text:
Mario franchise strategy guide/Enemies/Chomp

The Chomp (ワンワン); nicknames: Chomps, Chain Chomps, Chain Chompers, Chomp Chomps; is a recurring species in the Mario franchise.

It is a black, spherical creature, dog-like in personality, often tethered to a block or post by a chain ('Wanwan' is a Japanese onomatopoeia for a dog barking. It can be translated to 'Bow-wow'.) It has sharp teeth and is constantly gnawing at the air and straining against its chain, as if eager to "chomp" on any passers-by. Under unusual circumstances, Chain Chomps can come loose — for example, in Super Mario Bros. 3, when the in-game timer for the level hits 160 seconds, or in Super Mario 64 and New Super Mario Bros. by ground-pounding the post it is chained to. Normally they are invulnerable, and in some games, Chomps can be beneficial. Like many icons from the series, these enemies are frequently referenced by gamers. Chain Chomps are known for being the precursors to common close combat video game enemies who can absorb a ridiculous amount of damage. In fact, the 'Pinky' demons in Doom 3 were nicknamed "Chomps" by some fans in reference to these vicious enemies.

Super Mario Bros. 3
Chomps made their first appearance in level 2-5 of Super Mario Bros. 3 for the NES/Famicom as Chain Chomps, along with their cousins, the flying, fire-spitting, self-destructing Fire Chomps. They have since appeared in many Mario games. If left on screen for 160 game-seconds it will come off it's chain.

Super Mario Kart
Chain Chomps appeared in the two-player match race mode of Super Mario Kart. Although they did not have a visible chain, they were confined to set paths.

Super Mario RPG
In Super Mario RPG: Legend of the Seven Stars, Bowser uses a Chain Chomp for a weapon, and Chain Chomps also appear as enemies. Additionally, a much more powerful form known as a Gold Chomp (called Chomp Chomps) appears. These creatures are about as powerful as the game's first true boss, Mack the Knife. In the Japanese version, it was a Piranha.

Yoshi's Island
They also appear in Yoshi's Island, devoid of their chains and having increased to the massive size they retained in many future games (save one specimen, which remained chained and small, like in previous games). These Chomps appear waiting on distant cliffsides in the background and leap from their cliff to the foreground to attack, upon spotting Yoshi, eventually chomping huge rifts into the ground. Even larger chomps chase after Yoshi in certain levels, these are known as Chomp Sharks. Of course, when Yoshi makes it all the way, the Chomp Shark hits its teeth on a hard surface, breaks the teeth, sheds a tear, and falls down.

Super Mario 64 and Super Mario 64 DS
In Super Mario 64, and its remake, Super Mario 64 DS, an enormous Chain Chomp appears as a mini-boss character. The Chain Chomp first acquired its distinctive bark in this game, which was used in most subsequent games. A star is located behind Chain Chomp's gate; acquiring it requires the solution of a puzzle.

Mario Kart 64
In Mario Kart 64 Chomps appear on the Rainbow Road track where they travel at road level in the opposite direction of the racers in a regular zig-zag pattern. If racers run into a Chomp, it causes them to explode and fly up into the air.

Mario Party series
Chain Chomps have made appearances in the Mario Party series with enough anger to make a player lose a star or many coins

Mario Power Tennis
In Mario Power Tennis Chain Chomps appear in the mini-game "Chain Chomp Challenge", where players must hit tennis balls, Bob-ombs, or water balls into their Chomp's mouth.

Paper Mario
In Paper Mario Chain Chomps (as well as the Stone Chomp variant) were unleashed by Tutankoopa and, like most of the other characters in the game, made no distinctive sound.

Super Princess Peach
Chain Chomps behave in the same fashion in Super Princess Peach as in their previous appearances, attacking Peach at unpredictable moments. The game also includes the Calm Chain Chomp. It sleeps peacefully until disturbed.

Mario Kart: Double Dash!!
In Mario Kart: Double Dash!!, a Chain Chomp is a usable item for Baby Mario, Baby Luigi, Petey Piranha, and King Boo that pulls the racers forward for a few seconds and bowls over other racers in its path. During this time, the player does not have to steer and will not go off the track. After a certain amount of time, it abandons the vehicle and goes off on its own for a short period. It is also an obstacle on the Luigi Circuit and Mario Circuit tracks.

Mario Golf: Toadstool Tour
Mario Golf: Toadstool Tour features several holes where a Chain Chomp devours any ball that approaches it.

Mario Superstar Baseball
In Mario Superstar Baseball, a Chain Chomp appears in the mini-game "Chain Chomp Sprint". They also appear in Wario Palace to knock outfielders down.

Paper Mario: The Thousand-Year Door
Paper Mario: The Thousand-Year Door features two types of Chain Chomps: Red Chomps, which appear in Glitzville and the Pit of 100 Trials, and traditional Chain Chomps, appearing in the Palace of Shadow. Also a possible aquatic version of Chain Chomps were seen named Nibbles who would attack Mario if he entered any body of water (even fountains and swimming pools).

Mario & Luigi: Superstar Saga
In Mario & Luigi: Superstar Saga, two Chain Chomps appear. In one battle at Woohoo Hooniversity, Mecha-Chomps, dog-like mechanical Chomps, appear. Chomp Bros, a variation of the Hammer Bros., swings Chomps at Mario and Luigi, and appear in Bowser's Castle.

Mario & Luigi: Partners in Time
Chomps occasionally appear in Mario & Luigi: Partners in Time, mostly as agents of random chaos and mischief. For example, in one scene, the brothers are supposed to be traveling upwards through a complex pipe network. Suddenly, a Chomp slams into the most delicate part of the network, rearranging the connections so the brothers are instead sent down to a basement. In addition, one particular Bros. Item involves releasing a Chomp to chase after Mario and Luigi (or their baby selves) as the bros lead it into random enemies. On rare occasions, the Pocket Chomp, which is usually male, will have a pink bow, indicating that it's a female one instead. Also a Shroob variant of the Chain Chomp (Shromp) was used as a weapon by the Elder Princess Shroob.

Super Mario Strikers
Super Mario Strikers featured a Chain Chomp as an item with which the player could attack. If used, the Chomp attacked all opposing players on the field, leaving them on the ground for a few seconds.

Super Mario Sunshine
Small Chain Chomps called Chain Chomplets as well as a large one appear in Pianta Village in Super Mario Sunshine. They are portrayed as pets in this game. At first they appear on fire and red, apparently due to fever and their extreme rage. They have to be cooled down with water to return to normal. The large one has a scar and turns gold when pulled into a tub of water.

Mario Kart DS
Chain Chomps appear in Mario Kart DS as obstacles on several courses. On the course "Peach Gardens", rather than a chain, they have item boxes for tails.

New Super Mario Bros.
Chain Chomps and Fire Chomps both make appearances in New Super Mario Bros.. Chain Chomps appear in level 6-6, and are a bit larger than the Chain Chomps in Super Mario Bros. 3, but smaller than the ones typically found in later games. They make the barking sound first heard in Super Mario 64, and are chained to stakes which can be pounded into the ground for coins. Fire Chomps appear in level 7-1, and they look and behave much like their Super Mario Bros. 3 counterparts but are called Flame Chomps.

Yoshi's Island DS
The Chomps return in their bigger forms from Yoshi's Island - as Shark Chomps and Background Chomps return. But this time, a new Giant Chomp returns with them too - a Giant Bouncing Chomp that can cause problems for Yoshi. These things are very hard to dodge, due to the fact you see them only in two levels - which are both side-scrollers.

The Legend of Zelda: A Link to the Past
Some chomps appeared as enemies in dungeons such as Turtle Rock.

The Legend of Zelda: Link's Awakening
Link's Awakening features a domesticated Chomp named Bow Wow (after its Japanese name Wan-Wan), who is owned by a kindly woman in Mabe Village named Madam MeowMeow. At one point Link is able to take Bow Wow for a walk, using his chain as a leash; Bow Wow then attacks Link's enemies. In addition, a few friendly, miniature Chomp-like creatures appear untethered inside a few buildings. One of these, Mini-BowWow, is portrayed as a female who, unusually, can speak and who enjoys wearing a ribbon in her hair. She gives Link a can of dog food in exchange for a hair ribbon as part of the game's "trading quest."

Other Titles
The Chomps make many cameo appearances in The Legend of Zelda games. Four Swords Adventures and A Link to the Past had Chomps in the form of enemies to be avoided by Link.

Types of Chomps
Chomps may be categorized based on behavior and appearance.

Chomp
The generic term for any type of Chomp. It may also refer to Chomp that is not bound by a chain. Such chomps are found to be roaming about the game world or may freely attack the player.

Chain Chomps
These Chomps are bound by chain to a post, block, or other object. In some cases, the Chomp may be set free if the object binding the chain is destroyed. Sometimes certain Chomps may escape, however.

Chomp Chomps
A Golden-colored Chain Chomp. These are more powerful than regular Chain Chomps. Found in Super Mario Sunshine.

Red Chomp
In Mario Party 7, A Red Chomp is introduced in the stage Pyramid Park. Most Chomps in the stage use two dice to tell how far it will take you on a ride to crush a Bandit, but the Red Chomp allows you to use three dice. They also appeared in Paper Mario: The Thousand-Year Door as enemies you battle in Glitzville's Glitz Pit. Their fighting name is "Chomp Country." They have a high defense and a high attack, but low HP. If the player chooses to Tattle on them using Goombella, she says that it's so angry because it was painted red while it was sleeping. If the partner eats a piece of cake before the fight, Mario will be forced to face the Red Chomps alone.

Fire Chomps
These Chomps have completely free movement; not only are they not bound to a post or block, but they can also fly. They have three or four segments of fire for tails. They move extremely slowly in the general direction of Mario, stopping occasionally to shoot one of their fire segments at him. These do not replenish, and once a Fire Chomp is out of segments, it will try to catch Mario in its self-destruct explosion.

History
The Chomp was inspired by a childhood experience of Mario creator Shigeru Miyamoto, where a dog tried to attack him. The dog lunged at him, but was jerked back by its leash just as the canine snapped at Miyamoto inches in front of his face.

Trivia

 * In the Japanese version of Mario's games, the Chomp is named Wanwan, the rough equivalent of "Woof Woof." This explains its dog-like personality, and also why it was called Bow Wow in the North American version of Link's Awakening.
 * The Pokémon Girafarig has a mini-chomp-like head at the tip of its tail. This may be why in the Pokédex it refers to its tail biting anything that comes near it.


text: Template:Nihongo

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/

title: Template:Nihongo


text:
Template:Nihongo/doc

Usage
This template marks the  segment as being in Japanese kanji and/or kana, which helps user agents (web browsers and so on) to display it correctly.

Syntax: Parameters:
 * <english>. Optional. The word as translated into English. Note that this will sometimes be the actual Japanese word due to it being adopted into English.
 * <kanji/kana>. Required when <rōmaji> is empty or omitted. The word as written using Japanese script (kanji, kana).
 * <rōmaji>. Required when <kanji/kana> is empty. Transliteration of the Japanese word, using Hepburn Romanization.
 * lead=yes. Optional. This should be used for the first instance of Japanese, usually in the lead. It gives the reader an idea what kind of non-English writing they are viewing.
 * <extra>. Optional. Can be used to add a gloss (particularly if there is no English form). Can also be expressed as a named parameter,
 * <extra2>. Optional. Can also be expressed as a named parameter, . It is only useful in ";" definitions (extra2 will be displayed without bold, whereas text following the template will get the bold).

