if possible when operating in the field. When that is not an option, six or seven sand bags may also be used if concrete or bedrock is not available for mounting.

Place a level on top of the steel bar that extends between the two bolts down mounting feet.Use flat washers installed under either end of the mounting feet for precise level adjustment in the long axis.

At no time should sand or slime be re-circulated back with mill water. Large, calm, surface areas are required to settle slimes. Buckets, barrels or any deep containers with turbulent water will not allow slimes to settle. Tailings should discharge into a tails pond or into a primary holding vessel before entering slime settling ponds. Surface area is more important than depth. A small 10 x 20 ft. settling pond can be installed in about 30 minutes. Shovel a 6 high retainer wall of earth and remove all gravel. Lay a soft bed of sand in the bottom. A small raised wall area (with the top approximately 2 blow water level) should be placed around the pump area. Roll out plastic liner and fill with water. Desert areas require a plastic cover to retard evaporation. Use a 24 wood across pond and lay plastic.

As with ponds, at no time should sand or slime be re-circulated back with mill water. A calm surface is needed in the final two barrels to settle slimes. (In lieu of the last two barrels, the discharge from barrel two may be directed to a settling pond as outlined above.)Turbulent water will not allow slimes to settle. Tailings are discharged into the first container.

A small compact tailings thickener introduces tailings feed at a controlled velocity in a horizontal feed design that eliminates the conventional free settling zone. The feed particles quickly contact previously formed agglomerates. This action promotes further agglomeration and compacting of the solids. Slowly rotating rakes aid in compacting the solids and moving them along to the discharge pipe, these solids are eventually discharged at the bottom of the unit. Under flow from the thickener 60-65% solids are processed through a vacuum filter and a90-95% solids is sent to the tailings area. Tailings thickeners are compact and will replace ponds. A 23 ft. diameter will process flow rates at 800 gpm or 50 tph.

Pine oils and vegetation oils regularly coat the surface of placer gold. Sometimes up to 50% of the smaller gold will float to the surface and into the tails. The pine oil flotation method for floating gold is still in use today. A good wetting agent will aid in the settling and recovery of oil coated gold.

Separation of concentrate from tails Minerals or substances that differ in specific gravity of2.5 or to an appreciable extent, can be separated on shaker tables with substantially complete recovery. A difference in the shape of particles will aid concentration in some instances and losses in others. Generally speaking, flat particles rise to the surface of the feed material while in the presence of rounded particles of the same specific gravity. Particles of the same specific gravity but varying in particle size, can be separated to a certain extent, varying in particle size, can be separated to a certain extent, removing the larger from the smaller, such as washing slime from granular products.

Mill practice has found it advantageous in having the concentrate particles smaller than the tailing product. Small heavy magnetite particles will crowd out larger particles of flat gold making a good concentrate almost impossible with standard gravity concentrating devices. The RP-4 table, using rare earth reverse polarity magnets, overcame this problem by lifting the magnetite out and above the concentrate material thus allowing the magnetite to be washed into the tails. This leaves the non-magnetics in place to separate normally.

No established mathematical relationship exists for the determination of the smallest size of concentrate particle and the largest size of tailing particle that can be treated together. Other factors, such as character of feed material, shape of particles, difference in specific gravity, slope or grade of table dock and volume of cross flow wash water will alter the final concentrate.

Size of feed material will determine the table settings. Pulverized rod mill pulps for gravity recovery tables should not exceed 65-minus to 100-minus 95% except where specific gravity, size, and shape will allow good recovery. Recovery of precious metals can be made when processing slime size particles down to 500-minus, if the accompanying gangue is not so coarse as to require excessive wash water or excessive grade to remove the gangue, (pronounced gang), to the tails. Wetting agents must be used for settling small micron sized gold particles. Once settled, 400-minus to 500 minus gold particles are readily moved and saved by the RP-4shaker table head motion. Oversized feed material will require excess grade to remove the large sized gangue,thus forcing large pieces of gold further down slope and into the middling. Too much grade and the fine gold will lift off the deck and wash into the tailings. Close screening of the concentrate into several sizes requires less grade to remove the gangue and will produce a cleaner product. A more economical method is to screen the head ore to window screen size (16-minus) or smaller and re-run the middling and cons to recover the larger gold. This concept can be used on the RP-4 shaker tables and will recover all the gold with no extra screens. A general rule for good recovery is less grade for the table deck and as much was water as possible without scouring off the fine gold. Re-processing on two tables will yield a clean concentrate without excess screening. Oversized gold that will not pass through window screen size mounted on RP-4 shaker tables, will be saved in the nugget trap. Bending a small 1/4 screen lip at the discharge end of the screen will trap and save the large gold on the screen for hand removal.

On the first run, at least one inch or more of the black concentrate line should be split out and saved into the #2 concentrate bin. This concentrate will be re-run and the clean gold saved into the #1 concentrate pocket. Argentite silver will be gray to dull black in color and many times this product would be lost in the middling if too close of a split is made.

The riffled portion of the RP-4 shaker table separates coarse non-sized feed material better than the un-riffled cleaning portion. Upon entering the non-riffled cleaning plane, small gangue material will crowd out and force the larger pieces of gold further down slope into the middling. Screen or to classify.

The largest feed particles should not exceed 1/16 in size. It is recommended that a 16-minus or smaller screen be used before concentrating on the RP-4 shaker table, eliminating the need for separate screening devices. Perfect screen sizing of feed material is un-economical, almost impossible, and is not recommended below 65-minus.

A classified feed is recommended for maximum recovery, (dredge concentrates, jig concentrates, etc.) The weight of mill opinion is overwhelmingly in favor of classified feed material for close work. Dredge concentrates are rough classified and limiting the upper size of table feed by means of a submerged deck screen or amechanical classifier is all that is necessary. A separate screen for the sand underflow is used for improved recovery when using tables.

Head feed capacity on the RP-4 tables will differ depending on the feed size, pulp mixture and other conditions. Generally speaking, more head feed material may be processed when feeding unclassified, larger screened sized material and correspondingly, less material may be processed when feeding smaller sized classified rod or ball mill pulps. Smaller classified feed material will yield a cleaner concentrate. Ultimately, the shape of the feed material particles and a quick trial test will determine the maximum upper size.

The width between the riffles of the RP-4 table is small and any particle over 1/8 may cause clogging of the bedding material. A few placer operators will pass 1/8 or larger feed material across the RP-4 table, without a screen, with the intent of making a rough concentrate for final clean up at a later date. This method will work, but excess horizontal slope/grade of the table deck must not be used as some losses of the precious metals will occur. Magnetite black sands feed material, passing a 16-minus screen (window screen size if 16-minus + or -) will separate without losses and make a good concentrate at approximately 500 to 600lbs feed per hour for the RP-4. Head feed material must flow onto the RP-4 screen, at a constant even feed rate. An excess of head feed material placed onthe table and screen at a given time will cause some gold to discharge into the tailings nugget trap. Head feed material should be fed at the end of the water bar into the pre-treatment feed sluice. Do not allow dry head feed material to form thick solids. The wash water will not wash and dilate the head feed material properly, thus allowing fine gold to wash into the tails.

Feed material should disperse quickly and wash down slope at a steady rate, covering all the riffles at the head end,washing and spilling over into the tails trough. A mechanical or wet slurry pump feeder (75% water slurry) is recommended for providing a good steady flow of feed material. This will relieve the mill operator of a tedious chore of a constantly changing concentrate line when hand feeding.

Eight gallons of water per minute is considered minimum for black sands separation/concentration on the RP-4 shaker table. 15 gallons of water per minute is consideredoptimum and will change according to feed material size, feed volume and table grade. A 1 inch hose will pass up to 15 gpm, for good recovery, wash water must completely cover the feed material 1/4 or more on the screen.

The PVC water distribution bar is pre-drilled with individual water volume outlets, supplying a precision water flow. Water volume adjustment can be accomplished by installing a 1 mechanical PVC ball valve for restricting the flow of water to the water distributing holes. Said valve may be attached between the garden hose attachment and water distributing bar.

More water at the head end and less water at the concentrate end is the general rule for precise water flow. More feed material will occupy the head end of the RP-4 shaker table deck in deep troughs and less material will occupy the concentrate end on the cleaning plane. A normal water flow will completely cover the feed material over the entire table and flow with no water turbulence.

A rubber wave cloth is installed to create a water interface and to smooth out all water turbulence. This cloth is installed with holes. Holes allow water to run underneath and over the top of the cloth and upon exiting will create a water interface smoothing out all the water turbulence. Bottom of water cloth must contact the deck.

Avoid excessive slope and shallow turbulent water.For new installations, all horizontal grade/slope adjustments should be calculated measuring from the concentrate end of the steel frame to the mounting base. For fine gold, the deck should be adjusted almost flat.

All head feed must be fed as a 75% water pulp. Clean classified sand size magnetite will feed without too much problem when fed dry. Ground rod or ball mill feed material 65-minus or smaller must be fed wet, (75% water slurry by weight or more) and evenly at a constant rate, spilling over into the tails drain troughat the head end of the table. Feed material without sufficient water will not dilute quickly andwill carry concentrate too far down slope or into the tails. A good wet pulp with a deflocculant and a wetting agent will aid the precious metals to sink and trap within the first riffles, thus moving onto the cleaning plane for film sizing. Round particles of gold will sink instantly and trap within the first riffles. The smaller flat gold particles will be carried further down slope to be trapped in the mid riffles. Potential losses of gold can occur if the table deck is overloaded by force feeding at a faster rate than the smaller flat gold can settle out. Under-feeding will result in the magnetites inability to wash out of the riffles, thus leaving a small amount of magnetiteconcentrated with the gold. A small addition of clean quartz sand added to a black sand concentrate will force the magnetite to the surface and will aid in its removal. Slimes require a separate table operation.

In flotation, surface active substances which have the active constituent in the positive ion. Used to flocculate and to collect minerals that are not flocculated by the reagents, such as oleic acid or soaps, in which the surface active ingredient is the negative ion. Reagents used are chiefly the quaternary ammonium compounds, for example, cetyl trimethyl ammonium bromide.

A substance composed of extremely small particles, ranging from 0.2 micron to 0.005 micron, which when mixed with a liquid will not gravity separate or settle, but remain permanently suspended in solution.

A crusher is a machine designed to reduce large rocks into smaller rocks, gravel, or rock dust. Crushers may be used to reduce the size, or change the form, of waste materials so they can be more easily disposed of or recycled, or to reduce the size of a solid mix of raw materials (as in rock ore), so that pieces of different composition can be differentiated. Crushing is the process of transferring a force amplified by mechanical advantage through a material made of molecules that bond together more strongly, and resist deformation more, than those in the material being crushed do. Crushing devices hold material between two parallel ortangent solid surfaces, and apply sufficient force to bring the surfaces together togenerate enough energy within the material being crushed so that its molecules separate from (fracturing), or change alignment in relation to (deformation), each other. The earliest crushers were hand-held stones, where the weight of the stone provided a boost to muscle power, used against a stone anvil. Querns and mortars are types of these crushing devices.

A basic alkali material, such as sodium carbonate or sodium silicate, used as an electrolyte to disperse and separate non-metallic or metallic particles. Added to Slip to increase fluidity. Used to aid in the beneficiation of ores, to convert into individual very fine particles, creating a state of colloidal suspension in which the individual particles of gold will separate from clay or other particles. This condition being maintained by the attraction of the particles for the dispersing medium, water, purchase at any chemical house.

Manner in which the intensity and direction of an electrical or magnetic field change as a function of time that results from the superposition of two alternating fields, (+/-) that differ in direction and in phase.

The smelting of metallic ores for the recovery of precious metals, requiring a furnace heat. Each milligram of recovered precious metal is gravimetric weighed and reported as one ounce pershort ton. Atomic Absorption (AA finish) is the preferred method for replacing the gravimetric weighing system.

A reagent added to a dispersion of solids in a liquid to bring together the fine particles to form flocs and which thereby promotes settling, especially in clays and soils. For example, lime alters the soil pH and acts as a flocculent in clay soils. Acid reagents and brine are also used as a flocculent.

The method of mineral separation in which a froth created in water with air and by a variety of reagents floats some finely crushed minerals, whereas other minerals sink. Separate concentrates are made possible by the use of suitable depressors and activators.

An igneous oxide of iron, with a specific gravity of 5.2 and having an iron content of 65-70% or more. Limonite crystals, sometimes mistaken for magnetite, occurs with the magnetite and sometimes may contain gold. Vinegar will remove gold locked in limonite coated magnetite.

In materials processing a grinder is a machine for producing fine particle size reduction through attrition and compressive forces at the grain size level. See also CRUSHER for mechanisms producing larger particles. Since the grinding process needs generally a lot of energy, an original experimental way to measure the energy used locally during milling with different machines was proposed recently.

A typical type of fine grinder is the ball mill. A slightly inclined or horizontal rotating cylinder is partially filled with balls, usually stone or metal, which grinds material to the necessary fineness by friction and impact with the tumbling balls. Ball mills normally operate with an approximate ball charge of 30%. Ball mills are characterized by their smaller (comparatively) diameter and longer length, and often have a length 1.5 to 2.5 times the diameter. The feed is at one end of the cylinder and the discharge is at the other. Ball mills are commonly used in the manufacture of Portland cement and finer grinding stages of mineral processing. Industrial ball mills can be as large as 8.5 m (28 ft) in diameter with a 22 MW motor, drawing approximately 0.0011% of the total worlds power. However, small versions of ball mills can be found in laboratories where they are used for grinding sample material for quality assurance.

A rotating drum causes friction and attrition between steel rods and ore particles. But note that the term rod mill is also used as a synonym for a slitting mill, which makes rods of iron or other metal. Rod mills are less common than ball mills for grinding minerals.

Screening is the separation of solid materials of different sizes by causing one component to remain on a surface provided with apertures through which the other component passes. Screen size is determined by the number of openings per running inch. Wire size will affect size of openings. -500=500 openings per inch is maximum for gravity operations due to having a solid disperse phase.

Long established in concentration of sands or finely crushed ores by gravity. Plane, rhombohedra deck is mounted horizontally and can be sloped about its axis by a tilting screw. Deck is molded of ABS plastic, and has longitudinal riffles dying a discharge end to a smooth cleaning area. An eccentric is used to create a gentle forward motion, compounded to full speed and a rapid return motion of table longitudinally. This instant reverse motion moves the sands along, while they are exposed to the sweeping and scouring action of a film of water flowingdown slope into a launder trough and concentrates are moved along to be discharged at the opposite end of the deck.

A material of extremely fine particle size encountered in ore treatment, containing valuable ore in particles so fine, as to be carried in suspension by water. De-slime in hydrocyclones before concentrating for maximum recovery of precious metals.

A mixture of finely divided, micron/colloidal particles in a liquid. The particles are so small that they do not settle, but are kept in suspension by the motion of molecules of the liquid. Not amenable to gravity separation. (Bureau of Mines)

Flotation process practiced on a shaking table. Pulverized ore is de-slimed, conditioned with flotation reagents and fed to table as a slurry. Air is introduced into the water system and floatable particles become glom rules, held together by minute air bubbles and positive charged edge adhesion. Generated froth can be discharged into the tailings launder trough or concentrates.

The parts, or a part of any incoherent or fluid material separated as refuse, or separately treated as inferior in quality or value. The gangue or valueless refuse material resulting from the washing, concentration or treatment of pulverized head ore. Tailings from metalliferous mines will appear as sandy soil and will contain no large rock, not to be confused with dumps.

A substance that lowers the surface tension of water and thus enables it to mix more readily with head ore. Foreign substances, such as natural occurring pine oils, vegetation oils and mill grease prevent surface wetting and cause gold to float. Addition agents, such as detergents, (dawn), wetting out is a preliminary step in deflocculating for retarding gold losses.

RP4 shaker table for sale mini gold shaker table RP4 shaker table instructions RP4 shaker table dimensions RP4 gold shaker table RP 4 gravity shaker table utech RP4 shaker table RP 4 gravity shaker table price used RP4 shaker table for sale

Global mining solutions warrants that all mining equipment manufactured will be as specified and will be free from defects in material and workmanship for a period of one year for the RP-4. Providing that the buyer heeds the cautions listed herein and does not alter, modify or disassemble the product, gms liability under this warranty shall be limited to the repair or replacement upon return to gms if found to be defective at any time during the warranty. In no event shall the warranty extend later than the date specified in the warranty from the date of shipment of product by GMS. Repair or replacement, less freight, shall be made by gms at the factory in Prineville, Oregon, USA.

All bearings are sealed and no grease maintenance is required. Do not use paint thinners, or ketones to clean your deck. A small amount of grease should be applied to the adjustable handle which is used for the changing the slope of the deck.

Do not allow the RP-4 to stand in direct sunlight without water. Always keep covered and out of the sun when not in use. Heat may cause the deck to warp. Do not lift or pull on the abs plastic top, always lift using the steel frame. Do not attach anything to the abs plastic top. Do not attach PVC pipe to concentrate discharge tubes, constant vibration from the excess weight will cause stress failure of the plastic.

