text:
|Khazad Grimglaive
Khazad slashes at the two lesser bugs to his right:
Attack: 1d20 + 14 ⇒ (3) + 14 = 17
Damage: 3d6 + 12 + 1d6 ⇒ (1, 3, 5) + 12 + (5) = 26
If that hit, cleave:
Attack: 1d20 + 14 ⇒ (2) + 14 = 16
Damage: 3d6 + 12 + 1d6 ⇒ (6, 1, 4) + 12 + (2) = 25
Ok, I get it, no description - no roll
You had your own post- don't know what happened to it. I'll make up for it.
Khazad is frustrated he cannot smash two big bugs with a mighty cleave again. After dispatching the only bug in the group with the queen that wasn't stunned and a stunned bigger guardian bug. Khazad watched the hobbit on his little horse push ahead in the space he had created and then the last of the littler bugs filed out. He decides to kill the smaller warrior bugs to keep his kill count at a solid two per round.
Khazad can step out diagonally right, but provokes from a single bug.
|Merciful Executioners Axe
|Khazad Grimglaive
I was referring to a strange law of chance where I get good rolls more often when coupled with good descriptions :) Sometimes I post from work and don't have the time for that.
"Yeah they're not too smart, being bugs. I hope I'll let you have a strike at the Queen while she's still stunned."
Khazad inches forward, shooing the bug trying to bite him with his leg.
Moving and taking the AOO. HP27/37, AC21
15 to hit AC 211d20 ⇒ 15
Khazad steps adjacent to the solid wall of bugs climbing over the wall the dwarves made. A warrior bug gets a luck hit for 1d6 + 3 ⇒ (6) + 3 = 9 physical.
The barbarians finish off the bugs fighting the holding action that doubled back over the tunnel. Marcus directs a few of them to extend the dwarf line and they join up with Hon.
Marcus spurs his horse and charges the bug that was flanking Khazad and smashes him with a lance.
Only two bugs go after Khazad.
Two of the bugs are still capable of hitting Kragg, and one of them picks up Kragg's urgosh to hit him with.
One bug goes after Gallak.
Magnum watches helplessly as a bug picks up the glowing silver hammer and tries to hit him with it.
Khazad takes 4hp, Kragg 6hp, Magnum 9hp
Khazad avoids a bite to a vital area with a quick movement, but takes some damage. Kragg avoids being hit with his urgosh, but takes a bite, and Magnum is hit hard with the artifact hammer.
Round 4
Nar 16<---
Gallak 13 stunned 2 to go
Kib 10 stunned 2 to go
Sir Wheatfield 4 <--
Round 5
Hon 21 stunned 2 to go
Big Mug 20 defending
prone Kragg 17 stunned 1 to go
Khazad 17 <-----
Barbarians 17 half stunned 2 to go
Magnum 17 stunned 2 to go
Bugs! 17 stunned 2 to go (one third of plain bugs ok)
Nar and Khazad are fighting on with the hobbit as the others recover.
|Khazad Grimglaive
Khazad grunts in pain as the lucky bugs find their ways trough his full plate. HP14/37
"You will go back to the wormhole you came out of, pests!"
With another grunt he raises the axe with both hands over his head, and plunges it into the queen bug's carapace, putting all of his weight into the mighty blow, but trying not to trip over the hobbit in the process.
Power Attack: 1d20 + 13 ⇒ (6) + 13 = 19
Damage: 3d6 + 15 + 1d6 ⇒ (5, 5, 3) + 15 + (1) = 29
If that hit, cleave:
Power Attack: 1d20 + 13 ⇒ (6) + 13 = 19
Damage: 3d6 + 15 + 1d6 ⇒ (2, 1, 5) + 15 + (5) = 28
Come ON, got to be enough for a stunned bug!
Khazad strikes the queen hard, but much of the damage is taken by the magic connection to the last of her entourage. That leaves the last bug in poor health when Khazad's backhand swing hits him and splatters him over the cavern.
The queen is still standing, she stares at Khazad, and although stunned projects some of the agony of her blows into his mind and nervous system.
Khazad Will save DC 16 or take 15hp nonlethal.
Wheatfield swings twice with a small greatsword. He stops his second blow as the queens large bloated head is severed from her torso. The other bugs mill around in confusion and look like they are ready to bolt.