Examples

 * Regular use:

 * Use in lead:

 * Without :

 * Without, use in lead:

Note: literal translations and linguistic glosses go in single quotation marks, not double.
 * With :

 * Without :

User style
User style can be set by adding code similar to

to common.css.

Error messaging
This template emits one error message of its own:
 * error: : Japanese or romaji text required

One of the positional parameters , the 'Japanese' referred to in the error message or    is required for proper operation of this template.

This error often occurs because the template is malformed:
 * instead of ; 東京タワー is in    instead of   .  To resolve this error, add the missing pipe  or consider using  or

Limitations
This cannot be used within a Wikilink in an article or in any template or other page that is transcluded into an article.

Template data
{	"description": "This template is used to display Japanese text, applying the correct code and formatting.", "params": { "1": {			"label": "English text", "type": "string", "description": "The word as translated into English." },		"2": {			"label": "Kanji/kana text", "type": "string", "required": true, "description": "The word as written in Japanese (kanji, kana, Roman letters, and possibly other marks)." },		"3": {			"label": "Romanized (rōmaji) text", "type": "string", "description": "Transliteration of the Japanese word, using Hepburn Romanization." },		"4": {			"label": "Extra text inside parentheses", "type": "string", "description": "Adds extra text inside the parentheses. ", "aliases":["extra"] },		"5": {			"label": "Extra text outside parentheses", "type": "string", "description": "Adds extra text outside the parentheses. It is only useful in \";\" definitions (it will be displayed without bold, whereas text following the template will get the bold).", "aliases":["extra2"] },		"lead": { "label": "Formatting", "type": "string", "description": "Changes formatting style. If set to yes, uses lead formatting. Otherwise uses default formatting." }	} }

title: Template:Nihongo/doc


text: Template:Mario enemies

title: Template:Mario enemies


text: Category:Book:Mario franchise strategy guide/Templates


text:
Mario franchise strategy guide/Enemies/Goomba

The Goomba, or Little Goomba (クリボー) (kuri means "chestnut", bō means "kid") is a fictional species from Nintendo's series of Mario video games. Goombas are the first enemy character to appear in the original Super Mario Bros., for the NES. Alongside Koopa Troopas, Piranha Plants, and Lakitus, they are the most common enemies in the Mario series.

Name
After Mario was given an Italian name, a number of other Mario characters were named following an Italian theme. Thus, the name "goomba" is believed to have come from the slang word "goombah" used by Italian-Americans to describe themselves; over time, it has gained a slightly derogatory connotation. The Italian-American slang term originates from the Italian word compare (akin to Spanish compadre), which was already (and still is) used in south Italy abbreviated in "compa'" and literally means "friend" and it is used colloquially mainly to address people living in the same town. Coincidentally, the Hungarian word gomba means "mushroom."

Characteristics
Typically, Goombas are brown, round creatures with faces and feet. They are mushroom creatures that betrayed the Mushroom Kingdom. Most of them are in alliance with King Bowser's Koopa army.

According to the American version of the Super Smash Bros. Melee Goomba trophy, the Goombas once lived in peace in the Mushroom Kingdom, but they betrayed their homeland to side with Bowser, reinforcing the Super Mario Brothers manual. Mario games such as Paper Mario elucidate that not all Goombas are bad. They are, according to Super Mario RPG: Legend of the Seven Stars, the lowest level of Bowser's army basically being nothing but cannon fodder.

Goombas can attack Mario by touching him from the side or (more rarely) falling upon him from above. However, they can be defeated by jumping or stomping on them. Goombas are typically the weakest enemies in Mario games; their only attack is walking slowly towards the player, and they can usually be dispatched in one hit. In the various Mario RPG titles, they are weak enemies encountered near the beginning of the game, but have stronger incarnations that appear later on in the games.

Goombas normally have bushy eyebrows formed into a scowl, and occasionally upward-pointing fangs. Goombas are blue or gray in the dark underground areas of the Mario video games and darker brown in night-time areas. This is probably intended to show lack of light while saving palette colors. "Little Goomba" is the name sometimes used for an ordinary Goomba in the games. The other distinct types of Goombas have their own names as well. When they are jumped on, they flatten.

Variants of the Goomba include the Microgoomba (マメクリボー; Mamekuribō meaning "Bean Kuribō") and the Paragoomba (パタクリボー; Patakuribō meaning "Wingbeat Kuribō"). The Microgoomba is a miniature, parasitic Goomba that either attaches onto Mario to reduce his jumping ability or hides under a brick and jumps whenever Mario approaches it (the latter is known as a Pile Driver Micro-Goomba.) To destroy the Micro-Goombas, Mario just simply has to dunk himself in water or vigorously repeat quick jumps and the Micro-Goomba will drop off. In New Super Mario Bros., the Microgoomba appears in several areas that can only be reached by Mini Mario. These Microgoomba simply act like a miniaturized version of their larger Goomba brothers. The Microgoomba first appears in Super Mario Bros. 3 along with the Paragoomba. According to the Super Mario Bros. 3 game manual (p. 35), Microgoombas are the children of the Paragoombas. In comparison with a regular Goomba, the Paragoomba has two wings which give it the ability to fly across the game screen. In Super Mario Bros. 3, it appears in two shades of brown: the lighter colored Paragoomba can fly and occasionally release Mugger Microgoombas, while the darker colored Paragoombas do not release Microgoombas, and merely hop along the ground like green Paratroopas. Paragoombas roughly correlate with the seagoing Blooper enemies, who sometimes lead a string of nuisance Baby Bloopers.

Super Mario 2D Games
Goombas debuted as the first enemy encountered in Super Mario Bros.. Goombas are a very common walking enemy that disappears when Mario stomps on them. They often appear in groups of two or three, either forcing Mario to cautiously stomp on a single Goomba to avoid the nearby Goombas or, with the proper timing, it is possible to bounce from one to the next, defeating them all without touching the ground, gaining more points in the process. The original Goombas introduce the fundamental collision detection for a generic Goomba. When a Goomba collides with an obstacle or another Mario enemy, the Goomba will always walk away in the opposite direction. While certain Mario enemy sprites such as the Cheep-Cheep would pass through other Mario enemy sprites, the Goomba will react to other Mario enemies. This collision reaction is evident in later Mario games as well.

In Super Mario Bros., Goombas appear as blue in underground levels and grey in castles. However, this is actually due to the limited color palette of the game, which is why grey Goombas' appearances have been rare to nonexistent. The blue Goombas make a reappearance in Paper Mario as Gloombas in the Toad Town Sewers. Paper Mario: The Thousand-Year Door continues the use of the enemy, and places them in the Pit of 100 Trials.

In Super Mario Bros.: The Lost Levels (released in Japan as Super Mario Bros. 2), Goombas return with the same appearance and movements as the first game. In the North American and European Super Mario Bros. 2 (released in Japan as Super Mario USA, Goombas do not appear due to the game being a conversion of a non-Mario Japanese game entitled Yume Kōjō: Doki Doki Panic.

In Super Mario Bros. 3, the first variants of the Goomba were introduced, including the flying Para-Goomba, the tiny Micro-Goomba and the giant Grand Goomba. In level 5-3 you can find Goombas that jump around in a giant green boot called Kuribo's Shoe. If you attack the Kuribo's Shoe riding Goomba by jumping on it then it will be defeated, but if you hit the block they are standing on from underneath then the Kuribo's Shoe remains behind and Mario can jump inside. The Kuribo's Shoe allows Mario to jump on all enemies, including spiked enemies and Piranha Plants. The name for this power-up comes from the Japanese name for the Goomba, Kuribō, although the item was renamed "Goomba's Shoe" in subsequent Western Super Mario Bros. 3 remakes. Level 5-3 is the only time the Kuribo's Shoe appears in the original game, although several add-on stages in the Super Mario Advance 4: Super Mario Bros. 3 remake on Game Boy Advance also feature the power-up.

In Super Mario Land, many of the enemies from Super Mario Bros. return with variations on their Japanese names, even in the North American and European manuals. The Goomba variation is known as Chibibo. They are essentially the same as the Goomba, and they behave exactly as they do in Super Mario Bros.

In Super Mario World for the SNES, the Goombas differ in appearance by having a roughly spherical head and no stem, instead having the feet attach directly to the base of the head. In Japan, this Goomba is a variant with a different name, Kuribon. When Mario stomps on them, they are knocked upside down and rendered immobile for a short period of time. When this happens, Mario can pick the Goombas up and carry them, until they resuscitate themselves. Also, some Goombas can come to Mario in different ways, such as dropping in with a parachute (which are known as Para-Goombas (Para Kuri in Japan) and the Goombas with wings are called simply Winged Goombas) or floating inside a bubble. In comparison to earlier versions, the Goombas of Super Mario World This version of the Goomba reappears in Mario Party Advance alongside the normal Goomba.

In Super Mario Land 2: 6 Golden Coins, Goombas return (rather than Chibibo) and look more like their Super Mario Bros. 3 design. A number of variations also appear, including the invincible ghost Boomba, and the underwater Aqua Goomba.

In Super Mario World 2: Yoshi's Island Goombas are a much less common enemy than in previous games, and act quite differently. When you jump on a Goomba it flattens, but continues to move around. You can ride around on top of the flattened Goomba. If left alone, the flattened Goomba will eventually right itself and carry on as normal.

Super Mario 3D Games
The Goombas' physical appearance in Super Mario 64 is based on their Super Mario Bros. 3 design, albeit in a 3D-rendered form. Their behavior changes slightly in that instead of wandering back and forth they first perform a small hop when they spot Mario, as if to indicate surprise, and then give chase to him. Similar to most Mario games, the Goombas in Super Mario 64 can be killed by stomping. However, in this game Mario has additional physical attacks besides ordinary jumping, and Goombas can also be killed with these new abilities. The giant Goombas will yield blue coins if Mario performs the ground-pound attack on them.

In Super Mario Sunshine, there are no Goombas, but a creature similar to an orange Goomba called "Strollin' Stu," that wears spotted briefs, is one of the most common enemies. According to The Perfect Guide of Super Mario Sunshine, these are the Isle Delfino versions of Goombas. Its Japanese name is "Hamkuri".

Super Mario 64 DS, a remake of Super Mario 64 on Nintendo DS, has some modifications. One of them is the addition of an original boss called Goomboss. The Goomba complains to Yoshi that his junior siblings have been stomped on in previous Mario games. Goomboss looks virtually identical to King Goomba from Paper Mario. Goomboss returned as a Mission mode boss in Mario Kart DS.

In the E3 demo of Super Mario Galaxy, as well as several promotional images, it shows that goombas will, in fact, be featured in this next 3D Mario installment.

Mario RPG Games
In Super Mario RPG: Legend of the Seven Stars, Goombas are one of the lowest-level monsters. They have two attacks: a bite attack and a thorn-spitting attack. However, since this is a role-playing game, both attacks have the same effect: several points of damage to a character in the player's party. In addition to normal Goombas, there are two more difficult species in Super Mario RPG: Gu Goombas and Goombettes. Gu Goombas, distinguished by their light green hue, appear in Bowser's Castle. They sometimes jump out from behind statues to attack Mario, and may also appear in enemy parties. Being former minions of Bowser, however, they will flee in fear if Bowser is one of the three party members. The Goombette is a smaller version of Goomba, bearing a resemblance to a Micro-Goomba (see above). Goombettes can mainly be found hidden inside treasure chest monsters. Super Mario RPG also includes non-hostile Goomba characters. In Monstro Town, Mario can visit a store run by a Goomba family, which comprises a regular Goomba and three Goombettes. Like most of the monsters in Monstro Town, the Goomba family decided to quit the Koopa Troop and live a peaceful life.