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china wet grinder, wet grinder manufacturers, suppliers, price | made-in-china.com - page 2

China manufacturing industries are full of strong and consistent exporters. We are here to bring together China factories that supply manufacturing systems and machinery that are used by processing industries including but not limited to: grinding machine, grinder, milling machine. Here we are going to show you some of the process equipments for sale that featured by our reliable suppliers and manufacturers, such as wet grinder. We will do everything we can just to keep every buyer updated with this highly competitive industry & factory and its latest trends. Whether you are for group or individual sourcing, we will provide you with the latest technology and the comprehensive data of Chinese suppliers like wet grinder factory list to enhance your sourcing performance in the business line of manufacturing & processing machinery.

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toad (species) - super mario wiki, the mario encyclopedia

Toads, also known as the Mushroom People[1] or simply Mushrooms[2], are a peaceful race of mushroom-like humanoid characters and the dominant species of the Mushroom Kingdom. Toads reside in many towns and cities throughout the entire kingdom and have a capital named after them called Toad Town. Most Toads are citizens of the Mushroom Kingdom, and many also work as loyal servants of the kingdom's ruler Princess Peach.

First appearing in Super Mario Bros., the Toads have continued to make appearances throughout the Mario franchise. Typically, they play the role as supporting characters who assist Mario and/or Luigi on their adventures. However, several Toads have also played starring roles on some titles, such as being playable heroes alongside Mario and Luigi in New Super Mario Bros. Wii and New Super Mario Bros. U. Captain Toad from Super Mario Galaxy stars in his own title in Captain Toad: Treasure Tracker, initially released for Wii U in 2014 and later released for Nintendo Switch and Nintendo 3DS in 2018.

The most recognizable member of the species is the character known as Toad, who is typically depicted as Peach's loyal servant; regardless, Toad has also adventured directly alongside Mario on several adventures since his debut in Super Mario Bros. 2. The character continues to appear as a playable representative for the species in various spin-offs in addition to his own starring roles in 1994's Wario's Woods and 1995's Kinopio Live. Other Toads such as Toadette, Toadsworth, and the Toad Brigade organization also make prominent appearances throughout the series.

In Super Mario Bros., the Mushroom People (later known as Toads) live peacefully in the Mushroom Kingdom until King Bowser and his minions, the Koopa, appear to take over the kingdom and turn the Mushroom People into various items such as power boost bricks[3] and horsetail plants. With Princess Toadstool being the only person who can reverse the effects of Bowser's magic over the Mushroom People, Bowser soon kidnaps her, prompting Mario and Luigi to arrive and stop the Koopa.[1]

The only Mushroom People left in their original forms are Princess Toadstool's seven remaining servants, also called the mushroom retainers[2] or simply Retainers[4], who are found in the first seven of the game's eight castles. While the English instruction booklet claims that they are under Bowser's spell,[2] the Japanese version correctly states that they were merely captured.[5] Additionally, an official guide describes them as female maids, but is missing the part mentioning seven of them, implying that they are instead a single character.[4] When rescued, the mushroom retainer informs Mario or Luigi that their princess is in another castle.

The mushroom retainers reprise their role in Super Mario Bros.: The Lost Levels and Super Mario Bros. Special. In Super Mario All-Stars, there are as many mushroom retainers in the castle as the castle's world number (one in World 1-4, two in World 2-4, etc.). In the Super Mario All-Stars version of Super Mario Bros.: The Lost Levels, Worlds A, B, and C have five, six, and seven of them respectively. In the ending cutscene of the original version of Super Mario Bros: The Lost Levels and Super Mario Bros. Special (and to a lesser extent, VS. Super Mario Bros. and All Night Nippon Super Mario Bros.), all seven of the mushroom retainers Mario/Luigi rescued throughout the game can be seen circling Mario/Luigi and the princess, exclaiming "Thank you Mario/Luigi!" in the former. Despite Mario rescuing only three Toads while completing Worlds A-C in The Lost Levels, World D's ending, after rescuing Peach again, will still show seven Toads surrounding Mario/Luigi and Peach like with World 8's ending.

Super Mario Bros. 2 is the first game to feature a specific mushroom retainer as a playable character. This character is named Toad, and he continues to appear as a representative for the species in subsequent games of the Mario series. In Super Mario Bros. 2, Toad is known for his high strength and speed stats; however, his jumps are considerably lower in comparison to the other characters.

In Super Mario Bros. 3, there is a Toad in every castle owned by the kings of the Mushroom World. When Mario or Luigi enter the castle, the Toad asks them to get the magic wand back from the Koopalings to transform the King back to his original form.

Toads are also found in a Toad House on the map of most worlds (excluding Dark Land and the Warp Zone). They allow Mario and Luigi get extra lives, coins, and items. The Toad Houses let Mario take the contents of one of three chests, containing a power-up. They also run the Spade Panels which allow players to play a scrolling type game, where they must match three parts of either a Mushroom, Fire Flower, or Starman. Depending on whether or not the player matches the three correctly, and which image formed, two to five extra lives can be gained. N-Mark Spade Panels are also run by Toads, and they allow players to play a matching card game, where they can earn lives, power-ups, and a max amount of thirty coins.

Many Toads are found inside the rooms of Peach's Castle in Super Mario 64. It is implied that these Toads are sealed behind the Castle's walls so that they could not escape to seek out help. Upon Mario's arrival to the castle, the imprisoned Toads inform Mario about Bowser's takeover of the castle and give him various hints about the Power Stars. A number of Toads even manage to hold onto a few Power Stars and later give them to Mario. Two Toads are also seen (alongside Princess Peach) in the ending of the game after Mario defeats Bowser for the final time.

In the remake Super Mario 64 DS, the Toads presume the same role of providing tips while being sealed behind the castle walls; however, their messages are slightly altered for each of the playable characters that talk to them. Additionally, a Toad also tells Mario to find the various keys needed to unlock the drawers of Peach's dresser. Every time Mario brings a key to this Toad, a new minigame appears and becomes available to play in the Rec Room. Toads also make cameo appearances as background characters in the various minigames. Some are even dressed up as waiters in the Luigi minigames.

An entourage of Toads and Toadsworth accompany Mario and Peach to Isle Delfino in Super Mario Sunshine. They are usually found around Delfino Plaza, often worrying about Peach after her capture by Shadow Mario. The Toads offer Mario various hints, such as ground pounding crates to receive coins. The Toads also fix F.L.U.D.D. at the end of the game.

Although Toads with spots and vests in colors other than red and blue, respectively, had appeared in various earlier spin-off titles, including the two Mario RPGs in existence at the time, this is the first time the Toads are seen coming in multiple colors in the main Super Mario series.

Toads make a minor appearance in New Super Mario Bros., appearing in the intro where they are seen panicking after the castle was attacked. In this game, Toadsworth takes the role of hosting the Toad Houses instead. Toads, however, make cameo appearances in the minigames available in this game, since most of them are the same minigames from Super Mario 64 DS.

The Toads in the opening in fact use Toadsworth's model, but due to the screen size and resolution of the original Nintendo DS, this cannot be easily seen without outside-game tools.[6] However, due to later systems with which the game can be played having larger screens, the brown caps can be noticed by sharp eyes when playing the game on those.

Many Toads can be seen celebrating the Star Festival in the introduction sequence of Super Mario Galaxy as well as the end of the game in Grand Finale Galaxy. However, during the beginning of the game, many Toads are trapped in Crystals at the time of Bowser's attack over Toad Town.

Five Toads resembling the Toads from Super Mario Sunshine appear as major supporting characters. They call themselves the Toad Brigade, and help Mario in his adventures across the universe, often using their ship, the Starshroom, to travel to various galaxies. The Toad Brigade consists of the following members: Captain Toad, the self-proclaimed captain); Banktoad, the digger; Blue Toad, an intelligent Toad who wears glasses; Mailtoad, a Toad who delivers helpful mail; and Yellow Toad, a Toad often found sleeping.

Toads take on a much more prominent role in New Super Mario Bros.'s successor, New Super Mario Bros. Wii. Additionally, Blue and Yellow Toad appear in New Super Mario Bros. Wii as playable characters in the multiplayer modes.

During the introduction cutscene, two Toads help Mario, Luigi, Blue Toad, and Yellow Toad by firing Propeller Mushrooms and Penguin Suits out of a cannon. In the game, Toads also have to be saved in some levels, indicated by a bubble with a scared Toad in the middle. In single-player mode, the player has to search for the Toads that are imprisoned inside the ? Blocks and carry them to the end of the level. If players save a Toad without him being damaged by an enemy, they are rewarded with 3 extra lives. If the Toad is damaged, players are given one extra life. Regardless of the situation, an extra Toad House opens up after players save a Toad. If playing multiplayer, the Toads do not appear in levels and instead appear inside a locked chest only within an Enemy Course. Players have to pop all the Toad balloons in the area to make the chest appear, while avoiding or defeating the enemies, which vary depending on the world. Mario is then be rewarded with three Super Mushrooms.

Toads also appear in the Toad Houses where they host minigames for the players to provide them with opportunities to win extra lives and power-ups. In Princess Peach's Castle, the player has the option to visit Toad and pay him Star Coins to watch secret hint videos.

Likewise in Super Mario Galaxy, the Toads can be seen celebrating the Star Festival while collecting Star Bits in Super Mario Galaxy 2 in the introduction. The Star Festival is then disrupted by a large Bowser, who has used the Grand Stars to make himself larger.

The Toad Brigade also makes a returning appearance in this game and like in the first game, they attempt to assist Mario. They reveal that they had escaped the Mushroom Kingdom via the Starshroom that the Lumas had made for them. The reason for this is that the five Toads had told the Lumas that they would try to stop Bowser and bring peace to the kingdom, though this job is eventually given to Mario once the Toads find him. Throughout the game, the five Toads help in a variety of different ways. Banktoad, a Green Toad member of the Toad Brigade, helps Mario save Star Bits.

In Super Mario 3D Land, Toads continue to help Mario on his journey on rescuing Princess Peach from Bowser and his forces. However, the Toads help Mario through a variety of different ways throughout the game.

In the beginning of the game after Peach is kidnapped, three Toads (red, blue, and yellow) are seen to accompany Mario on his journey to check where Peach is. The yellow Toad then spots a letter, which was written by Bowser, illustrating the kidnapping of Peach. The three Toads then run ahead in front of Mario to attempt to save her.

In Bowser's Castle, the three Toads are found in front of the first cannon which leads Bowser's lair; the red Toad gives Mario a 1-Up Mushroom. In the ending of the game, the three Toads had managed to reach Bowser's lair and had obtained several Super Leaves to transform Mario and themselves into their Tanooki forms so they can fly Peach back to her castle.

After Special 8-Bowser is beaten, the three Toads, wearing Tanooki Suits, make a reappearance. A letter gets sent to them, where they discover that Peach had been kidnapped once again by Bowser. The three Toads then venture with Mario or Luigi in this mission.

Aside from the three Toads that accompany Mario on his journey, other Toads are also met. A few Toads are kidnapped by Tail Bowsers throughout the game. Mario can spot several Toads through the use of binoculars. If spotted, these Toads occasionally help him through a variety of ways, such as tossing a Star Medal or a power-up. Occasionally, the Toads lead Mario to secret passageways. Toads are also seen in the true final level, where they are seen cheering on for Mario or Luigi throughout, especially at the end. Toad is present with occasional appearances through running the Red Toad Houses. Toad also operates the cannons that grant Mario access to the Airship levels. Like his fellow Toads, Toad also makes occasional appearances in the levels, and he can be seen throwing Power-Ups or Star Medals to Mario when spotted through the binoculars. Unlike the other red Toads in this game, Toad is distinguished as being the only red Toad with a blue vest in this game.

Toad reprises his host as the owner of the Toad Houses in New Super Mario Bros. 2. He also operates the cannons that Mario or Luigi must use to reach the airship levels. Toads with other mushroom cap colors also appear in the final bonus levels.

Both Blue Toad and Yellow Toad return as primary protagonists and playable characters in the Wii U launch title New Super Mario Bros. U. Blue Toad and Yellow Toad can use new Power-Ups, such as the Super Acorn to turn them into Flying Squirrel Toads, and in addition wield the Baby Yoshis similar to the Mario Bros..

Toad also appears throughout the game by hosting Toad Houses to assist them, appear at the end of the level when the player catches a rabbit, and appear past the end of level Fortress to give Mario and co. a power-up if they complete a stage with the last two digits of the Time Limit being the same. (i.e finishing the stage with 211 time remaining).

Blue Toad and Yellow Toad return in New Super Luigi U, reprising their roles. However, they are now able to jump higher and flutter in the air similar to Luigi. The non-playable Toads also return to play supporting roles akin to the previous title.

All five colored Toads appear in Super Mario 3D World and its Nintendo Switch port Super Mario 3D World + Bowser's Fury, with Toad (who is now colored blue as a tribute to his appearance in Super Mario Bros. 2) as a playable character once again boasting the highest speed of the playable characters. "Blue" Toad is also capable of using the many power-ups found in the Sprixie Kingdom such as the new Super Bell to become Cat Toad. Additionally, the red-spotted Captain Toad (making a reappearance from his debut in the Super Mario Galaxy games) returns in an updated look while also being playable in his own levels throughout the game.

Yellow, Green, and Purple Toads act as the hosts for Toad Houses. However, at the start of Champion's Road, another Red Toad can be seen with a red jacket that sets him apart from Captain Toad and his new explorer outfit. The Toads that are hosting the Toad Houses tend to change color between worlds, with Yellow Toads as the host in World 1 and World 2, while Green Toads are the host in World 3 and World 4 and Purple Toads in World 5, World 6, World Castle, and World Bowser. These Toads also appear alongside Captain Toad in the credits as Toad and the other three heroes travel through the clear pipes to reach back to the Mushroom Kingdom. The last appearance of the Toads is in Champion's Road where they support the player along with the rest of the cast throughout the level.

Toads reappear in Super Mario Odyssey, where they are mostly found in the Mushroom Kingdom, with some being in the Lost Kingdom as well. In this game, they are sometimes seen wearing hats on their caps. The Toad Brigade also appears, and includes Captain Toad, Archivist Toadette, and Hint Toad. There is also a Toad called Jammin' Toad.

In Super Mario Maker 2, Toad (once again with a blue cap) and Toadette reappear as playable characters; they also supervise the various other Toads who assist in rebuilding Peach's Castle in Story Mode as Taskmaster (with his usual red cap) and Chief, respectively. Red Toad is in charge of the Main Hall, Blue Toad the East Hall, Green Toad the West Hall, and Yellow Toad the sculptures next to the castle. Purple Toad offers Mario a job to dispose of a Piranha Creeper hiding inside a Pipe. Mario occasionally needs to save these Toads to continue building the castle.

In the animated film Super Mario Bros.: Peach-hime Kyushutsu Dai Sakusen!, the mushroom citizens are peaceful inhabitants of the Mushroom Kingdom. They are mentioned as having lived in peace until King Koopa of the Turtle Tribe arrives and kidnaps Peach. Like in Super Mario Bros., they are turned into various inanimate objects. Mario and Luigi save a group of mushroom people that were transformed into coins, and later on a lone mushroom person (identified as "Toad 2" in the credits). To thank them, "Toad 1" and "Toad 2" (as they are credited) reward Mario with a mushroom and flower power-up, respectively.

In the film, all of the voices of the mushroom people are feminine, and they generally use very polite language. Most of these Toads are presented with pinkish/red mushroom caps and had a similar appearance to the later created character Toadette.

In the retelling of the classic fairy tale story of Snow White and Seven Dwarves featuring Mario characters in Super Mario Shirayuki-hime, seven Toads play the roles of the seven dwarves. The seven featured Toads acted very much in a child-like manner; however, they are close to Princess Peach and sworn to protect her. Sometime later, the seven Toads decide to head out of the cabin and go exploring. After the Toads leave, Bowser (disguised as an old woman) arrives and causes Peach to fall asleep, which the seven Toads eventually discover. The Toads assume she died, and they place her in an outdoor coffin in order to preserve her beauty.

Mario arrives at the scene and finds the seven Toads crying around the presumed dead Peach. Mario uses a magic potion to break the spell Bowser has put on her, which in turn makes the Toads rejoice. Mario along with the Toads and the Princess then run off to Queen Bowser's castle. After Mario beats various Goombas, the Toads protect Peach while they watch Mario take on Bowser. The Toads then assist Mario to defeat an adversary, the Koopalings; soon after they are soon stopped when Bowser threatens to kill Peach by holding a knife to her neck.

Luigi then arrives to attack Queen Bowser. Bowser then drops Peach, who is saved by Mario and the seven Toads. After celebrating, Mario, Luigi, Peach, and the seven Toads can be seen walking out of Bowser's castle in a joyous manner and heading to another location.

In the The Super Mario Bros. Super Show!, Mushroom People played a minor role by being background characters throughout the show. The most prominent one was Toad himself who is featured as a main character. Many others do not appear the same as their game counterparts and often appear with humanistic characteristics and proportions. They reappear with a similar role in The Adventures of Super Mario Bros. 3. As with Toad's case, no members of the species appear in the Super Mario World series as a result of their absence in the Super Mario World game.

