"Mario Clash" was one of the first games Nintendo released for the Virtual Boy platform in 1995.
"Mario Clash" is a creative remake of the 1983 arcade game "Mario Bros." Unlike traditional platform jumping, this game emphasizes depth and distance. The screen is divided into two layers: foreground and background, and players need to move between the two layers via pipes. Defeating enemies is not done by stomping, but by accurately throwing turtle shells: only turtle shells obtained in the foreground can kill enemies in the background, and vice versa. The game features over 99 levels, each with different enemy configurations and terrain layouts. As the levels progress, the difficulty increases dramatically, requiring players to not only have quick reactions but also to accurately judge the depth position of enemies. It is one of the best examples of experiencing its three-dimensional visual effects on the Virtual Boy.
Core Mechanics: All enemies in the game are knocked down on one plane, and can only be killed by using turtle shells from another plane. That is, a turtle shell knocked down in the foreground (close to the player) must be thrown to the background (away from the player) to hit an enemy.
Turtle Shell Acquisition and Storage: When an enemy is knocked down and becomes a flipped turtle, the player can touch it to pick up the turtle shell. If the turtle shell is picked up in the foreground, it can only be used to attack enemies in the background; if the turtle shell is picked up in the background, it can only be used to attack enemies in the foreground.
Using Pipes to Move: Using pipes to quickly traverse between the foreground and background is the premise for performing "cross-level" throws. After picking up a turtle shell, immediately enter a pipe to change the depth of field, and then aim at the enemy and throw.
Dual-Layer Utilization: Many levels have upper and lower platforms. When encountering a large number of enemies, lure the enemies to the edge of the platform and throw safely on the other platform.
Be Wary of Upper Platforms: Enemies located on upper platforms, their projectiles (such as fire or hammers) will cover a larger area of the lower level. Threats on the upper level should be prioritized for clearing.
Jumping Between Platforms: In addition to pipes, jumping from the edge of a platform can also change the depth of field, but the risk is higher. When facing fast enemies, use pipes for safe transfers as much as possible.
Normal Turtles: The most common enemies and the main source of turtle shells. Knock them down as soon as possible and use their shells to clear other enemies.
Assassins: They have spikes on their backs and cannot be stomped (knocked down). They must be killed by directly hitting them with a turtle shell. Since they don't provide shells, they should be cleared first when turtle shells are available.
Flying Fish: Usually appear on upper platforms or will jump periodically. Their trajectory is difficult to predict, so they should be cleared with turtle shells from a distance to avoid being hit up close.
Quick Clearing: When a large number of enemies appear on the field at the same time, the goal should not be to kill them all, but to quickly create a safe zone. Using a turtle shell to kill multiple enemies in a series can get a high score and quickly reduce the pressure.
Arcade
Arcade
Arcade
Arcade
NES / Famicom(FC)
NES / Famicom(FC)
NES / Famicom(FC)
Arcade
NES / Famicom(FC)
Arcade
Nintendo DS
NES / Famicom(FC)
Arcade
NES / Famicom(FC)
NES / Famicom(FC)
NES / Famicom(FC)
Arcade
NES / Famicom(FC)
NES / Famicom(FC)
Sega Mega Drive
Arcade
Game Boy Advance(GBA)
NES / Famicom(FC)
Nintendo DS
Arcade
Arcade
Arcade
Arcade
Arcade
NES / Famicom(FC)
NES / Famicom(FC)
NES / Famicom(FC)
NES / Famicom(FC)
Arcade
Nintendo DS
NES / Famicom(FC)