In Mario & Luigi: Superstar Saga, Goombas appear at the very beginning in the Koopa Cruiser as a battle tutorial. In Teehee Valley, there is a variation of Goomba called Gritty Goomba. It has a mummy-like bandage wrapped around it and a spear strapped onto its head that has a red flag. The Gritty Goombas will grab Princess Peach and run into a pipe if they get near her, or if she disappears off the edge of the screen. Usually, they call up a sandstorm to distort their enemy's vision. They can also be found in Gwarhar Lagoon, albeit stronger, and with a blue flag. Another form of Goombas resides in the Beanbean Kingdom, found in an area north of Beanbean Town. These Goombas, known as "Tanoombas", are Goomba-raccoon hybrids refer to the "Tanooki" ability found in Super Mario Bros. 3. They appear as regular Goombas with raccoon tails, and a leaf on their head. The leaf refers to the leaf power-up item needed to acquire the Raccoon ability in Super Mario Bros. 3. When they attack, Tanoombas transform into a duplicate of Mario or Luigi, similar to the "Tanooki" ability which allows transformation into a statue. Once transformed, the Tanoombas will always attack the opposite brother of their appearance. For example, a Tanoomba who appears as Luigi will attack Mario. Yet another form of Goombas appeared while traveling through the Seafloor. Those are called Goomdivers and they look like regular Goombas but with a scuba diving helmet. They attack by swimming toward Mario or Luigi.

In Mario & Luigi: Partners in Time, the Goomba was a common enemy that could be found in Bowser's Castle in the past. They attacked simply by charging into either Mario or Luigi and/or their younger selves. The same Goombas could also be found in the underground section of Princess Peach's Castle in the present. Curiously, they were slightly stronger, but still offered little EXP and money. The Tanoombas from Superstar Saga make a return appearance on the Thwomp Volcano, but with completely different moves. They change their forms into a balloon, a Thwomp, and a spiked shell in order to attack the brothers. If the Tanoomba jumps straight up before attacking, its first attack is directed at Mario/Baby Mario, but if it flips, it's going for Luigi/Baby Luigi. Another point of interest is that they will take on the forms of a Thwack, a Toad, a 100-Coin coin, and an item block in the overworld, but their true identity can easily be spotted through their tell-tale tails and/or leafs. The Shroob Castle also has a stronger, Shroob version of the Tanoomba known as the Tashrooba.

Paper Mario Games
Paper Mario introduces a myriad of new Goomba types, and is notable for characterizing Goombas beyond enemies. There are various unique individual Goombas that play a part in the game's plot. There is the Goomba King (a giant Goomba who lives in a fortress), and a pair of Goombas called the Goomba Brothers, which consist of Red Goomba and Blue Goomba. However, the most prominent Goomba of the new Goombas is Goombario. He is an admirer of Mario, even having a blue hat similar to Mario's hat with a G symbol, who becomes a playable character and is the first ever playable Goomba, in addition to being the first in your party. Throughout Mario's journey, Goombario can help Mario by fighting enemies and providing information about their surroundings. He lives in Goomba Village with his family, which includes Gooma (grandmother), Goompa (grandfather), Goomama (mother), Goompapa (father), and Goombaria (sister). The village is located west of Toad Town and is the only place to find a kind of chestnut (which by no coincidence has relation with Goomba's Japanese name, see above) called Goomnut. However, there remain traditional Goomba enemies, including Spiked Goombas (equipped with spiked helmets to counteract Mario's jumping ability), Gloombas (a darker Goomba type that can be found mostly in the Toad Town tunnels; it also has a Paragloomba and Spiked Gloomba variant), and Hyper Goombas (a wild Goomba type that is stronger than a regular Goomba and can charge its attack; it also has a Hyper Paragoomba and a Hyper Spiked Goomba variant).

Paper Mario: The Thousand-Year Door introduces a playable, female college student Goomba named Goombella. She is studying about the legendary treasure beneath the city of Rogueport alongside her instructor, Professor Frankly (also a Goomba). After learning of Mario's ongoing search for the treasure, she joins his party. Like Goombario, she has the ability to use "Tattle" to get information on an enemy, revealing their health and information, but unlike Goombario, this information is cataloged. In place of Goombario's Charge ability (which now can be given to any party member via a badge), she has Rally Wink, which gives Mario the courage to take another turn. In Rogueport, Goombas are fairly common, wearing green hats, once again making a reference to Link's hat in the Legend of Zelda series, similar to another Zelda reference in the Kirby series, where the hat Kirby wears with his Sword ability looks like Link's with cotton attached to it.

Super Paper Mario showed the return of Goombas, as well as Paragoombas, Spiky Goombas, and Gloombas. However, this game also introdued Headbonk Goombas, which are grey-ish white Goombas that leap into the air and "headbonk" anyone near them (similar the Goombario and Goombella's Headbonk ability). There are also Dark versions of the forementioned Goombas.

Goombas in other games
Goombas have appeared in three games outside of the Mario series: The Legend of Zelda: Link's Awakening, Super Smash Bros., and Super Smash Bros. Melee:

 * In The Legend of Zelda: Link's Awakening, Goombas appear in side-scrolling parts of a dungeon (and also in the top-down portion of the Eagle's Tower), sometimes with other Mario-based enemies (such as the Piranha Plant). Link can either slash at them with his sword or jump on them to defeat them and earn a small life heart. They are otherwise indistinguishable from Mario game Goombas.
 * In Super Smash Bros., Goomba sprites appear in the background of the secret Super Mario Bros. level, and in Super Smash Bros. Melee, Goombas are extremely rare items that sometimes come out of item-holding objects such as Party Balls and Crates. They are also commonly found in the first level of Adventure Mode, the Mushroom Kingdom stage. They are defeated by attacks or by being jumped on, and are otherwise like Mario game Goombas. Additionally, the game features a Goomba trophy that can be collected.
 * In Hotel Mario, four types of Goomba appear. The first two are normal Goombas and Paragoombas (the latter of which are called Flying Goombas in the manual). The normal Goombas walk around and open doors, while the Paragoombas can fly around within the floor they are on. The other two types of Goomba are Bellhop Goombas and Rhinestone Goombas, types exclusive only to this game.

 * In the Wario Land series, an enemy called the Goom appears. Gooms seem to be related to Goombas (the key difference is that Gooms have arms and are more round), as they are the common, easy-to-defeat enemies in Wario Land and have a similar name and appearance. In Super Mario Land 3: Wario Land, two types of Gooms appear: the Wanderin' Gooms and the Pirate Gooms. Wanderin' Gooms are pointless due to the fact that they cannot hurt you, but they are an easy way to get coins. Pirate Gooms, who wear bandanas, carry spears, and work under Captain Syrup, can hurt you, but only if you touch the side of them with the spear. Although Wario Land II took place in Kitchen Island, Wanderin' Gooms were nowhere to be found, but Pirate Gooms reappeared under the name "Spearman". A rare type of wizard Goom also appeared (actually two Gooms stacked atop each other) who could turn Wario into Small Wario. In Wario Land 3, none of the past Gooms appeared, but a new variant called the Para-Goom, who attacked with a parasol, showed up. Para-Gooms were vastly different than past Gooms, so they are probably only a distant relative. Para-Goom also appeared in Dr. Mario 64, which used several characters and elements from Wario Land 3. The enemy Spearhead, which was also featured in Wario Land 3, was called a Goom in the instruction manual.

 * In contrast to other Mario games, the Goomba is not a common enemy in Super Mario World 2: Yoshi's Island. Instead, the more common enemy is the Shy Guy. In this game, Goombas can only be found in the level "4-1: Go! Go! Mario!!". They follow their regular pattern, which is slowly walking towards Yoshi with the possibility of collision. They are more durable than usual here: a regular stomp merely flattens them, cartoon-style, and they keep walking until they pop up again. They can be defeated with a ground pound, or simply eaten and turned into eggs.

 * In the Mario Party series, Goombas have frequently appeared as shopkeepers, party hosts, events, and items. In the origanal Mario Party, a goomba was shown at a junction between Bowser and Toad. He plays a raffle game similar to the USA Lottery.
 * In Mario Kart: Double Dash!! and Mario Kart DS, Goombas appear as obstacles on certain tracks. In both games they may be defeated with an item, revealing a Mushroom for a racer to use. Goomboss from Super Mario 64 DS also returns as a Mario Kart DS Mission Mode boss whom you must race on the Double Dash!! Baby Park track.

 * A Goomba (as well as a Para-Goomba) appears as a playable character in Mario Superstar Baseball. In this game, the Goomba both uses a bat and glove in spite of the impediment of having no arms. This marks the third time that a Goomba is a playable character, after the two Paper Mario games.

 * In Super Princess Peach, Goombas can be defeated in three ways; throwing it at another enemy, hitting it with Perry, or having Perry eat it. Another wave of Goombas are also introduced in this game like the Sad Goomba, Mad Goomba, and the Red Goomba.

 * In Wario Ware: Smooth Moves a Goomba sometimes come on the third level of the Super Mario Bros mini game, which you shall collect coins on.

Goombas in other media
In the 1989 television cartoon The Super Mario Bros. Super Show! Goombas are loyal soldiers in King Koopa's army. The general appearance of the Goomba resembles the sprites found in the Mario video games. In many of the episodes, the Goombas appear as zombies, pirates, or other thematical variations in accordance with the plot. (One episode, ironically, had both of the Mario Bros. fleeing like cowards from a single Goomba. ) When the show spun off into The Adventures of Super Mario Bros. 3, they continued their job as soldiers in the Koopa army in a few episodes. However, the Super Mario World cartoon only featured them twice. Sometimes the Goombas would talk.

In 1990, a few Mario characters became part of a series of McDonald's Happy Meal's toys, as part of a way to promote the release of Super Mario Bros. 3. The Mario toy set featured Mario (in his Raccoon form), Luigi, Paratroopa, and Little Goomba. The Goomba toy is spring loaded and has a hinge between its head and feet. There is a small suction cup at the front of the Goomba's head and sticks to the top of its feet when pressed down. Once pressed down, the toy backflips a few moments later by way of a compressed spring inside the casing of Goomba's head. Various forms of Goombas have also made appearances as plush dolls, largely from Asia.

In the film Super Mario Bros., (1993), the term Goomba refers to someone who de-evolves after being hit by King Koopa's de-evolution ray. As with most of the characters in the film, the Goombas are drastically different in appearance in comparison to their video game counterparts, represented as large (about seven feet tall) reptiles with extremely disproportionate bodies (tiny heads, and large bodies). They also, inexplicably, wear trench coats. There are two types of Goomba, one resembling a Koopa Troopa and the other resembling a Mushroom Goomba by the shape of their heads. The "goomba" Goomba has a rounded head, whereas the "koopa" goomba has a more reptilian shape (in addition to the obvious reptilian features upon their) head. They are played by human actors in costume and do not resemble the small Goombas seen in the video games at all. The actor who stars as the goomba in the movie is David Wrafter.


text:
Mario franchise strategy guide/Enemies/Bob-omb

A Bob-omb (ボムへい) is a robotic bomb character or item, featured in Nintendo's Mario series of video games. In some games they will follow the player until they explode, while in other games they stand still while exploding. Bob-ombs are mostly black, though in some games they're red or blue. They generally flash red when they are about to explode. Along with Goombas, Shy Guys, Piranha Plants, Snifits, and Koopas, they are the most common enemies in the Mario series.