In the Nintendo Comics System, Mushroom People are redesigned without clothing to look more like Super Mushrooms with arms and shoes, although notable Mushrooms like Toad typically retain their game design. Most Mushrooms are loyal to the Mushroom King, but some are shown to serve King Koopa. The Mushrooms loyal to Koopa speak in slightly broken English, often using the least number of words possible to get their point across.

Mushrooms make a prominent appearance in the comic Mutiny on the Fungi, in which they make up the majority of Captain Koopa's crew on his airship. One Mushroom in particular, called Truffle Toes by Koopa, is a major character in the comic's plot. Captain Koopa also orders a group of Mushrooms to attack Mario with cannons when he tries to escape the ship. Mushrooms are later shown trying to assist the Mushroom King, who has been turned into a dog.

A single Mushroom makes a small appearance in Koopa's Health and Beauty Tips as the one that Koopa is offering his tips to. Mushrooms also make a brief appearance in Bowser Knows Best as palace guards for Mushroom Castle.

Wario's Woods for NES and SNES is the first game to star a Toad as the main and central hero (specifically the character Toad himself). In this game, Toad has to defeat Wario and his minions from taking over the Mushroom Kingdom. This is also the first game where Toads are seen in more than one color scheme, as a Green Toad appears as the second player's character in the VS mode, alongside the main, red Toad character who is controlled by Player 1.

In Mario Kart 8 and Mario Kart 8 Deluxe, Toads are common spectators in many courses; many Toads are also Pit Crew members whose outfits come in many different colors such as: red, blue, yellow, green, pink, and purple.

As of November 5, 2019, a Toad Pit Crew member dressed in blue known as Toad (Pit Crew) is featured as a playable character in Mario Kart Tour; he is a Super character whose special item is the Boomerang Flower.

In Super Mario RPG: Legend of the Seven Stars, Toads live in various towns, such as Mushroom Kingdom, Rose Town and Seaside Town. Many Toads are shopkeepers or inn owners. In Rose Town, Mario has to help the Toads, who are paralyzed by Bowyer's Aeros. In Seaside Town, the inhabitants, including many Toads, are imprisoned in a shed by Yaridovich. A few Toads also appear in remote areas such as Monstro Town and even inside Barrel Volcano. Many Toads in this game have different patterns on their hats than normally found on Toads. The inhabitants of Rose Town have target shapes, Hinopio in Barrel Volcano has a flame pattern.

Super Mario RPG: Legend of the Seven Stars is the first game to clearly feature female Toads, before Paper Mario introduced other female Toads and Mario Kart: Double Dash!! featured the official debut of Toadette.

Toads also make recurring appearances throughout the Mario Party series. The most prominent Toad is Toad himself who initially serves as the main host for the first two Mario Party titles and as well as the fourth installment. In the later titles, he becomes a playable character starting from Mario Party 4 while his female counterpart Toadette makes her playable debut in Mario Party 6. Aside from the two playable Toads, other Toads play the roles as assistants that aid the playable characters throughout the game, as well as being NPCs in various minigames. Toads also serve as shop keepers in Toad's own board Toad's Midway Madness in Mario Party 4. In Mario Party Advance, several Toads appear in Shroom City, including Shroomlock, Mrs. Shroomlock, Mr. E, and Mushbert, Toad and Toadette appear as hosts of some of the game modes, and generic Toads appear on portraits in Splatterball (shooting them causes the player to permanently lose one of their ammo slots). Toadsworth makes an appearance in Mario Party 7 as the main host of the game though he does not make any later appearances in the Mario Party series. Members of the Toad species corresponding to the player's color (Red, Blue, Yellow, and Green) are the characters players start out in the Toad Scramble mode of Mario Party: Star Rush while Toad himself is playable in other modes. Also in Mario Party: Star Rush, Toads serve as customers in the minigame One-Stop Toad Shop. In Mario Party 10, a blue Toad appears as the host.

Toads appear prominently in Mario Party 9 as the hosts of the game's various modes. A yellow Toad hosts the Party and Solo Modes, operates the Museum, and also appears in story mode. Throughout the boards, he often assists the player by providing tips and as well as general controls for events such as minigames, and also announces the winners of the various modes and gives out various rewards to the players based on their scores. A blue Toad hosts Minigame Mode and relays instructions to the players in minigames. A blue Toad also makes an appearance in the minigame Toad and Go Seek. A green Toad announces the Almost There! event. Toad also appears as a playable character.

Like in Mario Party 9, a yellow Toad appears as the host of the boards in Mario Party: Island Tour, with the exception of Bowser's Peculiar Peak which is hosted by Bowser himself. A blue Toad exchanges collectibles for Mario Party Points and is the host of the Minigames and StreetPass Minigames modes. A green Toad appears in the Bowser's Tower mode as the player's partner. Toad also appears as a playable character.

Members of the Toad species typically appear as NPCs serving as spectators, line judges, camera operators, or referees on the court in their appearances in the Mario Tennis series. In Mario Tennis Open, several colored Toads run the options menu in this game, with Toad guiding players in the records, shop, and outfitter, while blue, yellow, green, and purple Toads handle other areas of the records. In Mario Tennis: Ultra Smash, a Toad always waves the second player's flag when playing in Doubles. Additionally, the Toad sitting on the chair wears a black outfit to distinguish himself from the playable Toad character in the game. In Mario Tennis Aces, a red and a blue Toad serve as commentators in the start and beginning of Adventure Mode, and a Toad follows the player making comments and remarks about what is currently happening in the story.[7] There is also an option to allow a blue Toad to commentate during multiplayer matches. A green Toad, blue Toad, and yellow Toad accompany the playable Toad in his entry to the court, and two purple Toads hand Peach her racket when she steps into the court.

Toads appear in Paper Mario as the main residents of Toad Town. There is also one in each Toad House in all towns of the game, except for the one in Star Haven. According to Goombario, these Toads had been sent to man the Toad Houses by Princess Peach in order to help the denizens of the Mushroom Kingdom's towns. The Toad inhabitants of Dry Dry Outpost, known as Dryites, wear turbans over their mushroom caps. Also, a Toad martial artist, known as The Master, can be fought as an optional boss. The Master's sister, Tayce T. can also cook items for Mario.

The species reappear in Paper Mario: The Thousand-Year Door. They live in many of the game's towns and are also owners of almost every shop found in Rogueport and the surrounding areas. A large group of orange Toads are stranded in the Pirate's Grotto on Keelhaul Key, along with the Piantas Francesca and Frankie. Mario has to use Admiral Bobbery's Bomb ability to help them escape the Pirate's Grotto.

In Super Paper Mario, Toads do not make a major appearance. Toad himself is present at the beginning of the game, telling Mario and Luigi that Princess Peach had been captured, and several Toads appear as part of the audience when Mario performs a stylish move. Toads also appear in the minigame, Mansion Patrol. The player has to aim the Wii Remote cursor at Boos to defeat them to free the Toads. They also are mentioned in Toad's Catch Card which is the last of the card collection.

Toads appear as supporting characters in Paper Mario: Sticker Star. Many Toads are first to be seen in Decalburg, a town similar to Toad Town, where they are celebrating the Sticker Fest, which are soon disrupted by Bowser. After the disruption, Toads are scattered through Decalburg either stuck within the debris or in need of assistance, which Mario then helps then clean up.

Toads appear in more various areas and help out Mario in a variety of ways. One such case is a group of Toads that act as a ladder for Mario to climb upon so that he could retrieve a missing bridge sticker.

A Green Toad who first appears standing on the rolled-up town square of Decalburg seems to be in charge of restoring the town square. If Mario uses Paperize mode near the fountain and removes it, Green Toad will come out and shows Mario the Sticker Museum he made in his basement.

Additionally, ancient Toad species are revealed in murals of Drybake Stadium, alongside Koopa Troopas. These Toads have human-like proportions, and are much taller than normal Toads, with longer limbs and smaller heads.

In Paper Mario: Color Splash, Toads appear throughout Prism Island, where most of them have their colors drained by Slurp Guys. The Toads can also be seen at the Roshambo Temples to watch Mario play Super Roshambo.

In Toad Trainworks, there are 12 Toads who can attack Mario by yelling at him, doing 1 damage each, even when Mario manages to block the attack. Mario cannot attack those Toads, however, as the battle ends after each Toad has attacked Mario once to blow off steam.

In Paper Mario: The Origami King, Toads are found scattered around most areas of the game, with their forms altered to origami by King Olly. Mario can free them using his hammer, which causes them to uncrumple, say something to Mario, and run off. As Mario rescues the Toads, he earns Toad Points, which are used to unlock concept art in Muse Champignon. There are 416 Toads in total to be rescued in the game.

The Toads can assist in battle, where they act as an audience and if the player holds to "cheer", Mario pays them coins, at which point they can damage enemies, solve ring puzzles, directly heal Mario by throwing heart pieces at him, and give items to Mario. If Mario does so in any normal battle, however, he will not earn a "Puzzle-Completion Bonus" at the end of the battle. The effectiveness of the crowd depends on how many coins are spent before using it, as well as the number of Toads that are in the audience. They also make comments on the battle, such as cheering for Mario and telling him to guard.

Inside Temple of Shrooms, there are 40 Toads who had their faces punched out by Hole Punch. The first of those faceless Toads after Mario defeats the Scuttlebugs attacking him, three in a hallway after Mario frees them from a spider web they are dangling from, and three in a room with stakes after Mario frees them by hammering the stakes they are stuck to can be seen walking in a zombie-like fashion. Mario must gather all 40 faceless Toads, including 24 who are dangling from a large spider web, with help from Professor Toad who is carrying a boombox with "Thrills at Night" playing in order to lure Hole Punch out of his hiding place. After Mario defeats Hole Punch, causing him to subsequently explode, all the faceless Toads regain their faces, effectively rescuing them.

In the Super Smash Bros. series, Toad appears as Princess Peach's neutral special move, being held out in front of her and attacking any opponents if he is hit. If he gets attacked, he will release spores. Toad also appears as trophies which can be unlocked if the players finish the All-Star mode. Toad also appears as Stickers in Super Smash Bros. Brawl and as spirits in Super Smash Bros. Ultimate.

In Super Smash Bros. Ultimate, the animation has changed aesthetically, as Peach now hides behind Toad, who guards her and attacks any opponents. Toad also now appears during Peach's grabs and throws. Daisy, as Peach's Echo Fighter, instead uses a blue Toad in Toad's place.

In Luigi's Mansion, Toads appear throughout the mansion and save the player's progress when Luigi interacts with them.[8] One Toad followed Mario in from orders of Princess Peach, where both end up lost. The same Toad is found crying in the Foyer, and after talking to Luigi acts as the first save point in the game. The Toads also offer hints to Luigi depending on what part of the story the player has reached. A Toad can be found in the second floor balcony, first floor washroom, and the Courtyard.

In Luigi's Mansion: Dark Moon, Toads have a bigger role than in the first game, serving as assistants for Professor E. Gadd by inspecting the different mansions in Evershade Valley: a red Toad inspects Haunted Towers, a yellow Toad inspects Old Clockworks, a blue Toad inspects Secret Mine, and green and purple Toads both inspect Treacherous Mansion. E. Gadd tends to occasionally forget about them, and even states how "terrible it must be to work for him". In the game, the Toads are trapped in paintings by King Boo and his henchmen after the Dark Moon shattered. When a Toad assistant returns to the Bunker, he provides a snapshot from E. Gadd's tridimensional security camera which can be used for clues in later missions.

Throughout the game, Luigi must locate the Toad assistants by finding the paintings they're trapped in and using the Dark-Light Device to set them free, then returning them to a Pixelator Screen in the mansion as the Pixelator from the Bunker cannot pixelate both the Toads and Luigi at once. The Toads will follow Luigi through the mansions, but if left alone, they sit idly, crying until Luigi goes near them. They are used to assist Luigi to get through missions: using the Poltergust 5000, he can latch on a Toad's head with to carry him or by firing the Toad from the nozzle with , the latter which is used for weighing down platforms or accessing alcoves that Luigi can't reach. The Toads can also retrieve treasure and key items for Luigi if they touch it and retrieve it for him.

Each Toad has his own fear, and a Toad does not cross an area that he fears so Luigi must carry him with the Poltergust 5000 to circumvent this. As long as Luigi is escorting a Toad, Luigi cannot enter another room unless the Toad is with him. The Toad assistants also panic if ghosts suddenly appear or from sudden noises, frantically running around a room until the source is dealt with or they are flashed with the Strobulb; they otherwise cheer for Luigi if he is sucking up ghosts. When dealing with Sneakers, the ghosts may capture a Toad if Luigi is capturing another ghost; the plumber must use the Power Gauge to grab the Toad from the Sneaker to release him, but sometimes it will let him go on its own.

In the ending of the game, the Toad assistants teleport to the Treacherous Mansion's Terrace with the pieces of the Dark Moon to reassemble it. In the ending and the credits, the Toads, as well as the heroes, are shown playing and having good times with the ghosts.

A trio of Toads appear in Luigi's Mansion 3, where they accompany Mario, Luigi, and Princess Peach to the Last Resort hotel. On the bus ride there, driven by Toad, a blue Toad is seen playing with a baseball next to a yellow Toad, who is reading a book, but accidentally drops it. However, like Mario and Peach, they are captured by King Boo and trapped in paintings. After Luigi saves each of them, they wait in Professor E. Gadd's lab for the rest of the game. However, Toad himself is later sent to the Boilerworks by E. Gadd to find an upgrade for the Poltergust G-00, but is attacked by ghosts, prompting Luigi to rescue him again.

After Luigi frees Mario and Princess Peach from their paintings, King Boo traps the Toads alongside E. Gadd, Mario, and Peach in a single painting. After his defeat, Luigi frees them all once more and they all work together to rebuild the hotel.

Toads appear at the beginning of the game in Mario & Luigi: Superstar Saga and its remake Mario & Luigi: Superstar Saga + Bowser's Minions in Toad Town and at Peach's Castle. They are seen escaping the castle after Peach is attacked by Cackletta and Fawful. Toad himself can be controlled in the beginning to warn Mario and Luigi of Princess Peach's capture. Various Toads give Mario mushrooms if he assists them with various tasks before he leaves for the Beanbean Kingdom. Toads also have their own immigrant community called Little Fungitown in the Beanbean Kingdom.

Toads appear in Princess Peach's Castle in Mario & Luigi: Partners in Time giving information to Mario, Luigi, Baby Mario, and Baby Luigi. When the Bros. first arrive at Hollijolli Village in the past, they see the Toads who were living there being abducted by Shroobs. The Hollijolli Mayor, who managed to escape detection by hiding (and getting stuck) in his chimney, was quickly captured after being freed by the Mario Bros. In the Vim Factory, the Toads' life force, Vim, is extracted by the Shroobs to be used as fuel for their UFOs during their invasion of the Mushroom Kingdom; once the extraction is finished, they slowly become a part of the trees in Toadwood Forest. Toads with red caps and white spots inhabit Thwomp Volcano. Two Toads at Princess Peach's Castle run a shop called the Shroom Shop while two Toads named Gramma Red and Gramma Green run their shop Gramma's Place at the Toad Town of the past. Toadiko and Toadbert both accompany Peach in her tour of the past but, like Peach, both ended up being attacked by the Shroobs.

In Mario & Luigi: Bowser's Inside Story, Fawful infects Toads with the blorbs which causes them to bloat to extreme sizes. Princess Peach requests the aid of Mario and Luigi in finding a cure[9]. Several named, recognizable Toads appear in the game such as Toadsworth and Toadbert. A new character named Dr. Toadley appears later in the game to help Mario and Luigi find the Star Cures; he eventually fuses them into the Miracle Cure. This manages to cure the case of the blorbs and allowed the Toads to regain their original shapes once again. In Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey, there are unused models for blue, yellow, green, and purple Toads.

Toads who escaped the blorbs are also found in Bowser's body after he swallowed them up. They are mostly found in the marketplace-like area in his abdomen called Toad Square. In the ending of the game, the Toads along with the Mario Bros. and Peach are released from Bowser's body and can be seen to be rejoicing until Bowser begins his attack on Mario and Luigi after gaining consciousness.

Several Toads are scattered about Pi'illo Island in Mario & Luigi: Dream Team. In Mushrise Park, one Toad is bullied by some Thorbs and Mario and Luigi save him. This Toad gives them Attack Pieces and teaches the brothers about them.

Toads in this game have Toad Villages which are located in various places throughout the Mushroom Kingdom. This is where the trio can buy and sell items in their respective shops. Like in Mario & Luigi: Superstar Saga, some Toads let the trio embark on various tasks (missions) like catching Nabbit, which can reward the trio with new Bros. Attacks or gear, instead of the usual Mushrooms. A blue Toad who delivers mushrooms also appears in this game, though he is known to be sometimes clumsy.

Paper Toads from the Paper Mario series also appear in this game. They are very afraid of their real-life counterparts, causing them to flee and hide in many parts of the Mushroom Kingdom. They made their way into the real world after flying out of the Paper Mario book as a result of an accident involving Luigi in the beginning of the game. As the story progresses, many Paper Toads befriended their real-life counterparts, as well as Toadette, who uses them to create Papercraft. They are also seen helping Mario and Luigi make their way up to Neo Bowser Castle.

In Mario vs. Donkey Kong, three Toads (red, blue, and yellow) appear as employees of the Mario Toy Company who have been captured by Donkey Kong, as well as the Mini-Mario toys. They are eventually rescued in the final battle by Mario. During the battle, the Toads play a supporting role for Mario by carrying the large DK Barrels that Donkey Kong had thrown previously back to the stage.

In Mario vs. Donkey Kong 2: March of the Minis, many Toads attend the grand opening of Super Mini Mario World theme park. They take the position as interviewers who watch the opening until Donkey Kong disrupts the event.

Additionally, one of the new playable characters is the then-new Mini Toad toy, which is created along with a few other new Minis due to the success of the Mini Mario company. These toys are directly based off of Toad's current design.

In the sequel Mario vs. Donkey Kong: Mini-Land Mayhem!, many Toads are seen in the introduction where they receive Mini Pauline toy, but are soon disrupted by Donkey Kong, who wishes to receive one of the Mini Pauline toys. Likewise in the first game, the Mini Toads reappear in this game as playable characters (though their cap spots are recolored as blue instead of red to fit in with the game's color scheme).

In Mario Superstar Baseball, there are five playable Toads in the game: red, blue, yellow, green, and purple. They all have different stats but they are generally balanced characters. Additionally, Toadsworth and Toadette are also playable in this game and many more Toads appear as audience members. The regular Toads share good chemistry with both Toad characters and Peach, and bad chemistry with Wario, Waluigi, and Bowser.

In Mario Super Sluggers, each Toad has good running abilities, but their fielding skills are rather weak. In fact, the Purple Toad has the weakest fielding abilities in the game (tied with King K. Rool). In Challenge Mode, all Toads (even Toadsworth and Toadette) are on either Princess Peach or Daisy's team. The Toads share good chemistry with Peach, Toadette, and Toadsworth, Piantas, Baby Peach, and certain Mii characters, and bad chemistry with Bowser, Bowser Jr., Goomba and Paragoomba. Like the first game, many Toads appear in the audience.

Several Toads are captured by Bowser (along with Mario, Luigi, and even Toad himself) in Super Princess Peach. During the game, Princess Peach has to rescue them to enter the final boss battles. Three captured Toads can be found in every level, and one is guarded by each world's boss (except in Giddy Sky and Bowser's Villa, where Luigi and Mario, respectively, are rescued instead); the bosses' captives are replaced by coins when their levels are replayed.

Toads also appear in the minigames. Toad Jump puts the player in control of the character Toad who must jump over foes trying to attack him. By blowing into the DS Microphone, Toad can jump over his enemies to reach safety. If the player blows longer, he will jump longer by using a type of Flutter Jump. Toad also appears in the minigame Toad Tote, where he is in the middle of a burning Toad Town and must be guided to the exit. Lastly, there were blue, yellow, and red Toads in Toad Shot, which had the player shooting various enemy targets to gain points while avoiding any misses and any Mario or Luigi targets, which take points away.

In Super Mario Strikers, Toads appear as team players who can be chosen onto any team. The color of their caps is determined by what team they are on (for example, red Toads are on Mario's team while green Toads are on Luigi's team). Additionally, Toads also make up a part of the audience in this game as well.

In the sequel Mario Strikers Charged, Toads return as selectable sidekicks. They belong in the playmaker category of players, where they are speedy and they have strong passes, but they lack in tackling and shooting skills. Their skillshot is the Fire Meteor, which burns the Kritter goalie's hands, making him unable to catch the ball. Like in the previous game, the color of their head spots change depending on the team that the Toads are on. There are some exceptions; for example, blue Toads are on Wario's team despite them having yellow armor. Also in this game, additional Toads are part of the audience.

Toads reappear as audience members in both versions of Mario & Sonic at the Olympic Winter Games, with the addition of Toads operating cameras in the Wii version. A group of Toads also appear as a band in the opening for Festival Mode, and four appear in the third segment of the Mario World routine in Dream Figure Skating. In the Nintendo DS version, several Toads appear by the boards hosting Events in Adventure Tours mode, as well as appearing at other points where they can be spoken to. A blue Toad runs the museum in Frostown, who will initially deny the player access before eventually revealing that the museum's exhibits had been lost. Talking to the Toad afterward will allow the player to view the museum and the exhibits that they have recovered.

Toads once again form part of the audience and camera crew in both versions of Mario & Sonic at the London 2012 Olympic Games. In addition to this, in the Wii version, Toads of various colors will appear on the London Party map and can be spoken to allow the player to play certain minigames.

In the Nintendo 3DS version, yellow, blue, and purple Toads appear as judges and camera operators in Long Jump, Triple Jump, Pole Vault and Javelin Throw, as well as a single yellow Toad appearing as an umpire in Table Tennis (Doubles). The Toads also make several appearances in the Story Mode, with several appearing outside Big Ben and helping set up for the opening ceremony in the opening, who are later scared off by the arrival of the Phantasmal Fog. A group consisting of a yellow Toad, blue Toad, and purple Toad appear being attacked by Fog Imposters alongside Peach and Blaze, and following the imposters' defeat follow the group. The yellow Toad spots Daisy and Amy unconscious and the group goes to see if they are okay. Afterward, the purple Toad later informs the group that he had spotted Rouge in the area. The Toads and the rest of the girls group later call Mario, Luigi, Sonic and Tails during their confrontation with Bowser and Dr. Eggman. The Toads also appear in the Girls Bonus episodes, where they help with the preparation of the invitations for the Olympic Games. Badges of blue, yellow, and purple Toads can also be obtained from the badge machine.

As well as the reappearance of Toads as audience members and camera operators in Mario & Sonic at the Sochi 2014 Olympic Winter Games, a group of five Toads are kidnapped as part of the plot of Mario's Figure Skating Spectacular, with an additional larger group also appearing at the end of the event.

Toads appear again in the audience, operating cameras and as referees in various events in all three versions of Mario & Sonic at the Rio 2016 Olympic Games. In addition to this, in the Wii U version, green, yellow, and purple Toads will appear as Toad's team when he first challenges the player in 4x100m Relay. On Copacabana Beach, a red Toad can be spoken to in order to access the Miiverse Monitor, a blue one can be spoken to so that the player can enter and view information about tournaments, and a green one appears who can be spoken to allowing the player to switch between one and two player tournaments. During the carnival, a purple Toad appears driving the train at the front, as well as one that the player can speak to for the challenges on the Mario float, with a group of yellow Toad dancers also appearing on the float. In the Nintendo 3DS version, colored Toads can be spoken to in the Road to Rio mode. In Mario & Sonic at the Rio 2016 Olympic Games Arcade Edition, the team of Toads appear accompanying Toad in the 4x100m Relay challenge. Unlike the console version, Blue Toad competes in Toad's team instead of Purple Toad.

In Mario & Sonic at the Olympic Games Tokyo 2020, purple, green, and yellow Toads appear as teammates for Mario, Luigi and Peach respectively in the Volleyball event. A blue Toad appears as the referee in this event, as well as in Judo, and Toads make up a portion of the contenders in the Marathon event. In the Story Mode, Toads of various colors appear in locations in both the 2020 and 1964 versions of Tokyo, where they can be spoken to gain information about various topics. If the player talks to any of the green Toads, they will provide the player with some trivia about Tokyo. Toads also return in the audience and operating cameras. In the Chapter 9 minigame Shibuya Scramble Search, Luigi needs to look for several Toads holding various objects hidden among a crowd of Shy Guys.

Toads are abundant in Mario Golf: World Tour. They are seen all around the Castle Club, manning the desks in the lobby, basement, and boutique, and one looks after the trophy hall. There are lots more Toads outside, supervising the entrances to the Castle Club courses and gates to the tutorial and practice areas, and one more is in charge of the Handicap Tournament booth. Several other Toads hang around the Royal Garden, waiting to give the players tips and encouragement on their game. A yellow Toad and a purple Toad host the tournament awarding ceremonies. A blue Toad holds up the OB sign when the ball goes out of bounds and hosts a "booth" that can be accessed from the menu after the title screen. In this booth, the player can purchase downloadable content, view records for each game mode, check out how many eagles, albatrosses, and holes in one were scored, and learn how to play the game. A purple Toad lets the player view a glossary of golf terminologies. Toads also appear in the post-hole animations of Toad and Toadette.

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Several Toads appear in Mario Golf: Super Rush. The Toad commentary returns in this game, although it is not present where the Toads are found in the booth. A blue Toad named the Caddie Master provides the player with their golf clubs at the beginning of Adventure Mode.

In Mario Sports Mix, Toad, along with three other Toad colors can be used; the colors being blue, yellow, and green. The alternate colors can be unlocked by playing as Toad 15, 20, and 25 times. Alternatively, the blue and yellow Toads can also be unlocked by clearing certain Mushroom Cup missions. The green Toad on the other hand is found at certain Star Cup routes. Also, the Toads appear as NPC seen in several courts in the game. The Toads even have a home court for Hockey and Dodgeball at Toad Park.

For the first time since Wario's Woods, a Toad is placed into the starring role in the Wii U title Captain Toad: Treasure Tracker. This title is notably the first game to be named after a Toad within the series. Playing similarly to Captain Toad's Adventures, Captain Toad explores new areas in search of hidden treasures. Toadette additionally co-stars as a playable character in certain levels throughout the game as well. While both playable Toads are unable to jump due to their heavy backpacks, they are capable of using various tools to take out enemies such as using a Super Pickax or tossing turnips in a similar fashion to Super Mario Bros. 2. The story revolves around the two Toads exploring box-like levels in a puzzle/platformer-based adventure for treasure while seeking out the giant bird Wingo that continues to steal the Power Stars from the heroes throughout the game.

Three members of the Toad Brigade can be occasionally seen in some levels, with some members helping Captain Toad out such as giving him Super Mushrooms or Super Gems. All have been updated to wearing explorer suits similar to their captain. Additionally, some later bonus levels include Captain Toad searching and later leading his fellow brigade members on an expedition to finding the Power Star with their help.

Toads appear as selectable sidekicks in the baseball and soccer modes of Mario Sports Superstars. In baseball, Toads of four colors (red, blue, yellow, and green) can be chosen, while in soccer select colors can be chosen as well. They are classified as balance characters. Additionally, Flying Squirrel Toads and Penguin Toads also appear as sidekicks. They are speed characters and appear in baseball in yellow and blue varieties. In soccer, one can instead choose between yellow Flying Squirrel Toads or blue Penguin Toads. Red and blue Toads are also playable in soccer. Toads can also be seen as part of the audience in baseball and soccer. In tennis, Toads are NPCs that watch over the match, in addition to Toad acting as one of the main referees. Toad also appears to give tutorials for tennis and golf.

Dr. Toad appears as an unlockable playable character in Dr. Mario World. Toads are also seen being infected by viruses in the story of the game, and they appear in World 1, World 7, World 8, World 14, and World 17 once the areas are cleared. Toads also head various menus of the game, including a yellow Toad being at the reception desk in the Staffing menu, a green Toad on the list for Doctor's Orders, and a purple Toad being at the reception desk in the Doc Staffing menu.

Toads, in general, are very loyal to Princess Peach and the Mushroom Kingdom, but tend to panic in dangerous situations. For example, during Bowser's attack on Peach's Castle in Super Mario Galaxy, many Toads begin to panic, mindlessly running around in circles and occasionally tripping, only to resume mindlessly running around in circles. Also, during the events of Mario & Luigi: Bowser's Inside Story, in the conference held by Princess Peach, a Toad suggests that the entire kingdom should "panic".

It is often due to their cowardice that many Toads are relatively non-violent; that notwithstanding, they may fight if it is by all means for self-defense. However, they seem to prefer running away and cowering before their foes. There are other Toads who develop tough natures, such as those who live in Rogueport, or adventurous natures, such as the Toad Brigade.

However, at most times, they are generally peaceful characters who are happy to assist the heroes. The Super Smash Bros. Brawl trophy for Toad even mentions the aspect of Toads "giving off a strong sense of peace". They are usually characters who remain on the good side in the games as well. At the more peaceful of times, Toads are generally seen as cheerful characters who often have almost childish personalities.

Toads are fairly short humanoids with human skin tones. Possessing the appearance of young human children, Toads are among the smaller races of Mushroom Kingdom. They have dark, beady eyes while they also possess stubby feet with an unknown number of toes and typically possess almost no visible legs, although occasionally, some Toads may be depicted with visible legs, including in Super Mario Bros. 3, Excitebike: Bun Bun Mario Battle Stadium, and the Save Data Toad in Mario Party's village. Their most recognizable trait is their large mushroom caps and small bodies. It is never clarified if the mushroom is a cap or part of their physiology as occasionally Toads have pulled it over their face like a hat. Typically, Toads either have white caps with red, blue, green, yellow, or purple spots. However, some games also introduced Toads with caps of inverse colors such as red, blue, green or pink caps with white spots or light brown caps with dark brown spots (in the case of Toadsworth). Although the Toad species resemble humanoid fungi, they may[10] or may not[11] actually be mushrooms.

Toads generally wear simplistic clothing in the case of males wearing vests that typically reflect off the color of the spots on their mushroom caps. Some female Toads are shown to also sport vests (such as Toadette); however, they also wear long dresses. Toads also sport white pants that resemble the base of a mushroom or toadstool stalk. Most Toads also sport common brown-colored footwear. Dryites from Paper Mario prove that some Toads possess different wardrobes based on the area they come from. These Toads wore tagelmusts and desert clothing while also possessing tanned skin. However, in some games, such as Super Princess Peach, they are depicted wearing red spots and blue vests, making them appear identical to Toad himself. However, some games, such as Mario Tennis Aces and Mario Kart 8, have made attempts to differentiate the Toads from the playable Toad by making the only Toads with purple/blue/yellow/red/green spots with the matching vests.

According to a 2014 interview with Shigeru Miyamoto, Toads were initially designed without specific genders in mind.[12] Many typical male Toads do not appear to have hair. However, many female Toads appear to grow hair under their caps as do some male Toads. Male Toads are shown to be able to grow facial hair. Toads generally have no noses or ears; however, the Super Mario Bros. Super Show proved to be an exception with some Toads appearing even more human-like by appearance. The Starshade Bros. are also Toads that have prominent noses and visible ears.

All Toads have special mushroom caps on the top of their heads, just like actual mushrooms. Whether the mushroom cap is a hat or part of Toad physiology was never explicitly revealed in the games and is usually left somewhat ambiguous. However, according to Yoshiaki Koizumi, the director of Super Mario Odyssey, a Toad's mushroom cap is in fact not a hat but a part of the Toad's head.[13] The Super Mario Bros. Super Show! and The Adventures of Super Mario Bros. 3 show that the cap is simply a type of hat (or at least that it can be safely removed). When Toad took off his mushroom cap in these cartoons, he revealed his round head with a few strands of hair. Paper Mario depicts the Toad conductor's hat (which itself is too small to house a mushroom cap) briefly coming off revealing a bald head without a mushroom cap. In Mario Strikers Charged, a Toad's skeleton is briefly seen when they are shocked, and the cap does not appear to be a part of it. On the other hand, Shinya Hiratake, the director of Captain Toad: Treasure Tracker, made a reference to Toad caps by mentioning "Captain Toad's mushroom head".[14] Various Toads are also shown to have hair hanging down from underneath their caps, such as Toadofsky and Jolene.

When Toads are hit, they seem to drop spores (as seen in Mario Tennis and the Super Smash Bros. series). Indeed, the Chancellor of the Mushroom Kingdom claims to have "almost dropped [his] spores" after hearing Exor crash into Bowser's Keep in Super Mario RPG: Legend of the Seven Stars.

While most Toads wear white mushroom caps with different colored spots, there are exceptions. Toadette wears a pink-colored mushroom cap with white spots (another example being Toadiko), and Toadsworth wears a yellowish-colored mushroom cap with brown spots. Some Toads even have caps that are an inverted version of the regular caps, like Toadbert, who has a blue cap with white spots. In New Super Mario Bros. Wii, the color of a Toad's cap can change via power-ups such as the Fire Flower, where Fire Yellow Toad's cap turns yellow with red spots, resembling that of a Mega Mushroom, and Fire Blue Toad's turns blue with red spots. Furthermore, some Toads have other shapes on their caps, such as the yellow stars on Dr. Toadley's cap; additionally, the Excess Express waitress and Vanna T. have hearts on their caps, while the Excess Express engineer has a much smaller cap without a mushroom shape at all.

While the Toads are often shown to be fleeing at the first sign of danger during the games, some situations prove that the mushroom people are more than capable of protecting themselves during battle. In Super Mario Bros. 2 (the first game that has a Toad as a playable character), Toad is revealed to be even stronger than the Mario brothers themselves and he is also shown to be very speedy as well. The Mario baseball games also prove the strength of the playable mushroom people as they are shown to be considerably powerful, despite their size. The Mario soccer games also have the Toads being able to use powerful head butts as an offensive attack, a trait further emphasized in Luigi's Mansion: Dark Moon and Luigi's Mansion 3, where they are shown to be quite durable, capable of surviving a throw into walls or breakable objects (often head-first) without sustaining any injuries. Additionally, the Toads are capable of performing a fiery and powerful skillshot known as the Fire Meteor in Mario Strikers Charged. In Mario Sports Mix, Toad's strongest stat was his speed while his power and technique stats were slightly below average. Additionally, Toad is capable of using his spores to creating a reflective shield as well as gargantuan mushrooms that Toad is capable of controlling to attack opponents for his special move. These attributes are also present for Toad's alternate colorations.