Appearances
The Bob-ombs were first introduced in Super Mario Bros. 2, where their general habits (walk around for a while, then explode) were made clear. Some were also hidden in the ground and would explode roughly 2 seconds after pulled up by the player. However, SMB2 was the only game where Bob-ombs had arms (although in Super Mario 64 and Mario Kart DS, it is revealed that the Bob-omb King has arms, and several Bob-ombs reveal their arms and wave in the victory parade at the end of Paper Mario). Bob-omb was the only enemy common to both Super Mario Bros. 2 and Super Mario Bros. 3, which, upon its late 1980s release, largely adopted the look, feel, and enemies of the original Super Mario Bros. In Super Mario Bros. 3, the Bob-ombs had the addition of small wind-up keys on their backs — if the key was attacked, they would explode after a few seconds; otherwise, they would peacefully wander back and forth. Like Koopa Troopas, they could also be carried and tossed when knocked out. In later worlds, cannons on tanks and ships continuously spawned them in great quantities. Bob-ombs later were the subject of many minigames in the Mario Party series. In Super Mario 64, the black Bob-ombs either tried to chase Mario down and explode, or man cannons and shoot water blasts at him. In the game, Bob-ombs can be picked up and thrown, but will explode if Mario holds them for too long. Also in the game is the Chuckya, an enemy who bears great resemblance to a Bob-omb (possibly a relative of it). Bob-ombs and their more powerful counterparts, Rob-ombs, also appeared in Super Mario RPG. Also, the Bob-ombs made a cameo appearance as helpful "gifts" from the Mushroom King in the motion picture based on the Mario series (one of these small machines was instrumental in the defeat of King Koopa, traversing a long bridge, a twenty-foot drop, and a long, vertical walk up a fungi-covered wall to explode right under Koopa's feet).

Paper Mario was the first appearance of an actual home of the Bob-ombs, known as the Koopa Bros. Fortress. The fortress was taken over by the Koopa Bros. Also in the game, a pink Bob-omb named Bombette joins Mario on his quest. Paper Mario: The Thousand-Year Door featured a Bob-omb partner, named Admiral Bobbery. The other Bob-ombs helped Mario reach the X-Nauts' moon base by launching him out of a giant cannon. The game also introduced a large enemy Bob-omb known as Bulky Bob-omb (and the more powerful counterpart, Bob-ulk). If not defeated quickly, they would explode and deal a lot of damage (obviously at the expense of their own HP).

In Mario & Luigi: Partners in Time, Bob-omb reappears along with Lethal Bob-omb, a more powerful version. On Star Hill, in the boss battle against Commander Shroob, his fellow Support Shroobs tote around a big giant purple Bob-omb with Shroob eyes called Shroob-omb. If the Mario Bros. get struck by it when the Shroobs toss it at them, or if it rolls at them if the middle or back Support Shroob is left, another one is brought in.

In Super Mario World and Super Princess Peach, some Bob-ombs parachuted from the sky as Para-Bombs (Para Boms in Japan), and in the case of SMW, also floated in bubbles. In Super Mario 64 DS and New Super Mario Bros., Bob-ombs appeared in several mini-games, including one that involves sorting red and black Bob-ombs in a factory of some sort.

Bob-ombs have also appeared in Mario Golf: Toadstool Tour, where golf balls impacting on a Bob-omb causes it to explode, sending the ball out in the opposite direction. In Mario Superstar Baseball they appear in the minigame Bob-omb Derby They also have appeared in Super Smash Bros., Super Smash Bros. Melee, Mario Kart: Double Dash!!, Mario Kart DS, Super Mario Strikers, and the Mario Party series as items.

In Super Mario Sunshine, the Bob-omb returns for a few episodes as a weapon of Monty Mole, receiving a tune-up with a more mechanical look, including the wind-up key,a timer face, and simplistic feet. If you spray them they will turn blue, enabling you to pick them up, however if they are left out too long they will still begin the countdown. Their traditional face is replaced by a digital display.

Bob-ombs have even appeared in various Legend of Zelda games, such as The Legend of Zelda: Link's Awakening and The Legend of Zelda: The Minish Cap. If you strike them with your sword once, they will run frantically around the room in a diagonal pattern, ricocheting off of walls and objects until they explode. If you manage to strike them again, they stop moving and explode. However, the foes in Link's Awakening have a different guise, named 'Bombites'. There exists a different variety as well (Countdown Bombites) that follow Link and count down from 3 before exploding.

The Bob-omb is also an item in the Super Smash Bros. game series. Bob-ombs in the series are an incredibly potent attack item - throwing a Bob-omb at an enemy packs incredible punch. If a Bob-omb is left alone for too long, it will start walking around with its fuse lit. Even touching a Bob-omb while it is in this state is lethal. The Bob-omb also appeared in the Super Mario Bros. film. Unlike its gaming counterpart, it was much smaller and not sentient, needing to be wound up to move and only walking in one direction. It could also walk up walls and was immensely more powerful than in the games given its size, so much so that the mere sight of a Bob-omb caused mass panic and even made King Koopa duck and cover. In an obvious display of product placement, Bob-omb's feet were festooned with the Reebok logo, visible for a split second before he explodes.

Au'some candies made container that looked like the bob-omb and was filled with candy powder. when 9/11 came along, they discontinued it.

Mezzo Bombs, Micro Bombs, and Rob-ombs
Micro bombs are small bob-ombs found in Super Mario RPG that attack with a small explosion. They are basically just small versions of the original Bob-omb. Mezzo Bombs are on the other end of the spectrum. They are giant bombs with a much more powerful explosion. Both bombs, as well as the original Bob-omb, make appearances as allies to the boss Punchinello. Also in Super Mario RPG there are bob-ombs named Rob-ombs. They make their first appearance in Booster's Tower and the only difference between a Bob-omb and a Rob-omb in looks is a Rob-omb has purple shoes.

Big Bob-omb
"Lord of all blasting matter, king of ka-booms the world over" as he describes himself, Big Bob-omb (Bomb King in Japanese) appears in Super Mario 64, Super Mario 64 DS, and Mario Kart DS- Mission Mode as a boss. He resembles a normal Bob-omb, but he has arms, a golden crown and an enormous white moustache. He fights by grabbing Mario and throwing him off the mountain top they fight on. Mario (or Luigi or Wario in SM64DS) must use this tactic against the king to grab and throw him around the mountaintop, but if the player throws him off the mountain, he jumps back up and accuses the player of cheating. When Yoshi first challenges him, he can't be thrown so he instead throws Bob-ombs at the dinosaur, which have to be spit at the Bob-omb King. He made cameo appearances in the numerous Mario Party games, notably in Mario Party Advance, where he reveals himself to be the leader of a Bob-omb mafia that defends Shroom City. He also is the boss of a set of missions in Mario Kart DS, where you must hurl Bob-ombs from a kart at him. He also made a cameo appearance in the minigame "Bob-omb Derby" in Mario Superstar Baseball as a Bob-omb you have to hit for points. Hitting him will earn you several extra bonus points. He made another cameo appearance in Mario Golf: Toadstool Tour. In that game he appeared in the Peach's Castle Grounds course on top of the mountain you battle him on in Super Mario 64. If your golf ball hits or comes very close to him, he will jump back and tumble down the mountain. Bulky Bob-ombs appear as enemies in Paper Mario: The Thousand-Year Door, detonating after a set amount of rounds, or instantly if they are set on fire. Although theoretically this could wipe out the whole force just by exploding Admiral Bobbery next to one of them, the explosion hurts both allies and enemies. Since the explosion hurts enemies, it blows up the other Bulky Bob-ombs nearby, and could result in a lot of damage for your party.

Mario Kart
In Mario Kart 64, the multiplayer "Battle-mode" features a unique system where, in a 3-or-4-person battle, when a player has been defeated, the player can take control of a Bob-omb, and perform a suicide-bomb attack on another remaining player. After this attack, the Bob-omb is destroyed and the player is no longer able to move around. Also, in "Versus mode" there were little Bob-omb carts which drove around in small circles at predetermined spots on the course. Driving into the Bob-omb would cause the player to be thrust up into the air.

In Mario Kart: Double Dash, the Bob-omb is a special weapon used by Wario and Waluigi (it can be also used by Petey Piranha and King Boo since they can use any special item). One of the battle modes in the game is called "Bob-omb Blast", where the one and only weapon is Bob-ombs. In Mario Kart DS, the Bob-omb can be thrown at other racers in a normal race. Bob-ombs can flip the player over in the blast because the blast is very big. The Mushroom Bridge and Mushroom City levels of Double Dash also have Bob-omb Cars on the roads, which explode on impact.

Bob-omb Buddies
The pink Bob-ombs, called Bob-omb Buddies, were first introduced in Super Mario 64. These Bob-ombs were at war with the common black Bob-ombs. They are almost always portrayed as allies of Mario. They did not harm Mario, but instead helped him by opening up cannons so he could reach high places. In Super Mario 64 DS, some also show the locations of red coins in the lower touchscreen. They also appear in a minigame called "Sort or ‘Splode". The first Bob-omb Buddy to be given a starring role was in Paper Mario, where Bombette joins Mario in his quest for the Seven Star Spirits. Bombette helps Mario in Paper Mario, enabling Mario to toss her at cracked walls. Admiral Bobbery helps Mario in Paper Mario: The Thousand-Year Door, doing the same job Bombette does: Mario can throw him to explode near cracked walls, except he'll walk a little before he explodes. Also in Paper Mario: The Thousand-Year Door, a Bulky Bob-omb named Lucky ran the lottery in Rogueport. The Bob-ombs appear in the Fahr Outpost (with Russian accents) in the same game, helping Mario get to the moon and sending him their good luck wishes so he could defeat the Shadow Queen.