In New Super Mario Bros. Wii, the two playable Toads are shown to have stats that rival Mario and Luigi's own powers and abilities. The Toads are also capable of using the same power-ups (such as the Fire Flower) that are available to be used by the Mario brothers in order to gain new forms. The Toads are also shown to be skilled in riding Yoshis in this game as well. In Super Mario 3D Land, the three Toads that help Mario on his journey are shown to be just as capable as Mario himself when it comes to adventuring around the Mushroom Kingdom. They are also shown to be very speedy as they were capable of easily outrunning Mario throughout the game since the introduction. The three Toads and Toad himself are also capable of using various Power-Ups in this game such as the Propeller Box (which serves the same purpose as the block from New Super Mario Bros. Wii) and the Super Leaf (to become Tanooki Toads and fly alongside Mario during the ending of the game).

In the anime Super Mario Shirayuki-hime, the seven Toads are able to function similarly as Super Mushrooms as they are able to power up Mario after he has been weakened. However, this ability has not been shown in the actual games or any other portion of the Mario series after this OVA.

Toad guards serve as the protectors of the Mushroom Kingdom and Princess Peach. They typically wield spears and shields, their uniforms is a classic mantle. In Super Mario Galaxy these shields have Peach's symbol, her crown, emblazoned on the front. Like normal Toad citizens, Toad guards are not particularly brave, often asking Mario or other heroes to complete dangerous missions instead of doing so themselves. For example, when Bowser launches an attack on Peach's Castle during the centennial Star Festival, the Toad guards request Mario to protect the Princess, although that is the Toads' official duty as royal guards. One of Peach's bodyguards even hides behind Peach when Bowser hovers in front of her balcony.

Initially, the Toads' original names are referred to as mushroom retainers, which can mean that they are a specific group of Toad characters that help guard Princess Peach. They have appeared at the end of each world in Super Mario Bros., thanking Mario for saving them while informing him that Peach is still missing. Despite this early name, the term "mushroom retainer" has rarely been used since the original NES game, having only recurred in the video game series with the enhanced Game Boy Color port Super Mario Bros. Deluxe. "Mushroom retainer" is intended to be an early localized name for the Toads as a species, along with mushroom people, which has been inserted in the digital manuals of Virtual Console re-releases. The name and role that goes with it does make an appearance in other early media; for example, the Nintendo Adventure Books and the Nintendo Comics System introductory story The Legend describes Toad as the royal mushroom retainer. The more reserved Wooster holds a similar position in the series, but is instead called the "royal mushroom assistant" and (somewhat regretfully) directly serves the Mushroom King rather than the princess.

green shell - super mario wiki, the mario encyclopedia

Green Shells are green Koopa Troopa shells that have appeared in many games in the Mario franchise. Though their appearance remains largely the same, their functions differ throughout the different games.

Green Shells first appear in Super Mario Bros.. After a Koopa Troopa is hit by a jump attack, it will retreat into its shell, leaving it for Mario to use. Upon contact, the shell is launched, defeating every enemy in its way. However, this can also backfire when the shell rebounds from any obstacle. A shell in motion can be stopped by stomping on it. If a Koopa Troopa is seen wearing a Green Shell, that means that it will not turn around if it reaches a cliff and will instead walk straight into it. The Koopa Troopa will stay in the shell for only a limited amount of time. After a while, the Koopa Troopa will get out of its shell and resume its business. Koopa shells can only be destroyed by a fireball shot by Fire Mario or being hit by Invincible Mario. In the NES version, their color changes to teal in underground or castle levels.

Green shells reappear in the Japan-only sequel Super Mario Bros.: The Lost Levels. Nothing has changed from the previous game; it can be obtained by again, defeating a Koopa Troopa and making it retract into its shell, making the shell available for use. In the underwater levels, green shells appear gray (in Super Mario All-Stars, however, green shells are always colored green regardless of the level environment). However, since Koopas cannot be stomped underwater, gray shells are only seen upside-down, due to the way the Koopas' death animations are depicted.

The Green Shells return in Super Mario Bros. 3 and serve the same purpose as in the first game. The Shells can now also be grabbed and carried around before they are thrown. They can be used to hit blocks on their sides. Giant Green Shells also debut in this game's World 4.

Green Shells appear in Super Mario World. However, instead of the Koopa Troopa retracting back into its shell, it will slide out of its shell, becoming a Beach Koopa. If the Beach Koopa finds its shell again, it will go back inside it. Green Koopa Shells do not give Yoshis who eat them any additional abilities, unlike the other shells.

Green Shells (referred to as Koopa Shells[1] or Shiny Shells[2][3]) are rare objects in Super Mario 64. They can be obtained by hitting some! Blocks or attacking a Koopa Troopa to get them out of their shell. When Mario jumps on a Koopa Shell, the plumber can travel at fast speed and ram into enemies to defeat them instantly. Riding a shell also allows Mario to navigate over lava or water. Additionally, if Mario grabs a Koopa Shell while underwater, he can hold the shell in front of him and use it to swim faster in water for a short period of time. When riding on a Koopa Shell, the theme that plays is the one used for the Wing Cap and Vanish Cap.

Koopa Shells make a return in Super Mario 64 DS, where they can be ridden on (and used underwater) once again. Additionally, they may appear behind some brick blocks as well. Yoshi can eat Koopa Shells and spit them out, although they disappear upon hitting a wall. Some minigames found in Super Mario 64 DS require use of a Koopa Shell such as Shuffle Shell.

In the original version, when hitting the! Blocks for Koopa Shells, the boxes do not respawn, but shells do not disappear until Mario hitches a ride on one. In the DS version,! Blocks have the ability to respawn and, unless they were stolen from Koopa Troopas, shells now disappear if not used for a while.

Green Shells return in New Super Mario Bros., in which they can be obtained after stomping on a Koopa Troopa. Just like in Super Mario Bros., the Koopa Troopa will retract into his shell so Mario can grab the shell and throw it then. Aside from the design change, the Green Shell had little change in its function. Performing a Ground Pound on a Koopa Troopa or Paratroopa will kick its shell forwards without having to pick it up. Blue Shells also return in this game as power-ups that let Mario slide across levels like a kicked shell.

In addition, Bowser Jr. throws Green Shells during certain boss fights (specifically when his bandanna is on). The player must step on the green shell, pick it up, and throw it back at Bowser Jr. to stun him. Once stunned, the player can then attack Bowser Jr. by either jumping on him or Ground Pounding him.

Green Shells reappear in Super Mario Galaxy as an offensive weapon. Many Green Shells in the game will be found independently (usually underwater), though occasionally they will still be attached to the back of a Koopa Troopa, in which case the player must spin the Koopa Troopa or jump on its back to get it to retreat into its shell, after which it can be picked up and used normally. Unlike Super Mario 64, Mario can only hold the Green Shell, not surf around on it. Mario can throw the shell by spinning in a straight direction until it hits another object. The Green Shell moves in a straight line, and keeps going even if the Green Shell is thrown off the edge of a planet.

Like in Super Mario 64, Green Shells can be found underwater. Underwater shells can be grabbed by Mario, and allow him to swim faster. The Green Shell can also be thrown at underwater creatures to defeat them. The shells also produce light underwater, so the player can destroy underwater Boos and point at enemies before throwing the shell. The other two varieties of shells that appear in Super Mario Galaxy are Red Shells and Gold Shells. These act more or less similar to Green Shells, with a few minor differences.

Green Shells make an appearance in New Super Mario Bros. Wii. They have the same function as in New Super Mario Bros., although there is one difference not commonly known. Holding the / and shaking allows players to carry it over their head, which can then be thrown in the same way as holding and throwing it normally. If Ice Mario attacks a Koopa Troopa after stomping on it, the Koopa Troopa will remain frozen within his shell in an Ice Block. Mario can then use the Ice Block like a platform or lift it up to throw the block and destroy the shell. Also, larger green shells appear in World 5. Mario can enter these larger shells and find hidden items.

Green Shells reappear in Super Mario Galaxy 2, with the same function as in the predecessor. However, in this game, only Green Shells appear, and Red Shells and Gold Shells do not. In this game, they are mostly found in galaxies such as the Cosmic Cove Galaxy and Slimy Spring Galaxy.

Green Shells reappear in Super Mario 3D Land with the same function as other games; however, only green shells appear once again, and Mario can only kick shells in this game. Additionally, the player can shoot fireballs or tail whip the shell to make it bounce. If this is done fives times without the shell touching the ground, the shell will turn into a 1-Up Mushroom.

Green Shells reappear in New Super Mario Bros. 2 with the same function as in the past New Super Mario Bros. installments. However, if Mario passes through a Gold Ring, any Green Koopa Troopas in the area turn Golden, and so do their shells. If thrown, they produce a trail of coins behind them.

Green Shells appear in Super Mario 3D World and its Nintendo Switch port Super Mario 3D World + Bowser's Fury, generally acting as they do in Super Mario 3D Land, though they need to be bounced eight times to get a 1-Up Mushroom, rather than five. Similar to Super Mario World and Super Mario 64, jumping on a Koopa Troopa allows the player to kick the Koopa Troopa out of its shell and take it. Additionally, while carrying a shell, the player can have Mario and the others climb inside of it (by crouching) and slide across the ground in it, similar to Shell Mario. Like this, the player can defeat any enemies they ram into. The shell changes color for all characters: Mario's shell becomes red, Toad's shell becomes blue, Peach's shell becomes pink and Rosalina's shell becomes cyan. The only exception is Luigi, who is already green. After being in the shell for a certain amount of time, the player will become dizzy and automatically exit the shell. The character can also climb into the shell without moving, though only in the original game; pressing the jump button will make the shell jump, spinning in place for the duration thereof. The player will not be forced out of the shell if this happens. If a player is inside the shell and touches the Goal Pole, the player will be rewarded with an extra life.

In the Nintendo Switch port Super Mario 3D World + Bowser's Fury, Green Shells can no longer be occupied idly; the shell always slides in the direction the user is facing when entered. In the Bowser's Fury mode, bouncing a shell eight times produces a Lucky Bell, rather than a 1-Up Mushroom (as lives are absent in that mode).

A Green Shell appears as one of the cookies in Yoshi's Cookie when playing Rounds 11-99. Since there is only one per level, this makes for a more challenging experience as the only way to get rid of the Green Shell cookie is to pair it up with a Yoshi Cookie, which is further complicated by the placement of the other cookies.

Green Koopa Shells also appear in Super Mario World 2: Yoshi's Island, where they can be carried by Yoshi, but Yoshi cannot swallow them due to them being hard and inedible. These green shells act in the same manner as in Super Mario World; it can still hurt Yoshi when a shell sliding around and touches him.

A green Koopa Troopa shell, mistranslated as the NokNok Shell, appears as a weapon usable by Mario in Super Mario RPG: Legend of the Seven Stars. It has an attack power of 20 points, with a deviation of up to 2 points above or below. The NokNok can be obtained from the Mushroom man found at the bottom of the Midas River course after getting enough coins in it. It can also be bought at Seaside Town, though far more powerful weapons are available by then.

When attacking with the shell, Mario kicks it upwards and then kicks it again at a single enemy. To get a timed hit, the player needs to press the button as he is performing the second kick. Similar weapons include the Troopa Shell and the Lazy Shell.

The Green Shells reappear in the Paper Mario series, where they are donned by Koopa Troopas once again. In Super Paper Mario, there is an item called Shell Shock, which is a giant 8-bit Green Shell (appearing in its design from Super Mario Bros.) which can be used to attack enemies the same way as a Green Shell would. However, the Shell Shock can still hit the heroes and cause damage.

In Paper Mario: Sticker Star, Green Shells appeared as stickers, under the name Shell. By using the sticker, Mario summons a green Koopa Troopa, which he jumps on to send into its shell; he then kicks the shell into all ground enemies. There is also a Shiny Shell sticker which is stronger and summons a red Koopa Troopa, and an even stronger Flashy Shell, which is blue and summons a Buzzy Beetle. In Paper Mario: The Origami King, in the Earth Vellumental Temple, Green Shells appear in battle. If Mario jumps on one, it gets launched forward, damaging the rest of the enemies in that row.

In Mario & Luigi: Partners in Time, the Green Shell is a Bros. Item that is used as a weapon against enemies. At least two bros. are required to use the item. When the item is chosen, one of the brothers will kick the Shell towards the foe. It will then bounce off the enemy, cause damage, and come to the other player. After each kick, the shell starts moving faster along the ground. The brothers can then repeat this until the player misses a kick, the enemy is defeated, or sixteen successful hits are dealt; in any one of these cases, the Green Shell disappears. When the adult and baby Mario brothers fight together, the babies can sit over the shell and spin upon pressing the corresponding button the babies use, causing extra damage to the foe.

In Mario & Luigi: Bowser's Inside Story, the Green Shell is a Special Attack for Mario and Luigi. 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 the baby-button command. 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. It costs three SP to use this attack.

In the remake, the number of hits has been reduced to six, and the finishing attack is similar to that of the 3D Green Shell in Mario & Luigi: Dream Team and the 3D Red Shell in that game and Mario & Luigi: Paper Jam.

The Green Shell reappears as the first of Luigi's Bros. Attacks in Mario & Luigi: Dream Team, under the name 3D Green Shell and like the 3D Red Shell, it costs 4 BP to be used. The Attack Pieces to obtain the 3D Green Shell are found in Mushrise Park, which are given to Luigi after Mario and Luigi free Brickle from the fountain. It can only target enemies on the ground. Unlike its counterpart used by Mario, the 3D Green Shell hits enemies more randomly and Luigi initiates and ends the attack.

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. If all enemies are defeated before the attack ends during it, the attack will end prematurely at that point, rendering it impossible to get an "Excellent!!" rating.

In the Mario Kart series, Green Shells (or Torpedo Shells[4]) appear as a projectile weapon. Racers can shoot Green Shells forward in a straight line to hit opponents. Unlike the Red Shell, the Green Shell is able to rebound from walls. After ricocheting several times, the Green Shell will automatically disappear. Green Shells can be obtained in 1st to 4th place in Mario Kart DS and Mario Kart 7, as well as 1st to 5th place in Mario Kart Wii.

Aside from single Green Shells, this item also comes in a triple variant, introduced in Mario Kart 64. When the player decides to use the item, a group of three Green Shells will rotate around the driver's kart (excluding in Mario Kart: Double Dash!!) protecting them from Bananas and other shells, though not always. If the player collides with another racer, the other racer will be hit by one, and if the other driver also has another set of Triple Green Shells or Triple Red Shells, both drivers will lose shells. Like ordinary Green Shells, they travel in a straight direction when fired and will bounce off walls for a time. In Mario Kart: Double Dash!!, they are a special item exclusive to Koopa Troopa and Paratroopa (and Petey Piranha and King Boo, due to their ability to have any special item). Also, in Double Dash!!, the three shells are carried rather than having them circle around the kart. Triple Green Shells are not used in Mario Kart DS Wi-Fi mode due to the fact that items cannot be deployed in that mode.

In Super Mario Kart, the Green Shell is an item in the form of a missile. When the player uses this item, it will fire directly forward of the player's kart, only changing direction if it hits a wall. Alternatively, the player can place the shell on the track behind them like a Banana. The Green Shell will be destroyed once it hits a kart, another item, or falls off the race track or into water or lava. If the shell hasn't been destroyed or fallen off the track, the game engine will remove it after more items are released onto the track. When a kart is hit by a Green Shell, the kart will stop dead in its tracks whilst spinning out, unlike a Banana where it would continue to move for a short while. The only computer-controlled player with the ability to use a Green Shell is Koopa Troopa, but instead of Koopa Troopa throwing the shell, it is thrown through the air in the same manner as a Banana, and stops dead when it lands rather than sliding across the ground. Green Shells do not bounce over jumps, for example, firing a Green Shell towards the main jump in Mario Circuit 2 will make the shell bounce back after hitting the wall, rather than clearing the jump and landing on the track section over the wall.

In Mario Kart 64, the Green Shell acts the same way as in the previous game; however, when the player holds the analog stick backwards, the shell will now be fired backwards instead of dropped. Computer-controlled opponents do not receive this item in the game, their items being relegated to Bananas, Fake Item Boxes, Super Stars and Thunderbolts. When a player is hit by a Green Shell, they will topple over for roughly two seconds before stopping. This crash effect also affects the computer-controlled players whilst off-screen, whereas a computer opponent being hit with a Red Shell, a Fake Item Box, a Star, or a Chain Chomp (the latter only being on Rainbow Road) off-screen will simply make the computer-controlled player stop and continue to move immediately afterwards in the form of a cheat.

An alternate item called the Triple Green Shell also debuts in Mario Kart 64. When this item is activated, three shells form a circular barrier around the player's kart in a similar way to the balloons in Battle Mode in the previous game, which can be used to guard against items and projectiles, as well as turning the kart into a battering ram against other karts. Unlike the single Green Shell, however, these shells cannot be fired backwards and are slightly harder to aim as they are constantly rotating around the kart.

In Mario Kart: Double Dash!!, the Green Shell can be destroyed after hitting a certain amount of walls. Also, when fired backward, it moves much slower than forward, unlike Mario Kart 64 where the shell moves at the same speed in both directions. The physics has also been changed from the previous game, and being hit by a Green Shell will simply topple the player's kart, letting them continue moving straight away. The Triple Green Shells also reappear in this game, but only Koopa Troopa, Paratroopa, Petey Piranha and King Boo can get this item, as it is now classified as a Special item. Unlike Mario Kart 64 however, instead of the shells rotating the player's kart, they are held in the character's hand, and as such, they cannot be used as protection against track-based obstacles unless they are fired. Also, a shell will travel through a Fake Item Box without destroying either of the two. Also, the Triple Green Shell can now be fired backwards, a feature missing from Mario Kart 64. Characters who otherwise cannot receive Triple Green Shells can steal this item from another kart by ramming it while using a Mushroom. Also, computer-controlled racers can now receive, and fire, any item in the game from any position.

Non-moving Green Shells also make their first appearance since Super Mario Kart. If a player holding a Green Shell or Triple Green Shell is hit by a Spiny Shell, a Bob-omb, Lightning or a Star, the shell(s) will be dropped onto the track. Yoshi's Eggs and Birdo's Eggs may also randomly release this item after being destroyed. Certain course obstacles may also make a kart lose their items, such as Piranha Plants, Chain Chomps, Cataquacks and cars and trucks. Also, certain creatures on some race tracks can be temporarily taken out by shells, such as Goombas and Cataquacks. If a pipe containing a Piranha Plant is hit, the Piranha Plant droops down and temporarily cannot attack passers-by.

Green Shells appear as an item in Mario Kart Tour. They can appear as one shell, or triple shells, and can be launched either forwards or backwards. They can also be used as a form of defense against many other items. They can also slow down an opponent by letting the opponent ram into a player holding a green shell on the back.

Green Shells also appear in the Super Smash Bros. series. A Green Shell is a regular item which can be picked up and thrown at other fighters, damaging them. The shell can also be activated by hitting it or jumping on top of it, which causes the shell to shoot in a certain direction, damaging any characters in the way.

In Mario Super Sluggers, the Green Shell is one of many items which can be used by the offense side if the batter has Chemistry with the on-deck character. Green Shells travel in a straight line and can knock away any players it hits. Unlike many of its other iterations, these Green Shells are destroyed upon hitting walls or other obstacles.

Green Shells, as well as Giant Green Shells, appear as offensive power-ups in the Super Mario Strikers and Mario Strikers Charged. In these games, they are normally collected in groups of three. Once used, they are fired out in the direction the soccer player is facing. The Green Shell then trips up any opponent it hits on the ground, thus halting their movements for a small period of time. The shells, unlike the Red Shells, do not home in on a target, but instead move in one straight path until the shell hits a wall, which makes them bounce back, or hits a player, which destroys the shell. The aforementioned Giant Green Shells cover a wider range than the regular Green Shell. They are useful for clearing room for a Super Strike or Mega Strike.

Green Shells appear in the games Mario Tennis for the Nintendo 64, and Mario Power Tennis for the Nintendo GameCube and Wii. These staples can be used during an Item Battle match, which can be obtained when the player hits an Item Box with the ball over the net. If the player hits the ball after receiving the item, three green shells are fired at the same time towards the opponent's side of the court to stumble them so that they cannot receive the incoming ball. Just like in other games, green shells go in straight lines, but if they cannot hit any target on their way, they simply disappear after being used. In Mario Tennis Open, tennis gear is designed based on this item, and available for Miis to use.

Green Shells also appear in Super Princess Peach. They can be obtained by knocking Koopas out of their shells, allowing Peach to throw it to attack enemies. Every consecutive enemy Peach hits with the shell can leave coins and 5 Coins in their wake.

Green Shells appear as an item in Dream Race in the Nintendo DS version of Mario & Sonic at the Olympic Games, and function almost identically to the shells in Mario Kart games, although they can only be thrown forwards in this event. Characters will lose speed if hit by one, although their effect can be blocked with a Shield. They also appear in Dream Canoe, where they come in sets of five with almost the same function, although they instead cause the character hit to lose three coins, and can either be jumped over or have their effect blocked by a Starman item. They also appear as an item in Dream Long Jump, with the same effect as in Dream Race, but additionally cause the player to lose height and can be blocked by a Starman. A Green Shell also appears in Shoot!, where it is used by the player to hit various enemies.

In the Wii version, Green Shells appear as an item in Dream Race, where they can be thrown straight forward and can either hit an obstacle on the course or an opponent. They can be defended against using a Starman or by jumping over them.

Green Shells appear as items in Dream Alpine, Dream Ski Cross, Dream Snowboard Cross, Dream Short Track and Dream Bobsleigh in the Wii version of Mario & Sonic at the Olympic Winter Games, where they can be thrown forwards to knock down any opponents in their path, causing them to lose speed. They can be blocked using either a Super Star or Shield. They also appear as an item in Dream Ice Hockey, where they cause the puck to be turned into a Green Shell, allowing for faster and more powerful shots to be made. In the Individual and Team versions of Dream Gliding, an unlimited supply of Green Shells appear as the main projectile that players use to shoot the Flappers.

During the Dream Hurdles event in the Wii version of Mario & Sonic at the London 2012 Olympic Games, two Green Shells can appear if the player pushes a? Switch. Getting hit with one results the player losing five points.

Green Shells appear in Rhythmic Gymnastics Plus in the Nintendo 3DS version of Mario & Sonic at the Rio 2016 Olympic Games, where they appear occasionally to uncover upcoming buttons. They also appear as an item in Football Plus, where one will replace the ball and increase the power of all of the team's shots until the other team gains possession of the ball.

In Mario Sports Mix, Green Shells appear again. When used normally, they'll move at a straight line, and temporarily knock out anyone in their path. When combined with a ball/puck, the object will move at a straight line at high speeds. This makes the item rather dangerous in dodgeball, since players can't catch, nor repel a dodgeball while it's equipped with an item.

Green Shells return in Mario Party: Island Tour. In the game, they are known as Setback Shells, and are usable items on Perilous Palace Path that, when used, automatically send an opponent back two spaces.

A green Koopa Shell is one of the collectible treasures that Kirby can find in "The Great Cave Offensive" mode of the games Kirby Super Star and Kirby Super Star Ultra. The Koopa Shell is found in the Old Tower Area of the Great Cave, and is worth 800 Gold. It is referred to as the "Turtle Shell" in Kirby Super Star, but correctly called the "Koopa Shell" in Kirby Super Star Ultra.

Terrorpins, an enemy from the The Legend of Zelda series, appear in The Legend of Zelda: Phantom Hourglass with a Green Shell-like design, appearing as enemies in Mutoh's Temple. They can only be defeated by using the Hammer near them and flipping them over.

If the Question Block AR Card is used in the Fishing minigame included as part of the AR Games software on the Nintendo 3DS, and the card is placed on a green surface, Green Shells will rain down upon the water. The shells can also be caught by the player.

In Monopoly Gamer, there is a Green Shell side on the "Power-Up Die". Rolling it normally forces the next player on a space forward from the player's position (player's choice if multiple players occupy the space) to drop three Coins on that space, where the next player who lands on or passes that space can pick them up. Some characters have a "Power-Up Boost" that enhances or changes this power.

peach's castle - super mario wiki, the mario encyclopedia

Peach's Castle (also known as Princess Peach's Castle or the Mushroom Castle[1][2][3]) is the castle situated within the Mushroom Kingdom and its most prominent landmark. Princess Peach and many Toads, including Toad and Toadsworth, reside in it. The rooms inside the castle vary from game to game, as does the castle's location. Its general appearance was codified in Super Mario 64, where it is characterized by a tall tower supported by four towers along the outside walls. It is usually surrounded by a moat and located in a hilly grassland. Some games also have a town of varying size in its proximity, which is often named Toad Town.

The Mushroom Castle makes its first appearance in a video game in Super Mario RPG: Legend of the Seven Stars. It is home to Princess Toadstool, the Chancellor, Grandma, the Vault Guard, and several other Toads. After being escorted to the throne room by Toad the first time, Mario informs the Chancellor that the Princess is missing after a huge sword pierced Bowser's Keep. Soon, after returning from Mushroom Way, Mario and Mallow find Shysters coming out of the castle's front door, with most of the castle's Toads hiding in the Princess' room. After the leader, Mack, is defeated in the throne room, the first Star Piece is discovered and the castle returns to normal. Later, Princess Toadstool is returned to the castle after rescuing her at Marrymore; however, she escapes from her bedroom window using a parasol, and joins Mario's party while Grandma is disguised as her.

The Mushroom Castle is the main hub in Super Mario 64 and later in its remake, Super Mario 64 DS. It contains many rooms with paintings (some of which can be jumped into to access courses) and furniture. The Castle Grounds are surrounded by hills that prevent the player from escaping. When the player defeats Bowser, Princess Peach will emerge from the stained glass window on the front of the castle. When the player gets all of the Power Stars in the game, the cannon in the Castle Grounds is unlocked, granting access to three 1-Up Mushrooms and Yoshi (or a Luigi rabbit in the DS version) on the roof.

In the original version, five secret Power Stars are obtained around the Mushroom Castle itself. Three are each obtained by talking to certain Toads around the castle. The other two are obtained by catching MIPS around the castle. In Super Mario 64 DS, the Power Stars from MIPS are no longer obtainable, which means only three Power Stars returned in the remake. Three Power Stars were introduced in the remake, which makes a total of six Power Stars that can be obtained at the Mushroom Castle:

The castle reappears in New Super Mario Bros. where it is struck by lightning in the beginning (as a diversion while Peach is kidnapped) and can be seen in World 1-1. Since this game, the New Super Mario Bros. series has had a running theme of having Peach's Castle visible in the background of the first level of each game.

The castle reappears in Super Mario Galaxy, keeping its design from Super Mario 64. A town adjacent to it and a road leading there are considered a part of the castle grounds, named Castle Gardens in the game. In the beginning of the game, Peach invites Mario to the castle for the Star Festival. When he gets there, Bowser lifts the castle into space and kidnaps Peach. At the end of the game, Rosalina flies Mario to the castle so that he can battle Bowser. When Bowser is defeated, the castle is sucked into his black hole, but it is expelled and returned to its original location in the Mushroom Kingdom. Mario (or Luigi) can access the castle grounds when they return to the Mushroom Kingdom after they collected 120 Power Stars.

In New Super Mario Bros. Wii, the castle is featured during the game's opening in which Peach holds her birthday party. After she is kidnapped by the Koopalings, Mario, Luigi, and two Toads immediately chase Peach, and two other Toads back at the castle fire Penguin Suits and Propeller Mushrooms out of a cannon into the Mushroom Kingdom.

The castle is also the location to watch hint movies, which can be obtained by giving star coins to a Toad who resides in the castle during the game. Once again, it can be seen in the background at the start of World 1-1.

The castle appears very briefly in the opening of Super Mario Galaxy 2. After Mario arrives, he finds it under attack by Bowser, who gloats at Mario and flies away with Princess Peach. Mario then meets two Lumas on the bridge over the moat, one of which turns into a Launch Star and sends him to Sky Station Galaxy. The castle also appears at the end of the credits where Mario and friends have a party for saving the galaxy.

In Super Mario 3D Land, if the player waits for a while on the title screen without pressing , they can enter Peach's Castle. There are five Toads here, and Mario can practice his moves in the castle. The place where the red Toad stands is inaccessible, as it is sticking up, which can be seen while stepping behind the tower or by switching to 3-D. The castle can also be seen in the opening and ending cutscenes of the game. Like in the New Super Mario Bros. series, the castle also appears in the background of World 1-1, alongside the Tail Tree.

Like in New Super Mario Bros., Peach's Castle makes a cameo in New Super Mario Bros. 2 in the opening and in the background of World 1-1. It has the same appearance as in New Super Mario Bros. Wii. As in New Super Mario Bros., however, it cannot be entered. It also appears in the hidden area of Course 3 of the Gold Classics Pack.

Peach's Castle in New Super Mario Bros. U, New Super Luigi U, and New Super Mario Bros. U Deluxe appears to be in the same location as in New Super Mario Bros. Wii, and can again be seen in the background at the end of Acorn Plains-1. However, this iteration has a large moat surrounding the castle (as in Super Mario 64 and other games), an extra floor, as well as two towers on either side of the central tower. In the games' openings, Bowser and the Koopalings kidnap Princess Peach and take hostage over her at her own castle, which is the final area of the main game. Bowser and Bowser Jr. await the player at The Final Battle, which takes place at the top floor of the castle.

In Super Mario 3D World, the castle is briefly seen in the opening cutscene as the protagonists (Mario, Luigi, Princess Peach, and Toad) take a walk on a starry night full of fireworks and meteors. The castle appears to have its design from Super Mario 3D Land this time around, but the main doors now have a rounded shape, and are blue with three spots, resembling a mushroom, and the grounds surrounding it are blocked by grassy hills.

During the events of Super Mario Run, Peach's Castle along with other buildings are destroyed as Bowser tries to destroy the Mushroom Kingdom. However, if the player plays Toad Rally frequently, the castle will be rebuilt and will expand over time caused by the increase of Toads. Peach's Castle stops expanding at level 20, when the player has at least 4,000 Toads. Peach will be brought back to the castle when the player defeats Bowser in Bowser's Bob-ombing Run.

Peach's Castle appears in Super Mario Odyssey. It can be glimpsed in the opening cutscene, but it, like the rest of the Mushroom Kingdom, can only be visited after completing the game. Its design is heavily based on its appearance in Super Mario 64, and features several references to that game.

The roof of the castle can be accessed by throwing Cappy onto a nearby Scarecrow, which creates a temporary set of stairs. Yoshi can be found on top of the roof like in Super Mario 64, albeit encased in a Yoshi Egg; breaking the egg will release Yoshi and allow him to be captured. A Power Moon can be found on one of the castle's towers.

Behind the castle is a small ledge where Goombette can be found, and in the castle's moat is a Warp Pipe blocked off by a Berry. They can both be accessed by draining the moat, which is done by removing the four poles located underwater; this will also play the "puzzle solved" tune from Super Mario 64. The Warp Pipe takes Mario to a painting of the Ruined Dragon, allowing him to rematch the boss.

The castle's interior is heavily based on the main room of the first floor of the castle from Super Mario 64, complete with a rearrangement of "Inside the Castle Walls" as the background music. Toadette can be found inside the castle, and will give Mario Power Moons in exchange for accomplishing certain achievements. Two Power Moons can also be found there, one of which is collected by standing on the sun rug at the center and looking at the ceiling, which is a reference to how the Tower of the Wing Cap is entered in Super Mario 64. Three regional coins can be collected behind Princess Peach's throne, and the kingdom's Hint Art can also be found inside the castle. Like in the rest of the Mushroom Kingdom, the Power Moons obtained in the castle have the appearance of Power Stars, and play the corresponding jingle from Super Mario 64 when collected.

After 999 Power Moons are collected, the castle's tallest tower will be covered by a giant top hat. Climbing on top of it and throwing Cappy at the glowing spot will trigger a short cinematic, showing a display of fireworks as a triumphant rearrangement of the level clear tune from the original Super Mario Bros. plays.

Peach's Castle plays a key role in Super Mario Maker 2's Story Mode. In it, Chief Toadette and her group of Toads have just finished building the castle, but Undodog appears and steps on a Reset Rocket, causing the castle to be erased. The mode revolves around Mario going on jobs requested by various characters in order to collect coins to have the Toads rebuild the castle. In certain cases, including nearing the end, various Toads request errands to help complete the castle, and also rescue various Toads who got abducted while otherwise unoccupied with the task, with the Chief ending up being abducted by Meowser just before the finishing touches to the castle were completed. Afterwards, Peach arrived and proceeded to thank Mario and the Toads for the hard work in restoring the castle before kissing Mario on the face. However, Undodog approached the Reset Rocket, causing everyone to panic as it irised out, although the end credits revealed that they ultimately managed to stop Undodog from erasing the castle again.

The castle first appears in Mario Kart 64 in the track Royal Raceway. It has the exact same design as in Super Mario 64. Players have a choice to explore the grounds if they wish, but they cannot enter the castle itself. The Award Ceremony also takes place at the castle where the top three racers will drive there to celebrate after winning. In the reappearance of the course as a retro course in Mario Kart 8, the physical appearance of Peach's Castle and the area around it are changed. Furthermore, the entrance to it has been blocked. Thus, racers can no longer explore the area around Peach's Castle.

In Mario Kart: Super Circuit, Peach's Castle can be seen in the background of Rainbow Road atop Bowser's Castle, just like in Paper Mario. It also appears in Peach Circuit, Mario Circuit 1, Mario Circuit 4, and Battle Course 3 as an object in the background.

The castle appears in Mario Kart: Double Dash!! twice: once on Mario Circuit, and again in the background on Mushroom Bridge in Grand Prix mode, just before the first tunnel. In Mario Circuit, the castle is completely cut off from the road and separated from the track by walls. Also, in Mushroom Bridge the castle can be spotted vaguely obscured by fog in the background. This castle is very cartoon-like compared to its other appearances.