text: File:Smwkiller.gif

title: File:Smwkiller.gif


text: File:Smwbuzzy.gif

title: File:Smwbuzzy.gif


text: File:Smwindy.gif

title: File:Smwindy.gif


text: File:Smwhothead.gif

title: File:Smwhothead.gif


text: File:Smwmole.gif

title: File:Smwmole.gif


text: File:Smweeries.gif

title: File:Smweeries.gif


text: File:Smwurchin.gif

title: File:Smwurchin.gif


text: File:Smwdino-rhino.gif

title: File:Smwdino-rhino.gif


text: File:Smwdino-torch.gif

title: File:Smwdino-torch.gif


text: File:Smwsumobrother.gif

title: File:Smwsumobrother.gif


text: File:Smwparagoom.gif

title: File:Smwparagoom.gif


text: File:Smwaniparagoom.gif

title: File:Smwaniparagoom.gif


text: File:Smwswoopers.gif

title: File:Smwswoopers.gif


text: File:Smwbobomb.gif

title: File:Smwbobomb.gif


text: File:Smwlakitu.gif

title: File:Smwlakitu.gif


text: File:Smwwiggler.gif

title: File:Smwwiggler.gif


text: File:Smwparabomb.gif

title: File:Smwparabomb.gif


text: File:Smwdragon.gif

title: File:Smwdragon.gif


text: File:Smwsuperkoopared.gif

title: File:Smwsuperkoopared.gif


text: File:Smwjumpingpiranha.gif

title: File:Smwjumpingpiranha.gif


title: File:Smwripvanfish2.gif


text: File:Smwripvanfish.gif

title: File:Smwripvanfish.gif


text: File:Smwblurps.gif

title: File:Smwblurps.gif


text: File:Smwspiketop.gif

title: File:Smwspiketop.gif


title: File:Smwboo3.gif


title: File:Smwboo2.gif


title: File:Smwboo1.gif


text: File:Smwthebigboo.gif

title: File:Smwthebigboo.gif


text: File:Smwdrybones.gif

title: File:Smwdrybones.gif


text: File:Smwlilsparky.gif

title: File:Smwlilsparky.gif


text: File:Smwbonybeetle.gif

title: File:Smwbonybeetle.gif


title: File:Smwthwomp1.gif


text: File:Smwthwimp.gif

title: File:Smwthwimp.gif


text: File:Smwgrinder.gif

title: File:Smwgrinder.gif


text: File:Smwfishbone.gif

title: File:Smwfishbone.gif


text: File:Smwmorton.gif

title: File:Smwmorton.gif


text: File:Smwludwig.gif

title: File:Smwludwig.gif


text: File:Smwkoopa.gif

title: File:Smwkoopa.gif


text: File:Smwlarry.gif

title: File:Smwlarry.gif


text: File:Torpedo Ted SMW sprite.png

title: File:Torpedo Ted SMW sprite.png


text: File:Smwhammerbro.gif

title: File:Smwhammerbro.gif


text: File:Smwfootballdude.gif

title: File:Smwfootballdude.gif


title: File:Smwanimario4.gif


text: File:Smwchibiyoshiblue.gif

title: File:Smwchibiyoshiblue.gif


text: File:Yoshi SMW sprite.png

title: File:Yoshi SMW sprite.png


text: Category:Book:StarCraft

title: Category:Book:StarCraft


text:
StarCraft/Introduction

StarCraft is a computer game produced by Blizzard Entertainment in 1998. It was unique at the time in that it had three races, each of which had asymmetrical statistics, abilities, and strategies: Protoss, Terran, and Zerg. Generally, the Terrans represent humans and form a middle-of-the-road race; their technological progression in the game is similar to that in ‘’’’’WarCraft 2’’’’’; they are played in Episodes 1 and 5. The Zerg have larger numbers and weaker units and are played in Episodes 2 and 6, while the Protoss have stronger but less numerous units and are played in Episodes 3 and 4.

The Races
In StarCraft, the Protoss, Terran, and Zerg races engage in a massive interstellar conflict, with the game involving taking over unique, strategic planets, and court intrigue, with rebellion and trickery in each episode.

Xel-Naga's Creations: Protoss and Zerg
The Xel'Naga, an ancient spacefaring race obsessed with breeding the ultimate race, found hope on Aiur, where they civilized the psionically attuned Protoss based on their purity of form. After the creators revealed themselves and built a temple, however, the Protoss fell into disarray as their individuality thwarted the creator race's efforts. The Xel'Naga left in defeat, never to learn of the mystic Khas who would unite the Protoss centuries later under a planetwide philosophy called the Khala (the Way). Under the Khala, the Protoss formed an elaborate caste system, regaining their psionic abilities and creating an honour bound, technologically advanced civilisation.

The Xel'Naga realized that the cause of the Protoss rebellion lay in their independent minds. Though they marked their arrival on Char and Braxis with the building of more temples, but only when they arrived on Zerus did they finally find their target, a simple insectoid creature which exhibited purity of essence. They created an Overmind and minion Cerebrates to control their new race, the Zerg, with each Cerebrate controlling a Brood. The Zerg evolved into fierce community covering multiple genuses. With its psionic powers, the Overmind lured a herd of space creatures to the planet. With the genetic code of the Behemoths (Overlords), the Zerg became free of their terrestrial confines and the Overmind launched a surprise attack against the Xel'Naga, who were never heard of again. At the beginning of the StarCraft saga, the Protoss populated Aiur, Braxis, and Shakuras, while the Zerg had shifted its Broods from Zerus to Char to direct its long-awaited campaign of overcoming the Protoss.

Caught in the Middle: Terran
The Terrans in StarCraft are outcasts from Earth, which has been taken over by the United Powers League. The original Terran colonists were sent aboard giant ships to travel far into deep space. One of the colonies, Tarsonis, forms the Confederacy, an interplanetary empire over the Koprulu Sector. At the beginning of the game, the Terrans have claimed 13 worlds. The Confederacy's kleptocracy and oligarchy has angered many of its subjects, and some groups, such as the Sons of Korhal and Raynor's Raiders, have begun to demand greater liberty. When the rebels on Korhal proved victorious, the Confederacy glassed the planet's surface with nukes. All life on the surface was extinguished. However, as Episode 1 shows, the Confederacy's grip over its realms continues to collapse. For the rest of the storyline, you will have to play the game.

The Continuation of the Saga: BroodWar
Wikipedia has more on this subject.

BroodWar continues the StarCraft saga with the intrigues of the Protoss, the invasions of the Terran, and the infestations of the Zerg. Blizzard introduces the planet of Earth and its ruling body, the United Earth Directorate. The UED Expeditionary Force begins its invasion of Koprulu, Aiur, Braxis, and Char in Episode 5. Meanwhile, the Protoss battle the Zerg on Shakuras and fulfill a Xel'Naga legacy, while the Zerg Broods are torn between the Kerrigan, the Queen of Blades, the UED Scientists' Psi Disruptor, and Daggoth's Overmind Cocoon.

Game Structure
Wikipedia has more on this subject.

Players act as a military leader of one of the three species in each Episode and in the melee matches. In the Single Player missions, the player's race makes advancements but does not come close to crushing the other races. The Single Player missions serve as an introduction into the game, the melee missions provide entertainment for those who want to skip the Single Player campaigns, and the multiplayer missions provide the actual entertainment; the order of difficulty rises respectively, with the Single Player generally being the easiest and human opponents the hardest. Within each level or match, the player controls a subdivision of a race (and in some instances multiple factions or factions of multiple races), establishes a base, trains and creates armies, defends the base and any expansions, and either attacks or carries out a special mission; the mission objectives are provided in the briefing and are accessible during the game.

Single Player
In the 5-level Demo Version Episode, tutorial, six 10-level Episodes, the 6-level Enslavers campaign, and secret missions, the player immerses him/her-self in a world of dark fantasy where three races strive for domination. Since the strategies that the races use change constantly and may appear esoteric to the average player, Blizzard Entertainment has provided introductory briefings to each level explains how it fits in with the plot. Players may tackle the first of each of the above mission sets in any order, but can only progress to the next level after completing the mission immediately preceding it or by cheating.

The Single Player campaigns have a logical framework and reveal the strategies and intrigues that StarCraft has to offer in addition to the game itself. In producing the Single Player missions, Blizzard has hired fiction novel writers to inspire the storyline, making the StarCraft universe one of the most elaborate and believeable fictitional game worlds to date.

Melee
In Custom Games, players can choose to play Melee duels against up to seven computer opponents (playing any more than two can be particularly challenging). In these rounds, players will face multiple enemy factions, all of which have excellent start-of-game moves such as simultaneous commands, perfect coordination, and knowledge of the entire map and enemy forces. The AI is decent, though particularly good if considering what Blizzard had to work on when creating the AI before they released StarCraft. Later-game AI is okay, although the AI has many faults that conniving players may take advantage of, such as attacking an enemy main structure with a worker unit and destruction of the main causing the computer to "play dead". The AI is strong enough to be a good challenge against novice players, although experienced gamers ususally consider the computer to be no challenge.

An alternate form of Melee map is the Money Map, in which the game is scattered with both minerals and vespene. Intermediate players generally agree that playing Money Maps, while possibly more exciting, is ultimately less rewarding because it encourages strategies that work better on Money Maps but are poor competitors in the non-Money maps that pro player ladders are limited to.

Multiplayer
Players can also play on Battle.net, Blizzard Entertainment's official free server for its players. The ladder ( player ranking system ) is mostly corrupted by the deluge of hackers and cheaters and a lack of anti-hacking software. Due to the large player base and lack of a matchmaking system, games tend to be highly unpredictable (skill-wise), and prone to hacking. While there are several active channels on the various Battlenet servers, private ladder servers are much more popular for intermediate to skilled players. StarCraft multiplayer continues to be an international attraction, despite being over a decade old, from the promotive strategies of notable players such as Boxer and Nada.

Players on Multiplayer usually play BroodWar, and limit themselves to only a handful of maps. The most popular ones are the four-player square map Lost Temple and the very vertically oriented two-player map Showdown.

Bases and Expansions
Players begin with a main base, which is usually the largest through the game because it is the first one that the player has and is thus the most readily accessible, easiest to defend, and earliest to enlarge. As the game progresses, players may also establish expansions, which are built primarily for economical reasons--in this case, Minerals and Vespene. Expansions allow players to enlarge their income and provide significant benefits to their controllers; hence, they must be well planned and carefully defended. Battles in StarCraft generally revolve around which player claims which resource node to establish an expansion, and the winning player is very often the one who gets the most expansions the fastest. However, expansions usually take an investment, the timing of which can be very tricky, especially with experienced players; the resources poured into constructing a self-sustainable expansion could be used instead on teching--expanding the technology tree available to the race--and gathering more units for an offensive attack.

Players who have a larger base/economy at the expense of military units are Economy-Oriented; they have a separate strategy from Military-Oriented players (see the section on Strategies).

Armies and Tactics
StarCraft sports an asymmetrical strategy system, first pioneered by Strategic Simulations' War Wind. Players must learn to use the unique units and their associated stats, descriptions, and spells of each race to gain an advantage over an opponent. This is markedly different from WarCraft 2; indeed, StarCraft's developers tried to avoid creating a product that would be called "WarCraft 2 in Space", eventually leading them to rewrite the entire program. Online snapshots of StarCraft Alpha show a game that looks almost identical to WarCraft 2 evolving over many distinct versions, including ones in which the Overlords could attack, the units had a "Mobility" rating, the Creep were bright purple, Spawning Pools actually had larvae, Nydus Spires in place of Spires, Templar instead of Dragoon, Marines that could Self Destruct, and units selected with a green contour glow.

Armies are best when mixed with various units to ensure flexibility and protection; however, at times a task force should have only one type of unit with a particular aspect, such as Cloaking, superfast-movement, detector, or transport. Strategies also change as the game progresses and as players duel over different maps and map sizes; StarCraft's strategies are many and varied. We hope that this book will be able to provide an in-depth analysis of units, structures, maps, and strategies to make the game a more exciting experience.

When producing armies, one must balance between sheer production of low-level units, production of higher-tech units, development of the base economy, obtaining technological advancements (teching), and expansions.

Additionally, the abilities of multitasking, doing two things at once; macromanaging, taking care of the bases and expanding when optimal; and micromanaging, using tactics and spells when most useful; help players gain the edge over others. Most professional players have outstanding performances in these three areas.