In Mario Kart DS, the castle reappears once more in its iteration of Mario Circuit, where the castle is situated on a large lake in the middle of the track. A country estate with a similar design appears in Peach Gardens.

Peach's Castle appears yet again in Mario Kart Wii, once again on Mario Circuit. Like in Super Mario Galaxy, there is a small town near it. Shy Guys and Hammer Bros. watch the race as they sit on the fences surrounding the castle and houses. The typical Mushroom Kingdom hills can be seen in the background along with a rainbow. Yellow sunflowers are neatly placed along the grasses of the track and a hot-air balloon labeled "MARIO" floats and travels over the grounds.

Peach's Castle reappears as a course in Mario Kart Arcade GP DX simply titled "Peach Castle". Players are once again able to drive inside the castle, although it is much larger in scale than in Mario Kart 7, and it features pieces of character artwork that pop out of boxes in the background similar to jack-in-the-boxes.

In Mario Kart 8, yet another Mario Circuit is built around Peach's Castle. The castle appears to be in a different location from its previous appearances and is on a large hill in the center of the track. It also appears in Royal Raceway with an updated design.

The castle was once again taken over by the Koopa Troop during the events of Paper Mario. In the beginning of the game, Princess Peach invites Mario and Luigi to a party at the castle. However, while the Mario Bros. (and numerous other guests) are having fun, Bowser hatches an elaborate plan that causes his castle to rise into the stratosphere under Peach's Castle, taking the Princess' castle with it. Many of the party guests are imprisoned and Bowser throws Mario out of a window, sending him spiraling back toward the Mushroom Kingdom. Peach is once again forced to be a prisoner in her own castle.

When Mario visits Shooting Star Summit in the prologue, Princess Peach's room is visited by Twink, a Star Kid who offers to help Princess Peach. After every chapter of the game (except the last), there will be an intermission in Peach's Castle when the player controls Princess Peach to collect information for Mario from Bowser's diary, talking Koopatrols and Hammer Bros, Gourmet Guy, the 64th Trivia Quiz-Off, etc.

In the end, Mario, Goombario, Kooper, Bombette, Parakarry, Lady Bow, Watt, Sushie, and Lakilester (with the help of the Star Spirits) fly to Bowser's Castle and make their way up to Peach's Castle. The team finally confronts Bowser and Kammy Koopa on the roof of the castle, and defeat both of the villains, sending them flying off the castle and returning it to its rightful place in Toad Town.

When Mario enters the castle at the beginning of the game, there is a Toad guarding Peach's room. If Mario talks to him enough times, he will become annoyed and let Mario explore the room (however, he insists that he not touch anything). There is also a guest room turned Toad House later in the game, which is also the last Toad House in the game.

In Paper Mario: The Origami King, Peach's Castle makes its second appearance in the series (not counting a mention in Super Paper Mario), complete with a similar-looking interior. Its exterior, however, seems to take some cues from New Super Mario Bros. U, sporting a wide moat and a turret-laden wall around it; the latter of which is explored by Mario at the beginning of the game.

At the start of the game, Mario and Luigi are invited there to celebrate the Origami Festival. Inside, Peach's appearance and behavior towards Mario is different, having been transformed into origami by King Olly. When he refuses to be turned into origami as well, Peach sends him down a pit through a trap door hidden in the castle's sun rug. In the aftermath, the castle is overtaken by five colored streamers, lifted into the sky, and placed on top of a mountain as Olly takes over the Mushroom Kingdom. After destroying all of the streamers, Mario, Bowser, and Olivia gain access to the castle, although upon entering, the entire castle is transformed into Origami Castle, which serves as the final area of the game. After King Olly is defeated and Olivia wishes to the 1,000 cranes for all his damage to be undone, Peach's Castle returns to its original form and its original spot.

Peach's Castle appears in the intro and "hub" of Mario Party 3. Entering it lets one play any unlocked minigames and music. The player can also change the options of the game there. The castle makes a background appearance in the 4-Player Minigame Curtain Call.

Peach's Castle is seen at the opening sequence of Mario Party 4. Briefly, the bag that covers the Party Cube casts a shadow on Peach's Castle. At the main menu, Peach's Castle is seen in the background.

At the end of a Party Cruise game in Mario Party 7, there is an end-of-game ceremony that takes place at Peach's Castle in the MSS Sea Star. Here, Toadsworth announces the game's current scores and gives out the three Bonus Stars to the players based on their performance during the game. When it's time to reveal the Superstar, all four (or eight) contestants will enter the castle to determine the champion. Once they get to the top of the castle, the doors will open and the winner is revealed. That player (or team) is the superstar. The castle can also be seen on a painting in the Duty-Free Shop.

In Mario Party 9, the intro and ending for Solo Mode take place outside Peach's Castle. Both parts of the story feature the characters looking through a telescope outside the castle to view the Mini Stars. Additionally, the castle can be seen in the background on the main menu.

In Mario & Luigi: Superstar Saga, and its 3DS remake, Mario & Luigi: Superstar Saga + Bowser's Minions, the castle plays a very minor role. The castle grounds can be explored at the start of the game, and the castle can be viewed from Hoohoo Mountain in the original game. Mario's battle with Bowser takes place inside Princess Peach's throne room, but the castle interior cannot be explored.

At the beginning of the game, Princess Peach receives a gift from the Goodwill Ambassador from the Beanbean Kingdom at her castle, but the ambassador and her assistant soon reveal themselves (Cackletta and Fawful in disguise) and steal Peach's voice. Peach's voice is replaced with bombs, which blow up the castle. Later in the game, it is revealed that who is stolen the voice of is actually Birdo in disguise, and the real Peach is hiding behind a curtain with Toadsworth when the fake Peach is receiving Cackletta and Fawful.

In Mario & Luigi: Partners in Time, the castle is the main traveling point of the game, nearly identical to how it was used in Super Mario 64. The music is also a cover version to the aforementioned game. The castle held all of the time holes leading into the past in the entire game.

There are many items and coins and the castle is home to one of the game's three item shops. There are 2 bosses the player fights in there, one against Junior Shrooboid and the other the last boss in the game; Shrowser. Goombas can also be fought in the basement area.

The princess' castle reappears in the sequel to Mario and Luigi: Partners in Time, Mario & Luigi: Bowser's Inside Story and its Nintendo 3DS remake, Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey.

The game begins at the castle, with Mario and Luigi traveling through the main interior to the meeting room. The meeting is about the Blorbs that have infected much of the Mushroom Kingdom. The meeting is soon canceled as Bowser comes into the meeting, angered by the fact that they don't believe he is there to solve the unknown disease. After Mario defeats him, Peach and Starlow send him out of the castle. Later on, Bowser now under the effects of the vacuum shroom enters the meeting room as everyone leaves, inhaling everyone in the room. Bowser then ends up knocking out, and Fawful appears, sending him out of the castle yet again.

Later in the game, Fawful takes over Peach's Castle, which serves as the final area of the game. In the original game, the castle doesn't look too different except in ruins. In the remake however, the castle is changed to dark purple, the windows are blocked off, Fawful's logo is put everywhere, the interior is much darker and there are dark clouds above the castle the whole time (in the original game, the dark clouds were only present during the final battle). Fawful also transforms the entire castle into a giant robot, which Bowser battles as his final giant boss. After the defeat of Fawful and the Dark Star, the castle is changed back to its old self.

The castle makes an appearance as the starting location in Mario & Luigi: Paper Jam. It is also the place where Luigi knocks down the book off a bookshelf in the cellar of the castle containing the Paper Mario world. Peach's Castle also includes an Item Shop, a Gear Shop, and later unlocked in the game, a Battle Card Shop. Eventually, the castle gets wrecked by Neo Bowser Castle with cannonballs, leaving the castle in ruins.

Peach's Castle can be seen drawn in the background of the first floor, Mushroom Mayhem, of Mario vs. Donkey Kong 2: March of the Minis. Peach's Castle appears as the sixth floor as well, under the name Toadstool Castle.

Peach's Castle made a small cameo in the intro. When the Toadies are kidnapping babies, Baby Peach is taken from her castle, along with Baby Mario and Baby DK from their respective houses. It is later seen in the credits when the stork takes her back.

In Super Princess Peach, the castle was affected by the Vibe Scepter and Bowser's minions captured Mario, Luigi and Toad while Princess Peach, Toadsworth and another Toad were enjoying a walk. Also, in this game the castle bears six or eight towers supporting the outside walls. If not, it can be explained that the rear of the castle is wider than the front and would require symmetrical placement of towers, therefore allowing only four towers to be visible in the opening scenes.

In the Wii version of Mario & Sonic at the Olympic Winter Games, a background based on Peach's Castle appears in the third segment of the Mario World routine in Dream Figure Skating, using its design from New Super Mario Bros.. Peach's Castle also returns in the background of Mario Circuit.

In Mario & Sonic at the Sochi 2014 Olympic Winter Games, Peach's Castle appears in two of the backgrounds for Mario's Figure Skating Spectacular, using its design from Super Mario 3D Land. It appears in the distance on the first background, and then forms the majority of the final one.

The main gimmick of this court is sprinklers that turn on and off. In dodgeball, the water acts as the dividing line between the two sides of the court. When the water goes down, players can move anywhere on the court, even the other team's side. In basketball, it acts as an obstacle to stop players from getting to the hoop. In hockey, it blocks the puck from going into the goal immediately. In volleyball, it will cause the ball to bounce back.

The castle also appears in the ending of Captain Toad: Treasure Tracker, where it fulfills the same purpose as in Super Mario 3D World, appearing in the background as Mario, Luigi, Peach, and Toad are walking.

The player begins the game in the Castle Grounds. A sealed cannon is found near the lake to the right. After the player obtains all 120 Power Stars (150 in the remake), the cannon will open and the player will be able to launch themselves to the top of the castle roof, where the player will find Yoshi, who will give Mario 100 extra lives and an enhanced Triple Jump. Also up there is a Cap Block holding a Wing Cap. In the DS version, Yoshi is seen on the roof only in the introductory cutscene, due to the fact that he is now a playable character. However, Luigi's final rabbit can be found on the castle roof, as well as a ? Block holding a Power Flower (or a feather if the player uses Mario). The roof in Super Mario 64 DS features a small fence around the area where the three Mushrooms are found. It is possible to get to the top of the castle by climbing down the tree when the moat is not drained, or by a special technique that all of the characters, except Yoshi, have to get to the roof without even using the cannon. A moat surrounds the castle, and it can be drained during gameplay if the player stomps on the two columns in the basement. After the moat is drained, the player can enter The Secret Under the Moat. There is also a waterfall, which acts as the exit of Behind the Waterfall.

After entering the castle, the player will find Toad, who will say to go to the Bob-omb Battlefield portrait, the only course that has not been sealed by Bowser at the time. There is also a locked door that leads to the second floor. There are also two wooden doors, which both lead to the Boo-infested hallway, the courtyard, and the stairs to the basement. A door to the right of the main room will lead to the princess's room, which hides The Princess's Secret Slide. The stairs are located between two pillars, each with two coins on it. A door nearby leads to the castle's Rec Room (only in the DS version). The Big Star Door to the left of the main room is where Bowser resides in the level Bowser in the Dark World. A portrait of Princess Peach is found at the end of the corridor. However, the deceiving portrait will turn into an image of Bowser as the player walks down the corridor. In the middle of the main room, a sun in the form of a rug will send the player to the Tower of the Wing Cap (named? Switch in the remake) when they look at the sun shining from the ceiling. A 3-Star door to the right leads into the Jolly Roger Bay main hub room. Its room has two squares in the wall, to the left and right of the entrance each. Going into the one on the left rewards a 1-Up Mushroom to the player's character. The square on the right leads to the level The Secret Aquarium.

After the player unlocks the door on the first floor, ascending a set of spiral stairs will lead the player to the second floor of the castle. It is a round room with portraits adorning all areas of the wall. A set of stairs will lead to yet another Big Star Door and ultimately the third floor. There are two doors found opposite each other on the outside wall. The first leads to a room that contains several portraits leading to Tiny-Huge Island. The other contains a mirror that runs through the center of the room. The player can become Vanish Luigi to pass through the mirror in the remade game.

The third floor consists of a small round room with a clock seen directly opposite the door. There are two small niches in both sides of the wall, each leading to a different course: The one to the left will warp the player to Wing Mario Over the Rainbow (named Over the Rainbows in the remake), and the one on the right will warp the player to Rainbow Ride. Above the door of the third floor is yet another Big Star Door, where a staircase will lead to the final battle (Bowser in the Sky). However, 70 Power Stars (80 in the remake) are needed to break the spell of the endless stairs.

The basement is the lowest area of Peach's Castle, as it is just below ground level. It can be entered through the set of stairs that descend near the first floor. It consists of many areas all linked together by doors. One of the lower areas of the basement is made up of shallow water. An area found at the front of the castle basement is initially completely flooded with water from the castle moat. However, the moat can be drained by ground-pounding two pillars. After the player has done so, the water will drain and a door that was previously inaccessible will lead to the Castle Grounds.

In most games, the castle is normally gray marble, but in some games, it is white and even a light cream (Super Princess Peach). Since 1996 it has kept its original highest tower emerging from a wider circular tower underneath - both always in the center of the castle. Normally, the main feature of the castle is a rectangular or square shape, with nearly always four towers supporting this part. The roof is nearly always a shade of red, but in Mario & Luigi: Superstar Saga, it was a pale orange.

A window is usually present at the front of the palace. There is an image of Princess Peach embedded, painted or carved onto the window. In Super Mario 64, this was the part of the castle Princess Peach was concealed in and is only released when Bowser is defeated.

In Super Mario 64 and Super Mario 64 DS, the castle is a huge palace with many rooms and secrets. Despite having many rooms, there are no regular "living" rooms, such as a bedroom or kitchen. Most of the rooms simply have a large painting in them. The castle also has a basement, the floor of which is oddly coated with water. The castle grounds were also quite spacious in this game. There are plenty of trees that can be climbed up, and the land itself is quite large. A body of water surrounds the castle, which eventually leads into a small pond. In this game, the castle is reached via Warp Pipe.

In Paper Mario, the castle differs radically from its 64 counterpart. The palace is still large and has a great number of rooms, but each room has a purpose (there is a library, a bedroom, and many storage rooms), and the lobby is connected to the ballroom. The castle grounds are also much smaller, with a simple fountain and one or two trees outside the castle. Much of the castle's surrounding land was lifted into the air with Bowser's castle, which may explain the seemingly shrunken land; however, even when Mario finally reaches the castle to confront Bowser, no moat can be seen. The castle has no warp pipe leading to it, as it can easily be reached from Toad Town.

In Mario & Luigi: Partners in Time, the palace was again, like Paper Mario, big and had actual "living" rooms. This castle however was different from the Mario 64 and Paper Mario versions and the garden looked very different (there were no trees either).

In Super Mario 64, there was a courtyard located behind the castle but it was not visible from the front or roof of the castle in the main gardens. However, the main part of the castle could be seen from the courtyard. The courtyard introduced the magic and mystery of Peach's Castle that the Power Stars seemed to have control over. The courtyard in both the original Super Mario 64 and in the Nintendo DS remake was infested with Boos. Big Boo's Haunt and another secret level were hidden in here.

Differing from the castle in Super Mario 64, in Super Mario Galaxy, the castle now has a balcony and several windows. The castle still has the body of water connected to it, but is now close to a nearby town. Also different from the older version, this castle's outside is more detailed.

In Mario & Luigi: Bowser's Inside Story the castle was controlled by Fawful and was planned to use it against Bowser when he would arrive, Bowser then defeated the castle in the devastating battle. In the 3DS remake, the castle has been completely transformed inside and out, and is much darker with more Fawful motifs, such as the dome he fought in from Mario & Luigi: Superstar Saga, which makes a few appearances, notably in the entry of the castle. The windows are blocked off, and machinery is in clear view built into the castle, inside and outside, foreshadowing the giant battle with Bowser. The brickwork surrounding the castle is also now metallic, and the stained-glass portraits of Princess Peach now have Fawful's face on them.

In Super Mario Galaxy 2, the castle looks like the castle from Super Mario Galaxy. The balcony from Galaxy is still present, and there are now several vases full of flowers on the grounds. During the invasion of Bowser, several meteors hit the grounds, blocking off the east half of the grounds.

In Super Mario Odyssey, the castle was largely similar in design to in Super Mario 64, although it possessed a flagpole on top, as well as a balcony. In addition, the turrets surrounding the castle are now shown to be hanging over rather than directly connected to the moat. In addition, the brochure for the kingdom in that game revealed that the reason it had a stained glass image of Peach near the top of the castle was as a form of comfort for the inhabitants of the kingdom, as Peach sometimes was absent from the kingdom, either due to Bowser abducting her or simply leaving on her own accord, with the citizens creating the stained glass window. In addition, aside from the turrets of the main castle, there were also additional turrets that were originally watchtowers, but were converted into art storage depots that contained magical paintings.

In Super Smash Bros. Melee and Super Smash Bros. Ultimate, the castle largely had the same design as Super Mario 64, although the central turret had part of the top removed, and also possessed platforms.