Players who have a larger army at the expense of their base economies are Military-Oriented; they have a separate strategy from Economy-Oriented players (see the section on Strategies).

Technology and Variety
StarCraft's technology tree is designed to give players who spend resources in research, upgrades, and technological structures a benefit in the game. While "teching"--developing technology at the expense of both economy and military--can be risky, the first player to obtain key technology usually wins because their technology gives them newer, more cost-effective ways of fighting a battle. The benefits of a technology-laden force becomes less rewarding if the player lacks adequate units to take advantage of the boost, and if the player lacks the resources and unit production structures to quickly use the technology.

Selection of the most suitable technology can prove very beneficial; nevertheless, an enemy can always try methods of avoiding the technology. For example, Siege Tanks can be very effective against Zerglings, but can be outflanked by Mutalisks, which requires an alternate technology path.

StarCraft is nevertheless a derivative of WarCraft 2; the technology tree for the middle-of-the-road race, Terran, appears very similar to that of WarCraft 2. Meanwhile, the Protoss have more options, and the Zerg have even more flexibility.

Players who have better technology at the expense of economy and military are Technology-Oriented; they have a separate strategy from Military-Oriented players (see the section on Strategies).

title: StarCraft/Introduction


text:
StarCraft/Beginnings

Xel-Naga's Creations: Protoss and Zerg
The Xel'Naga, an ancient spacefaring race obsessed with breeding the ultimate race, found hope on Aiur, where they civilized the psionically attuned Protoss based on their purity of form. After the creators revealed themselves and built a temple, however, the Protoss fell into disarray. The Xel'Naga left in defeat, and never learned that the Protoss had reunited under the Khala (the Way) and had later formed two subgroups, the High and the Fallen (Dark) Templar. The Xel'Naga realized that the cause of the Protoss rebellion lay in their independent minds. Though they marked their arrival on Char and Braxis with more temples, but only when they arrived on Zerus did they finally find their target, which exhibited purity of essence. They created an Overmind and minion Cerebrates to control their new race, the Zerg, with each Cerebrate controlling a Brood. The Zerg evolved into fierce community covering multiple genuses. With its psionic powers, the Overmind lured a herd of space creatures to the planet. With the genetic code of the Behemoths (Overlords), the Zerg became free of their terrestrial confines and the Overmind launched a surprise attack against the Xel'Naga, who were never heard of again. At the beginning of the StarCraft saga, the Protoss populated Aiur, Braxis, and Shakuras, while the Zerg had shifted its Broods from Zerus to Char to direct its long-awaited campaign of overcoming the Protoss.

Caught in the Middle: Terran
The Terrans in StarCraft are outcasts from Earth, which has been taken over by the United Powers League. The original Terran colonists were sent aboard giant ships to travel far into deep space. One of the colonies, Tarsonis, forms the Confederacy, an interplanetary empire over the Koprulu Sector. At the beginning of the game, the Terrans have claimed 13 worlds. The Confederacy's kleptocracy and oligarchy has angered many of its subjects, and some groups, such as the Sons of Korhal and Raynor's Raiders, have begun to demand greater liberty. When the rebels on Korhal proved victorious, the Confederacy annihilated and glassed the planet's surface with nukes. All life on the surface was extinguished. However, as Episode 1 shows, the Confederacy's grip over its realms continues to collapse. For the rest of the storyline, you will have to play the game.

The Continuation of the Saga: BroodWar
Wikipedia has more on this subject.

Blizzard now mysteriously Warps In the planet of Earth and its United Earth Directorate, along with the UED Expeditionary Force which begins its invasion of Koprulu, Aiur, Braxis, and Char in Episode 5. Meanwhile, the Protoss battle the Zerg on Shakuras and fulfill a Xel'Naga legacy, while the Zerg are torn between the Queen of Blades, UED Scientists' Psi Disruptor, and Daggoth's Overmind Cocoon. BroodWar continues the StarCraft saga with the intrigues of the Protoss, the invasions of the Terran, and the infestations of the Zerg. For the rest of the storyline, you will have to play the game.

title: StarCraft/Beginnings


text:
StarCraft/Units

 * Cost will be referred to as X/Y. X is the amount of minerals needed, while Y is the amount of gas.

 * There are 3 damage types other than normal: explosive, concussive, and splash.
 * Explosive does 100% to large units, 75% to medium, and 50% to small.
 * Concussive does 100% to small units, 50% to medium, and 25% to large.
 * Splash deals damage to all units in a certain radius (1/2 damage to units 1/4 pix away, 1/4 to those 1/2 away). Linear splash means that the attack travels in a line.

 * Protoss HP will be referred to as X/Y. X is their hit points, which do not regenerate, and Y refers to their shields, which do regenerate.

 * Some unit's damage will be referred to as X/Y, in which case it means the unit uses different weapons against air and ground. X will be the damage done to ground, and Y is the damage done to air.

They are as follows:
 * Some units' attacks are separated into two parts. That means that each hit from an attack gets some reduction from armor. Likewise, all air attacks get boosts from devourer acid spores.
 * Terran
 * Firebat
 * Goliath air
 * Wraith air
 * VALKYRIE

 * Protoss
 * Zealot
 * Scout air+ground

 * Zerg
 * None!

=Terran= Terran units are special in that all of them except the Goliath and the Valkyrie have a second or special ability besides attacking. Every combat unit has a ranged attack, and every unit can be healed, either by a medic or SCV. However, there is no way they regenerate by themselves.

SCV
The "Space Construction Vehicle" is the Terran's basic gatherer/builder unit. They cost 50 minerals. Typically, when mining minerals, you'll want two of these per mineral cluster, so that during the time when one SCV is returning its load, another SCV is working the patch. Often, you can need between twelve and twenty per 'average' resource node (Around eight mineral patches). When collecting vespene gas, you'll want to assign SCVs until you see one waiting outside at all times. The SCV is arguably the only melee unit in the Terran arsenal.

Note:Doesn't trigger spider mines.

 * Built at Command Center
 * Cost: 50/0
 * Damage: 5
 * HP: 60
 * Supply: 1
 * Range: 1
 * Build: 20

Marine (Rine)
Marines are the base attack unit for the Terrans, and have the distinction of being the only initial unit with a ranged attack against both aerial and ground targets. While individually weak, you can put them in bunkers for protection - marine filled bunkers being repaired by SCVs make a very good defense if properly supported. Also, in Broodwar, train up squads of marines and mix in some medics (the famous M&M combination) - this works particularly well against Zerg. The stimpack upgrade is a must have, as with the advent of medics the increased fire rate (and hence attack damage) and speed is no longer offset by the loss of 10 HP.

Marines are never obsolete: they can do damage to anything, have a ranged attack (so they get 'free hits' against melee units, including the common Zerglings and Zealots) and can be Stimmed and mixed with medics. They do a base 6 damage against all armour types (upgradeable to 6+3 = 9), and have zero base armor upgradeable to 3.

 * Built at Barracks
 * Cost: 50/0
 * Damage: 30
 * HP: 40
 * Supply: 1
 * Range: 4 + 1 upgrade
 * Build: 24

Firebat (Bat)
The Terran Firebat is the closest thing to a melee unit in the Terran arsenal. Like a Marine, a Firebat has to walk to get around, but in lieu of the (relatively) long ranged and minor damage rifle of a Marine, they carry short ranged flamethrowers that can fry anything they can get close to. They do splash damage in a line, which means that not only the individual unit the Firebat is attacking, but any of its buddies nearby take full damage from the Firebat's attack. The label says '16 damage', but if you take splash damage into account, when attacking multiple Zealots, Zerglings, or multiple anything else the Firebat can survive to get to, it's much more.

The catch is that the Firebat deals Concussion damage - so it only deals full damage to Small units (i.e. Zealots, Zerglings, Marines...). It does half damage (8) to medium units like Hydralisks, and a quarter (4) to large units (Siege Tanks, Ultralisks) and buildings. Firebats require an Academy to be produced.

 * Built at Barracks
 * Prerequisite: Academy
 * Cost: 50/25
 * Damage: 16C/S(linear)
 * HP: 50
 * Supply: 1
 * Range: 2
 * Build: 24

Ghost
The Ghost is an infantry unit unlike the Marine and Firebat. They also have spells and abilities. For more, see Ghost.

 * Built at: Barracks
 * Prerequisite: Science Facility with attached Covert Ops
 * Cost: 25/75
 * Damage: 10C
 * HP: 45
 * Supply: 1
 * Range: 7
 * Build: 28?

Vulture
The Vulture is the base Factory unit, and like a Marine costs only Minerals, which is good for soaking up excess minerals that tend to build up in late game.
 * Built at: Factory

Stats

 * Cost: 75/0
 * Damage: 30C
 * HP: 75
 * Supply: 2
 * Range: 5
 * Build: 28

Siege Tank
For details, see Siege Tank.

 * Built at: Factory
 * Prerequisite: Attached Machine Shop

 * Cost: 150/100
 * Damage: 30E
 * HP: 150
 * Supply: 2
 * Range: 6
 * Build: 50

Siege Mode
 * Cost: 150/100
 * Damage: 70ES
 * HP: 150
 * Supply: 2
 * Range: 12 MINIMUM OF 2

Goliath (Gol)
The Goliath is your friend. It has not only a respectable 12 base damage against all ground units, but more importantly, a long ranged (once you research Charon Boosters (Broodwars Only)) anti air attack on par with the missile turret. The aerial attack range of the Goliath when upgraded is equal to a Zerg Guardian. An upgraded Goliath will do 20 + 12 explosive damage to anything in the air - and unlike the faster firing Missile Turrets, Goliaths are mobile. Mix in some goliaths with your attack forces so you have some anti air support superior to what Marines alone can provide, and watch the air units crash and burn.

 * Built at: Factory
 * Prerequisite: Armory

 * Cost: 125/50
 * Damage: 12/20E
 * HP: 125
 * Supply: 3
 * Range: 6
 * Build: 30

Dropship (D ship)
The dropship is what you use when your units need to take the high road over obstacles, blockades or water (island maps), or just when you want to strategically drop units in superior positions or vulnerabilities in enemy defenses. There's nothing quite like the satisfaction of dropping a few tanks and goliaths onto a cliff and watching the tanks blast the living daylights of everything down below, while the Goliaths provide air cover. A dropship has 8 slots: marines, firebats, medics, ghosts, and SCVs take up 1. Vultures and goliaths take up two. Tanks take up 4.

 * Built at: Starport
 * Prerequisite: Attached Control Tower

 * Cost: 100/100
 * Damage: 0
 * HP: 150
 * Supply: 2
 * Range: N/A
 * Build: 60

Wraith
The Wraith is a fast airborne combat vehicle. It is capable of attacking both air and ground units. It also has the ability to cloak. Typically they're used to pester outlying enemy installations or fortifications, or sniping other aircraft (as they can turn invisible). However, if the enemy brings a "detector" the Wraiths will be revealed, which makes them vulnerable but no less effective at screwing with the enemy. Wraiths are arguably the worst aircraft, although cloaking will give them a great advantage. Wraiths are anti-air units, though they are terrible for killing ground units.

 * Built at: Starport

 * Cost: 125/100
 * Damage: 8/20E
 * HP: 120
 * Supply: 3
 * Range: 6
 * Build: 60

Battlecruiser (BC)
The Battlecruiser is the Terrans most powerful air unit. BC's are sometimes used to harass the enemy with their long range Yamato Cannon. They are excellect for killing Terran missle turrets and photon cannons to enable penetration by cloaked units, or simply to let any unit in, especially fully loaded dropships. Yamato gun has the second longest range in the game, 10. Battlecruisers are generally not effective on their own, beacuse of their long cooldown. 12 battlecruisers focusing their battery power causes great damage, although the insane amount of resources needed for that number (4800 minerals and 3600 gas) could usually be better spent on larger amounts of other, more multipurpose units. A big weakness of the Battlecruiser (as well as its Protoss cousin, the Carrier) is a Ghost with a lockdown ability: once it's locked down, it is unable to move or attack, so be careful when you see a Terran enemy force recruiting Ghosts.

 * Built at: Starport
 * Prerequisite: Attached Control Tower, Science Facility with attached Physics Lab

 * Cost: 400/300
 * Damage: 25
 * HP: 500
 * Supply: 6
 * Range: 6
 * Build: 160

Science Vessel
The Science Vessel is the Terrans' other spellcasting unit. It has a few spells that are useful. Defensive Matrix can be used to bolster a units hp up (it adds 250 temporary hp for which some small amounts of damage will "leak" through the shield - if your unit has only 1-3 hp, it's not a good idea to cast Defensive Matrix on it). Irradiate damages living organisms, so it can be cast on Zerg swarms to weaken a cluster of them (try casting on a group of bunched up guardians, and watch them suffer, or cast it on your seige tank. The tank won't take damage, but Zerglings that are attacking your tank will.) The other spell, EMP, takes away all the energy (spellcasting points) from units, and all the Protoss shields. A well cast EMP shockwave essentially halves the Protoss units hitpoints, it'll also force Wraiths and Ghosts to decloak. SVs are also the prime killer of Archons, whose HP is almost entirely shields (they only have 10 regular health points), making EMPs extremely effective, and Irradiate will kill an Archon almost instantly, so if your opponent is building a large amount of Archons, counter that with SVs and his army will be destroyed very quickly.

 * Built at: Starport
 * Prerequisite: Science Facility

 * Cost: 100/225
 * Damage: 0
 * HP: 200
 * Supply: 4?
 * Range: N/A
 * Build: 80

=Protoss= Protoss units are unique from the other species in that they have shields that regenerate as well as health, which do not. Shields take full damage.

Units are listed on the order that they become available.

Probe
A small robotic worker that mine minerals and harvests gas for protoss created at Nexus. Doesn't trigger spider mines. Costs 50 minerals. The probe has a projectile attack, and is used behind zeals for one hit kills on lings. The probe is the most efficient worker: It can leave buildings to warp in by themselves, so it can mine later. You can do this without management by having the building warp in, then holding shift, and right clicking on a mineral patch or Assimilator.

 * Built at: Nexus

 * Cost: 50/0
 * Damage: 5
 * HP: 20/20
 * Supply: 1
 * Range: 2
 * Build: 20

Zealot(Zeal/Lot/Zlot)
A ground unit, a Zealot channels his enormous psychic powers into creating a plasma shield and energy blades for offensive and defensive purposes. The Zealot is excellent at hand-to-hand combat, and can take a lot of pounding. They can't attack air targets though. The zealot is the most powerful first unit, but it is extremely hard to keep up a supply of them in early game. However, 4 zerglings will murder a zeal. They are best paired with shield batteries and photon cannons to keep the zerglings away.

Advantages:

 * Most powerful base unit of any race in terms of ground attack power
 * A lot of health for a basic unit

Disadvantages:

 * Comparatively expensive to other base units
 * Hard to produce large number in early game without sacrificing economy
 * Cannot attack air

 * Built at: Gateway

 * Cost: 100/0
 * Damage: 16 (8X2)
 * HP: 100/60
 * Supply: 2
 * Range: 1
 * Build: 40

Dragoon(Goon)
A Zealot, after becoming mortally wounded, can volunteer to have its brain placed inside a robotic exoskeleton, and becomes a Dragoon. The Dragoon shoots bolts of antimatter at ground and air targets, and moves moderately quickly. However, it is hard to move large groups of them around, as they are big and bulky. They are prone to clogging up ramps or being surrounded (and slaughtered) by zerglings. The dragoon deals explosive damage, meaning only 10 damage against smaller units like zerglings. That means 4 hits, combined with its long cooldown, makes the dragoon succeptible to zealots, zerglings, and even m&ms (Marines and Medics). However, in numbers, the Dragoon is extremely effective, especially against medium and large units like Goliaths, Hydralisks, Reavers, and Siege Tanks (in regular mode, of course). Even one or two Carriers or Battlecruisers will fall quickly to a large group of Dragoons. For smaller units, however, Zealots are generally better. If used together in numbers, the two can be a deadly combination.

 * Built at: Gateway
 * Prerequisite: Cybernetics Core

 * Cost: 125/50
 * Damage: 20E
 * HP: 100/80
 * Supply: 2
 * Range: 4
 * Build: 40 (now 50)

High Templar
Spell-caster: doesn't attack directly, but can use the powerful spell Psionic Storm, as well as hallucinations. 2 can be merged into an Archon. The psionic storm is refered to as the most powerful ability in the game. The psionic storm causes 112 damage to all units (including yours) over the period of 4 seconds. Needless to say, the psionic storm is best used against masses of zerglings or possibly the enemy worker line. Psi storm uses 75 energy- three casts with full energy. While psi storm isn't effective against all units - 112 is not enough to kill a lurker, tank, or even a dark templar or a zealot in one cast - it is still very effective against large amounts of weaker units, like zerglings, hydralisks, any Terran infantry unit, or units with low health.

Advantages:

 * Psionic Storm is powerful
 * Very cheap in terms of mineral cost
 * Hallucination can be an effective distraction if micromanaged properly

Disadvantages:

 * Extremely weak
 * No regular attack
 * Comparatively high cost in Vespene gas

 * Built at: Gateway
 * Prerequisite: Templar Archives

 * Cost: 50/150
 * Damage: 0
 * HP: 40/40
 * Supply: 2
 * Range: N/A
 * Build: 50

Archon
The Archon is a psionic entity created via Archon Meld using two High Templar. It is a hovering (does not activate spider mines) melee attack unit against both ground and air based enemies. It possesses 350 shields and 10 life points. Its main attack has a fast attack rate and deals 30 points of damage, making it the third strongest Protoss unit in the game, after Reavers and Dark Templar. Archons can be extremely effective when used in numbers, so if you have a fair amount of minerals and an excess of vespene gas, consider making a number of them.

If you click on a Archon enough and it will say "power overwhelming", a StarCraft cheat code.

Advantages:

 * Archon is basically shields only, so it only takes 9 damage from the Zerg Plague spell.
 * Although not the highest-damaging attack in the game, the Archon's Psionic Blast has a respectably high damage rating coupled with a very fast fire rate, resulting in much damage being dealt in a short time.
 * No matter how badly the High Archon is hit, it can and will regenerate all of its shields, given the time or a shield battery.
 * Creation of a Archon in the midst of a battle from two High Templar that have been exhausted of their energy allows players to get the most out of their High Templar. Beware that Archon Meld takes a while, during which the Archon is vulnerable.
 * Unlike the Dragoon and Scout ATA attacks, the Archon's Psionic Blast is not Explosive, meaning that it deals full damage against small air based units like the Mutalisk. The Archon is the only good ground-based counter for Mutalisks.
 * The Archon's splash damage makes it a great weapon to use against stacked enemy air units, and compacted enemy units, such as zerglings.
 * Archons deal linear splash, meaning that all units in the attack path will get damaged. This is probably why the Archon's range is relatively pathetic.
 * Comparatively low cost in minerals - two high templar only cost 50 minerals each, the cost of a zealot.

Disadvantages:

 * A single hit from the Terran Science Vessel's EMP Shockwave can completely remove all of a Archon's shielding, at which point it has no chance of surviving unless it can be evacuated to safe territory immediately (With 10 hit points, a couple of SCVs could conceveably take it out).
 * Shields do not provide as much protection as standard armor and so the "High" Archon will still take full damage from Concussion type attacks.
 * Irradiate will take an Archon out in about 2 seconds.
 * The Archon has a fairly slow cooldown, so 12 zerglings will mob and kill an Archon with few casualties.
 * Costs a lot of vespene gas for production of large numbers.

 * Merged from: two High Templar

 * Cost: 100/300(2 High Templars)
 * Damage: 30 S(linear)
 * HP: 10/350
 * Supply: 4
 * Range: 2
 * Build: 20

Shuttle
As its name implies, the Shuttle ferries other units by air around the map. It has no real other purpose. A shuttle has 8 "slots", explained below- Shuttles are the Protoss' "drop" unit, allowing for drop tactics like the Reaver drop and the Templar Drop.
 * Probes take up 1 slot
 * Zealots and both types of templar take two
 * Dragoons and reavers take 4

 * Built at: Robotics Facility

 * Cost: 200
 * Damage: 0
 * HP: 80/60
 * Supply: 2
 * Range: N/A
 * Build: 60

Reaver
The Protoss equivalent of a Seige Tank, the Reaver shoots robots called Scarabs which race across the field and explode, dealing a large area of splash damage. Scarabs have a highly advanced tracking system, and are able to navigate around base defenses and friendly units to reach their targets, although at times they get stuck on these, and they also find difficulty navigating around cliffs and other similar environmental obstacles. Reavers are extremely useful against large amounts of weaker enemies; a small group of Reavers situated behind a group of Dragoons or Zealots can make short work of entire armies of Zerglings, Hydralisks, or Terran infantry. Reavers are also the Protoss' "siege" unit, able to attack base defenses from beyond their range. Downside: They move excruciatingly slowly and can't attack air targets, and also require each scarab to be purchased for 15 minerals and a short build time of 7 seconds.

 * Built at: Robotics Facility
 * Prerequisite: Robotics Support Bay
 * Cost: 200/100-15 per scarab
 * Damage: 100 S (upgradeable to 125)
 * HP: 100/80
 * Supply: 4
 * Range: 8
 * Build: 60

Observer (Obs)
The Observer is a permanently cloaked air unit which can move around and spy on the map. Has no attack. With their Detection ability, observers are Protoss's defense against cloaked units. These are also useful for putting in unclaimed resource areas or other strategic areas (Mountain passes, lookout point, enemy perimeters) to keep tabs on the board. If your opponent doesn't have many detectors, an observer in the enemy base can be invaluable, as you will be able to observe (no pun intended) the tech tree being followed and the type of units being built, allowing you to use appropriate counters.

 * Built at: Robotics Facility
 * Prerequisite: Observatory
 * Cost: 25/75
 * HP: 40/20
 * Supply: 1
 * Build: 40

Scout
A light aircraft, the Scout has twin guns under its wings and a pair of missile launchers. Mostly useful against heavy air units. While individually the Scout is not effective against ground units, they do a good amount of damage to them when used in numbers, which makes them good against units that don't have an air attack. The biggest and most debiliatating downside of the Scout is its extreme cost; two scouts cost more than one Carrier in the total amount of resources needed. This considerably limits its effectiveness as a mass attack unit. In general, the Corsair is better against air units, due to its low cost, but the scout is still good against them. Be wary of high numbers of mutalisks, as they will murder scouts.