Peach appears to have more than one castle. A completely different one is seen in Mario Hoops 3-on-3. It stands on a gigantic and poorly structured rock out in the sea. This castle is also visible from Koopa Beach. The castles of Super Mario Bros. and its sequel, Super Mario Bros.: The Lost Levels, are also said to be in the Mushroom Kingdom and invaded by Bowser. The Mushroom Castle in Super Mario RPG: Legend of the Seven Stars also has a radically different design, as it predates the traditional design from Super Mario 64.

In the Modern version of the Fire minigame for Game & Watch Gallery and Game & Watch Gallery 4, the main setting is a burning castle that presumably belonged to Princess Peach, with Mario and Luigi needing to evacuate Toads, Yoshis, and Donkey Kong Jrs. into a nearby Mushroom carriage. In the comic series Super Mario Adventures, Peach's Castle has a slightly different design, resembling a medieval castle.

* - These enemies appear during Peach intermissions. Peach doesn't fight these enemies. They patrol her castle and when they spot Peach, she'll be sent back to her room, with the exception of Clubba, who simply sleeps outside.

boomerang bro - super mario wiki, the mario encyclopedia

Boomerang Bros., sometimes called Boomerang Brothers[1], are a type of Koopa that, like Hammer Bros., specialize in the use of a certain item as a weapon. Instead of throwing Hammers like the Hammer Bros., Boomerang Bros. use Boomerangs that move back and forth to them. They are not as commonly found in the Mario series as their Hammer Brother relatives.

The physical appearance of Boomerang Bros. has changed throughout the series. Early artwork depicts them identically to Hammer Bros. of that era, with orange skin along with black shells and helmets. The Boomerang Bros. in Paper Mario: The Thousand-Year Door and Super Paper Mario appear to be based on this coloration. In Super Mario Bros. 3 and its remakes, they have green skin and striped underbellies. Mario Superstar Baseball started the trend of depicting Boomerang Bros. with yellow skin and blue shells and helmets. Most games since have retained this depiction.

Boomerang Brothers debut in Super Mario Bros. 3 as somewhat common enemies found primarily in Desert Land; they first appear in World 1-3. They attack Mario or Luigi by throwing multiple boomerangs which circle back if they miss. In order to defeat a Boomerang Brother, Mario or Luigi need to jump on them or throw something at it, such as a fireball or shell. If one of the brothers can get close enough, they can also be defeated by Raccoon Mario's tail.

Every Treasure Ship is guarded by a pair of Boomerang Brothers, and one appears as the boss of the first tank level in Dark Land. In the NES version, these Boomerang Brothers appear a sky blue color, due to the space in the data most commonly occupied by green palettes being replaced by a sky blue palette in artillery levels.[2]

In New Super Mario Bros., Boomerang Bros. appear as rare enemies, although they are one of the most common species of Hammer Bros. in the game. Only one appears in World 2-5, two appear in World 7-3, and two appear in World 8-7. Boomerang Bros. retain their usual patterns, attacking Mario or Luigi by throwing boomerangs at them.

Boomerang Bros. make their first 3D Mario appearance in Super Mario Galaxy 2. They first appear at Bowser Jr.'s Boom Bunker, and like the Hammer Bros., mostly appear in Bowser and Bowser Jr. galaxies. Three of them also appear at the end of the Grandmaster Galaxy, where they have to be defeated to get the Power Star in the first mission and the final Launch Star in the second mission.

As usual, Boomerang Bros. use boomerangs to attack the player. If one is defeated while its boomerang is out, the boomerang will still turn around and fly back towards the area from which it was thrown until it hits a wall. Yoshi can catch the boomerangs with his tongue and then spit them out as weapons against the Boomerang Bros. The player can flip them over by using Yoshi's tongue, by jumping on them or via spinning, and then walk into them to defeat them. It is possible to avoid boomerangs by crouching, and since Mario can walk while crouching, this makes it relatively easy to approach and defeat a Boomerang Bro.

Boomerang Bros. reappear in Super Mario 3D Land and retain their behavior from Super Mario Galaxy 2, though they are beaten in one hit. From World 5 onwards, Boomerang Bros. can drop Boomerang Flowers when defeated. They mostly appear in castle levels in the normal worlds, and a variety of levels in the special worlds.

The Boomerang Bros. return again in New Super Mario Bros. 2, operating in the same manner as before. Unlike the other Hammer Brother members that are in this game, the Boomerang Bro appears in five different levels, which are World 2-2, World 2-5, World Mushroom-, the second course of the Platform Panic Pack, and the first course of the Mystery Adventures Pack. In the latter, it is shown that they can be affected by Gold Rings; when this happens, they toss three coins instead of their normal weapons, like the other Hammer Brother species.

Boomerang Bros. return once again in Super Mario 3D World and its Nintendo Switch port, working as they did in Super Mario 3D Land. They appear primarily in Beep Block Skyway, Fire Bros. Hideout #3, and Bowser's Lava Lake Keep.

In the short anime film Super Mario Momotar, a Boomerang Bro becomes the second creature to join forces with Mario on his mission to rescue Princess Peach after helping it get up from being stuck on its back. During the battle with Bowser, the Boomerang Bro helps by hitting him on the head with its boomerang, as well as knocking out Iggy Koopa with it. After the battle, the Boomerang Bro helps Mario deliver the treasures Bowser stole back to their rightful owners. He could represent the dog from Momotar.

Boomerang Brothers appear several times in The Adventures of Super Mario Bros. 3, serving as soldiers in Bowser's army that use their boomerangs for long-range attacks. Somewhat unlike the game, it is not uncommon for Boomerang Brothers to travel together in groups.

A Boomerang Brother made a relatively minor appearance in the Nintendo Comics System story The Kingdom Enquirer, where it attacks Mario and Toad with its boomerangs after the two heroes exit a Warp Pipe.

If Mario chooses to follow the main path to Fort Koopa in the Koopahari Desert in Double Trouble, he encounters the Boomerang Brothers (described as monstrous twins, despite the illustrated activity depicting four), who send a barrage of boomerangs at him after deciding the plumber looks tasty. Depending on how the accompanying puzzle is solved, Mario escapes either narrowly or easily and reaches Fort Koopa, or is hit in the back of the head by a returning boomerang while taunting them. This leads to one of the book's few Game Oversone of them nonchalantly picks the knocked-out Mario up by the leg, tosses him into a sack of old orange peels and other things he has picked up in his travels, and, upon sheepishly agreeing with his brother that they are tired, plans to go home to make themselves "a nice pot of plumber soup."

In Yoshi's Safari, Boomerang Brothers occasionally appear as mini-bosses that attack Mario and Yoshi by throwing boomerangs at them. These Boomerang Brothers are difficult adversaries to defeat, as they possess a large amount of health and run back and forth quite quickly.

A different kind of Boomerang Bro appeared in Mario & Luigi: Superstar Saga. These Boomerang Bros., however, were rather tall and thin, wore sunglasses, and had sprouts growing from their heads. In the remake, these are renamed "Beanerang Bros.," with regular Boomerang Bros. now appearing in the new Minion Quest: The Search for Bowser story.

In Minion Quest, Boomerang Bros. are ranged troopers, and attack by throwing their boomerangs at enemies. Their special skill, Piercing Projectile, allows them to throw a boomerang at a targeted enemy, damaging any other enemy in its path, along with hitting the targeted enemy a second time as it flies back. Boomerang Bros. are strong against Pokeys and Goomba Towers. One is seen alongside Wendy, who was wondering how Captain Goomba and his Squad made it through the first round of the Cutie Contest without some Koopa Troopas, which he confirms that they did not, causing him to get tackled by Wendy.

Boomerang Bros. return as an enemy in Mario & Luigi: Dream Team. They appear in Somnom Woods where they are very common. In the field, they chase Mario and Luigi very briefly when spotted, and then throw their boomerang at them. Like with the Beehoss' bees, touching the boomerang engages a battle with the owner of the touched boomerang.

In battle, Boomerang Bros. follow the orders of the Commander Lakitu in the background. A Boomerang Bro will approach the Bros., look at the Lakitus (in one instance) fly in a varying kind of circle and throw their boomerangs in a similar fashion to how the two Lakitus fly. Mario and Luigi can each jump on the boomerang to avoid it; jumping over it will cause the boomerang to hit the Boomerang Bro when coming back and damage it. If the Commander Lakitus are defeated through the use of a Taunt Ball, the Boomerang Bros.' own actions give away their attacks.

If there are two or more Boomerang Bros., the two Lakitu may raise a red M flag and green L flag, one raising one and the other raising the other. As they do this, the Lakitus move towards or away from the battle simultaneously. The Boomerang Bros. will throw their boomerangs in the air also simultaneously, for them to land on one bro each one after the other. Mario and Luigi must hammer these back to the sender before they hit them. Whichever Bro's flag is being held by the Lakitus who's closer is the Bro who must smack their incoming boomerang away first. Additionally, the boomerang that will hit its target bro first also moves towards its target faster than the other, as indicated by the shadows on the ground. This takes up the attack turn of the Boomerang Bros. involved.

If they fly in a clockwise (when looking from the Bros.' point of view) circle, the boomerang will fly towards Luigi first. If anti-clockwise, it will fly towards Mario first. If the Commander Lakitus floats downwards and does two clockwise loops, the Boomerang Bro will jump, then throw, and the boomerang will fly towards Luigi first; however, it flies over the Bros. for the first loop, where they must idle, and then jump when it flies towards Luigi the second time. If it does this with anti-clockwise loops, it will fly towards Mario first, and he must jump first on the second loop.

In battle, they have two attacks. Their first attack is by walking in front of one bro and throwing their boomerang, which must be jumped over, then the boomerang will fly back behind a different bro which again must be jumped over. If the boomerang is jumped on the first time, the second attack will be nullified. If the boomerang is jumped on the second time, the Boomerang Bro will take damage; the opposite as in Mario & Luigi: Dream Team.

Boomerang Bros. appear in Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey as enemies and recruitable allies in the Bowser Jr.'s Journey mode. They are strong against Pokeys, Goomba Towers and Toothies, but are weak against Parabones.

A single Boomerang Bro named Bamma appears in Paper Mario: The Thousand-Year Door as a competitor in the Glitz Pit alongside the Hammer Bro Hamma Jamma and the Fire Bro Flare. He sports a silver shell and helmet, and his boomerang bears a single red stripe.

Similar to the Boomerang Bros. in Super Mario Bros. 3, Bamma can attack Mario and his partners by either throwing a single boomerang or multiple ones by using either his Boomerang Throw or Multiboomerang moves, respectively.

In Super Paper Mario, several Boomerang Bros. are brainwashed by Nastasia to serve under Count Bleck. They are encountered in The Overthere, Castle Bleck, and the Flipside Pit of 100 Trials, although they no longer appear in the former after Bonechill is defeated. Boomerang Bros. attack by throwing two Boomerangs at a time. The game also features a new, shadowed type of Boomerang Bro known as a Dark Boomerang Bro which like all "dark" enemies is encountered in the Flopside Pit of 100 Trials.

Boomerang Bros. reappear in Paper Mario: Sticker Star. Unlike previous Paper Mario games, their helmets and shells are now the standard blue, and as with most returning enemies appearing in the more standard Mario platform games, they with other Bros. enemies they have gotten a visual revamp. Boomerang Bros. appear in numerous areas, starting from World 3. They are mostly found in outdoor areas. Outside of battle, they can attack Mario by tossing a Boomerang at him, which damages him. Their main attack is throwing a boomerang at Mario that causes damage twice, during the initial throw and when it returns. Their Boomerangs also sometimes spread a curse on Mario, dizzying him and lowering the success rates of his attacks, as well as keeping him from using evasive stickers. Since their defense is 2, Boomerang Bros. are immune to Hopslipper stickers. Sometimes after battle, a Boomerang Bro may drop a Boomerang sticker.

A couple of Boomerang Bros. stop and ambush Mario to prevent him from getting the Comet Piece in Leaflitter Path. These same Boomerang Bros. (after defeating Gooper Blooper) guard a Heart Block and an HP-Up Heart. However, instead of fighting together, they are fought individually. The two Boomerang Bros. this time are assisted by two Ninjis (one in each battle) and one Snifit.

Boomerang Bros. return in Paper Mario: Color Splash, keeping their appearance and behavior from the previous game. They are only found in Sunset Express, Green Energy Plant and Black Bowser's Castle. A circus version of them called Circus Bro appears in Mossrock Theater and during the battle with Lemmy in the Emerald Circus.

Boomerang Bros. return in Paper Mario: The Origami King, with origami Boomerang Bros. appearing as enemies. They can be fought in Bowser's Castle if Mario enters battle with a Hammer Bro. during the scuffle in the foyer, and are commonly found in Sea Tower and Origami Castle. In battle, a Boomerang Bro can attack traditionally by throwing his boomerang, or sacrifice an ally to use the more powerful Bro-merang. Bro-merang uses the thrown ally as a projectile to hit Mario with, and is the only Bro Throw variant that deals two hits. The thrown ally is defeated afterward.

In Mario Superstar Baseball, one of the alternate color schemes for the game's playable Hammer Bro is a Boomerang Bro that wields a large boomerang in place of a baseball bat in the same way that Hammer Bro wields a hammer instead of a bat.

Boomerang Bro is a power-type player in the game, and can easily obtain home runs. Beginning with this game and beyond (excluding Super Paper Mario), Boomerang Brothers wear a blue helmet and a blue shell, similar to blue-shelled Koopa Troopas.

Boomerang Bro is also a playable character in Mario Super Sluggers. However, unlike in Mario Superstar Baseball, he has average pitching and fielding abilities, and his batting is tied with the Hammer Bro, while inferior to the Fire Bro.

This section is referring to a subject in an upcoming or recently released game. When the game is released, or more information about this subject is found, this section may need major rewriting. This notice should be removed after a month has passed since the game was first released.

In Mario Golf: Super Rush, a Boomerang Bro appears on Bonny Greens in front of the clubhouse as the head coach. He gives the player a Golfwatch. He is then seen at the Rookie Course for the rest of the game.

Boomerang Bros. appear in Mario Kart 8 and its enhanced Nintendo Switch port Mario Kart 8 Deluxe on the courses Bowser's Castle and 3DS Neo Bowser City as spectators. One of the sponsors in the game is Boomerang Bros. International Airlines, which appears to be run by Boomerang Bros.

A Boomerang Bro, alongside a Hammer Bro, Ice Bro, and Fire Bro, make their playable debuts in the Mario Kart series in Mario Kart Tour, starting with the Hammer Bro Tour. He is classified as a Super character and his special item is the Boomerang Flower. In addition to being in the first week's spotlight, he is also obtainable as a Gold Pass tour gift after obtaining 161 Grand Stars.

Boomerang Bros. are virtually identical to Hammer Bros. in appearance, featuring the same colored skin, belly plate, nose, and eyes, though with differences, such as wearing dark blue helmets, shoes, and shells. In comparison to Hammer Bros., Boomerang Bros. have maintained consistent designs more often. Official artwork of Super Mario Bros. 3 depicted Boomerang Brother with somewhat darker yellow skin than in recent games, while his shoes, shell, and helmet are black. In-game, they are depicted with light green (occasionally blue) skin and white belly plates instead, likely due to the NES's technical limitations; however, all other aspects of their design are faithful to their artwork. Boomerang Brothers' sprites in Super Mario All-Stars and Super Mario Advance 4: Super Mario Bros. 3 depict them with darker green skin, as well as tanned belly plates. Yoshi's Safari depicts Boomerang Bros. with off-white belly plates, green helmets, and shells, darker yellow skin, and no shoes, while also being very large, in the vein of both Hammer Bros. and Sledge Bros.

Paper Mario: The Thousand-Year Door gave Boomerang Bros. altered designs, with them having rounder body proportions, wearing spiked armbands, and sporting black helmets, shells, and shoes, similar to Super Mario Bros. 3. From Paper Mario: Sticker Star onwards, they use their current designs, but with paper outlines around them.

Early on in their history, Boomerang Bros. did not have voice acting, due to technical limitations of the NES and SNES. In some games, like Paper Mario: The Thousand-Year Door, Boomerang Bros. are given text dialogue, so players can understand what they are saying. As of Mario Super Sluggers, they have received voice acting from Motoki Takagi, who also voices Hammer Bro, Fire Bro and Ice Bro. When voiced, Boomerang Bro's speech primarily consists of grunts and yells, but sometimes includes exclamations like "NO!".

Boomerang Bros. use boomerangs as weapons in all of their appearances. In Super Mario Bros. 3, Boomerang Bros. throw multiple boomerangs at once, which can quickly return to them. In the New Super Mario Bros. games, Boomerang Bros. throw their boomerangs at slower rates, but they can curve in different directions, or travel higher. In Mario & Luigi: Superstar Saga + Bowser's Minions, Boomerang Bros.' boomerangs are shown to pierce through multiple enemies.

Like their relatives, Boomerang Bros. are shown to have high agility, especially evident in the 3D platformers. Boomerang Bros. frequently hop, to the point of hopping while idling. Boomerang Bros. are shown to jump exceptionally high, quickly traversing many areas; they often do this in conjunction with throwing their boomerangs. The Mario Baseball series portrays Boomerang Bro as a power character, making him specialize in fielding and batting, but having poor pitching skills and running speed.