 * Built at: Stargate

 * Cost: 275/125 (used to be 300/150)
 * Damage: 8/18E
 * HP: 150/100
 * Supply: 3
 * Range: 5
 * Build: 80

Carrier
Heavily armored flying machines, they manufacture robotic Interceptors to attack targets. Carriers can hold 8 Interceptors, and are very nasty if used in numbers. They are the best unit to use around shield batteries, as they can still attack when their shields are recharging. Keep in mind: While carriers have greater range than static defenses, interceptors CAN be destroyed, so carriers cannot attack static defenses with complete impunity. Interceptors are healed every time they return to the carrier, or when the stop command is given. A big weakness of the carrier (as well as the Terran Battlecruiser, a very similar unit) is a Ghost with the Lockdown ability; once the Carrier is locked down, it cannot move or attack, making it virtually a sitting duck, so be wary if you happen to spot your enemies using Ghosts.

 * Trick-Have a carrier floating above high ground. Have the carrier attack, but unlike siege tank, the enemy cannot see the carrier when the interceptors are attacking

 * Built at: Stargate
 * Prerequisite: Fleet Beacon

 * Cost: 350/250
 * Damage: See Interceptors
 * HP: 300/150
 * Supply: 6
 * Range: 8
 * Build: 140

Interceptors
Small robotic fighters with limited range which are spawned from Carriers and cost 25 minerals each. They fly randomly and then all rush the target at once and shoot it and disperse. Can easily confuse an enemy as to which one to hit, and seeing tons of these things flying around can have a noticable phsycological impact on a human opponent. The solution, of course, is to attack the carrier, making all of its Interceptors self destruct. Interceptors take 20 seconds to make.

 * Built at: Carrier

 * Cost: 25/0
 * Damage: 6
 * HP: 40/40
 * Supply: 0
 * Range: 1?
 * Build: 20

Arbiter (Arb)
Spell-caster, an Arbiter casts a cloaking field on groups of units underneath it. Its powers are Stasis Field, which freezes enemy units over a large area, making them unable to attack or be attacked - and Recall, which creates a wormhole on any area of the map that units can enter, returning them to the location of the Arbiter. You can't cloak an Arbiter with another one, unfortunately. The arbiter takes a whopping 160 seconds to warp in, tied for the longest unit to build (with the battlecruiser).

 * Built at: Stargate
 * Prerequisite: Arbiter Tribunal
 * Cost: 100/350
 * Damage: 10 E
 * HP: 200/150
 * Supply: 3
 * Range: 5
 * Build: 160

=Zerg=

Note that except for the Infested Terran, Broodling, Guardian, Devourer, and Lurker, ALL Zerg units are created from eggs at a Hatchery (the Guardian, Devourer, and Lurker mutate from other units, Broodlings come from a Zerg Queen spell, and Infested Terrans can only be recruited at an infested Command Center).

Units will be listed according to the order they come in at the Hatchery. All units mutated from another unit will be listed under their parent unit.

Drone
The worker unit, like the SCV. They must sacrifice themselves to make buildings, unlike Protoss or Terran. These can defend themselves the best against worker raids, due to the ability to burrow.

 * Cost: 50/0
 * Hotkey: D
 * Damage: 5
 * HP: 40
 * Supply: 1
 * Range: .5
 * Build Time: 20

Overlord(Ovie)
Overlords are the single most important unit of the Zerg. They give 8 supply. They are also detectors and Transports after Ventral Sacs is researched at the Lair/Hive. Non-Combat. This is the space each unit takes:
 * 1: Drone, Zergling, Infested Terran, Broodling
 * 2: Hydralisk, Defiler
 * 4: Lurker, Ultralisk

 * Cost: 100/0
 * Hotkey: O
 * Damage: 0
 * HP: 200
 * Supply: +8 to total
 * Build Time: 40

Zergling(Ling, Crackling)
Zerlings are cheap and overwhelming to enemies. They're so good for flooding players they've given their name to a general battlefield tactic: the Zergling rush. Designed to be melee units, and can be bred two at a shot from a larva. Used in enormous numbers, they can near wipe out everything as long as they aren't killed first. 'Lings' are a common nickname for these, and 'cracklings' refer to their most upgraded form (+speed, +attack speed, +3 attack and +3 carapace). Most obvious downside, any aircraft can kill them easily, as they can't attack air targets. Also, marines in bunkers, a lot of zealots, or more zerglings can be very efficient at wiping out hordes of them.

 * Common Strategies --- 4 or 6 ling rush in the first 2 or 3 minutes of a game, Muta-ling rush within the first 7 minutes of the game, and commonly used with Defilers and Ultralisks. These stronger units, if used correctly, will act as a sponge and allow these Zerglings enough time to cause some damage.

They can be easily ripped apart using firebats.

 * Cost: 50/0 for 2
 * Prerequisites: Spawning Pool
 * Hotkey: Z
 * Damage: 5
 * HP: 35
 * Supply: 1/2
 * Range: 0
 * Build Time: 28

Hydralisk(Hydra)
Hydralisks spit hyper-velocity, super-dense darts at their enemies, ripping them to pieces. Used in great numbers, they can annihilate everything (both ground and air). These are general "mobbers": they can handle everything as they are not specialists in any kind of way. Be weary of the general mob-killers such as Tanks, Reavers, and High Templar.

Upgrading to a Lair will allow Zerg users to research "Lurker Aspect" at the Hydralisk Den, which allows Hydralisks to mutate into Zerg Lurkers.

 * Cost: 75/25
 * Prerequisites: Hydralisk Den
 * Hotkey: H
 * Damage: 10E
 * HP: 80
 * Supply: 1
 * Range:4 (Upgrade to 5)
 * Build Time: 40

Mutalisk(Muta)
A 'small' flying creature, the Mutalisk shoots a worm at you that ricochets and hits other targets. They do fairly low damage, but are fast, and cheap for an air unit. Paired up with Zerglings they can counter nearly all enemies.

 * Cost:100/100
 * Prerequisites: Spire
 * Hotkey: M
 * Damage: 9, 3, 1
 * HP: 120
 * Supply: 2
 * Range: 3
 * Build Time: 40

Guardian (Guard)
The Mutalisk can mutate into the armored, long-range Guardian. The Guardian can't atack air targets, and can only shoot at the ground, but is incredibly effective against ground units. Guardians are the Zerg "siege" unit, able to attack defenses from beyond their range. It is fairly slow.

 * Guardians are created in mutation from Mutalisk after researching them.
 * Cost: 50/100
 * Prerequisites: Mutalisk, Greater Spire
 * Damage: 20
 * HP: 150
 * Supply: 2
 * Range: 8
 * Build Time: 40

Scourge
Suicide units, they fly into air units and explode, dealing massive damage. Scourge are the infamous "Carrier Killers", as they are very effective against them. Five Scourge can demolish a lone Carrier, due to its slowness and ineffective attack. Battlecruisers require five as well, but the battlecruiser's weapons will take out a Scourge without Flyer Carapace in one hit. A very effective technique in ZvZ is to use Scourge against your opponent's Overlords, as if your opponent doesn't have enough of them, his/her ability to produce an army will be severely hampered.

Scourge are also good against:

 * Valkyries
 * Devourers
 * Guardians
 * Science Vessels
 * Arbiters

 * Cost: 25/75 for 2
 * Prerequisites: Spire
 * Hotkey: S
 * Damage: 110
 * HP: 25
 * Supply: 1/2
 * Range: 0
 * Build Time: 30

Queen
A flying spell-caster. Ensnare, Spawn Broodling, Infest Command Center, and Parasite for spells.

Spawn Broodling is an instant kill for all non-robotic ground units. (Dark) Archons, Probes, and Reavers are the only "robots" in the game. Popular targets for Spawn Brooodling are High Templars, Siege Tanks, and Ultralisks. 150 energy.

Ensnare slows down enemy firing rate and speed and also detects cloaked units for a short time. 75 energy.

Parasite will allow the player to see what the units sees (even if the unit is a detector), and if a cloaked unit is parasited, all cloaked units within a certain radius will be revealed. 75 energy.

Infest Command Center allows the Queen to infest a heavily-damaged Terran command center (HP must be in the red zone). After the infestation, the Command Center will create Infested Terran. The Command Center is still flyable, and does not need to be built on Zerg Creep.

 * Cost: 100/100
 * Prerequisites: Queens Nest
 * Hotkey: Q
 * HP: 120
 * Supply: 2
 * Build Time: 50

Ultralisk (Ultra)
Very tough and moderately damaging ground units. Most commonly used to absorb damage while other units deal it, usually large amounts of Zerglings following behind. This allows the Ultralisk to soak up fire from more powerful units - especially those with splash damage - while the Zerglings in tow inflict massive damage. However, Ultralisks can be fairly effective by themselves as well.

 * Cost: 200/200
 * Prerequisites: Ultralisk Cavern
 * Hotkey: U
 * Damage: 45
 * HP: 400
 * Supply: 4
 * Range: 0
 * Build Time: 60

Defiler
The Defiler is a spellcaster with three spells: Consume, Plague, and Dark Swarm.

Consume is used to convert a unit into 50 energy, which makes restoring energy much easier than with other spellcasters. Zerglings are usually used as fodder for Defilers, as they are only 25 minerals.

Plague causes 300 or all but 1 damage to any unit and building. This is very useful against Terran, due to the fact that they burn down. For example, if you use Plague on Supply Depots, then 1 of three things will happen: Against Protoss, Plague is also very useful, as it kills their HP, which cannot be healed back. 150 energy.
 * 1. The player will use SCVs to repair-the player will have to use more than 75 minerals, the amount in Zerglings it takes to get the energy required for Plague.
 * 2. The player will use Medic's Restoration which requires 50 energy-healing three Supply Depots means both spellcasters wasted the same amount of energy, except the Defiler's energy is easily replenished via Consume.
 * The Supply Depots die-the Depots cost 100 minerals each, and take away 8 supply each.

Dark Swarm is the Defiler's third ability. It covers a 6x6 matrix with microscopic insects. Units in the Dark Swarm cannot take damage from projectile attacks. 100 energy.
 * Note that units under a Dark Swarm are immune to ranged attacks, a very powerful effect, but one that can cut both ways against an opponent with melee units of their own Note: Archons and Tanks will still damage units because of splash damage. However, the initial 30 or 70 attack that hits the target will be nullified to 0.

 * Cost: 50/150
 * Prerequisites: Defiler Mound
 * Hotkey: F
 * HP: 80
 * Supply: 2
 * Build Time: 50

Infested Terran
Once a Queen has infested a sufficiently damaged Terran Command Center, the people inside are enslaved and genetically modified into explosive suicide ground units. They run up to their target(s) and explode, dealing 500 damage in a large radius. However, their relatively low hit points make it rare that these units make it to their targets.

 * Created at the infested Command Center like SCVs.
 * Cost: 100/50
 * Damage: 500 S
 * HP: 60
 * Supply: 1
 * Range: 0
 * Build Time: 40

Broodling
A Queen uses Spawn Broodling to destroy an organic unit and spawn two broodlings from that unit. They are usually good as they remind the player that an enemy High Templar/Siege Tank/Ultralisk is no longer there, but fairly useless otherwise. Broodlings may also die after their energy runs out, giving them an expiration time along with their fairly low HP.
 * Cost: 150 Queen energy for 2
 * Damage: 4
 * HP: 30
 * Supply: 0
 * Build Time: N/A

title: StarCraft/Units