1d20 ⇒ 71d20 ⇒ 6
Sorry to skip Nar, but the combat is winding down. Nar still to go.
|Khazad Grimglaive
Will save: 1d20 + 5 ⇒ (2) + 5 = 7 +1 if the banner can help with it
The agony of the alien creature combined with his own painful wounds is too much for Khazad to take, and he collapses on the ground unconscious.
14HP, 15 nonlethal damage
Also just realized that starting with the guard bug and cleaving through the queen would have led to a much more epic scene :)
|Nar Redgrave
current map
Copied from campaign tab. How do you get map at top of every page?
By the way, there is a bug with an artifact hammer and a bug with a magical urgosh. Both are considered flight risks at this time.
|Nar Redgrave
Chainmail, Put it in the short description and it will show at the top of the page
Nar moves and attacks the one with the artifact hammer, not wanting it to get away (and try to position for an AoO if that one tries to flee, as Nar is large sized)
Attack with PA 1d20 + 7 + 1 + 1 ⇒ (17) + 7 + 1 + 1 = 26
Damage 2d6 + 13 ⇒ (5, 5) + 13 = 23
Wheatfield and Marcus go tearing after the bug with the hammer. The rest of the bugs scatter.
60% chance Kragg 9 or higher on d20 urgosh is dropped.
Hammer 1d20 ⇒ 3
The Bug Battle is over. In a dazzling display of horsemanship, the hobbit chases and catches the bug over a treacherous frozen lakebed and rides him down returning with the hammer. He returns with steam coming from his exhausted horse.
1d20 ⇒ 171d20 ⇒ 7
|Kragg Stoneheart
Kragg is at -2 hp. If brought up is the bug close enough to take a couple of bowmshots to bring it down to retrieve his urgrosh?
If so, to hit
1d20 + 7 ⇒ (14) + 7 = 21
1d20 + 7 ⇒ (16) + 7 = 23
1d20 + 7 ⇒ (12) + 7 = 19
1d8 + 5 ⇒ (1) + 5 = 6
1d8 + 5 ⇒ (4) + 5 = 9
1d8 + 5 ⇒ (5) + 5 = 10
|Kragg Stoneheart
Sorry misread the post I thought you meant that he would drop it on a 9+ and one of the next dice rolled was under a 9.
1d20 ⇒ 16 nice
After being healed, Kragg manages to find his urgrosh covered in the snow and blood. After picking up the weapon, he hoists it on his back while he rummages in his pouch. Withdrawing 20 gp he approaches Khazad and drops the money in his hand. You won this round but the we shall see who is victorious next time. Good job.
Once everyone is healed, Kragg will take stock of the situation Is anyone is willing to enter the cave. Granted we all heard and felt the shock wave, but I want to make sure that it's cleared out completely and there's nothing left to surprise the locals. We'll Tie a rope around and be prepared to haul up if you start tuggin. If no volunteers than I'll go myself.
|Nar Redgrave
|Hon Semparatus
Stretching out the kinks and snapping fingers at both ears after Nar's channel. "Good stuff that. I've give my regards to Angradd assuming I survive another couple of hours."
Hon brushes off the dark owl cloak of resistance, picks up the crossbow and inspects it for damage. "Bah! I did not hire on for toe to toe combat. And what do I end up doing? Now spelunking and 'sploring, I can do that." Lightening his backpack of unlikely to be needed stuff(wrapped up in his dire wolf pelt), but keeping crowbar, spare sack, pitons rope and grapple, pouches remain on his person, he takes Kragg up on offer. "Anyone got a torch? Just need my hammer for ice and dead bugs."
|Kragg Stoneheart
Torch, what type of dwarf are you? You can see down there just fine. However, if something should a befall you take this potion. You might be needin it, but I want it back if you dodn't need it.. Good luck. Kragg will hand Hon the potion of gaseous form.
|Gallak Fangbreaker
|Kibibblepep Sparkle Eye
To everyone's surprise (perhaps including his), a battered but still able Kibibblepep steps forward and volunteers to go with Hon. His only question to their Dwarven leader is "You got another on of those positions?"
At the incredulous look from Hon, the small sorcerer says in a flat tone "Well, if something's found down there obviously we'll need someone with brains to decide how best to proceed next. C'mon, let's go." after which he starts moving into the cave. Hon is not quite sure, but he almost thinks he saw a slight smile on the Gnome's face before he turns away.
As he walks, Kib murmurs and gestures and suddenly four globes of light spring up around him then dance on ahead of him into the cave.
Buffs: Mage Armor
Spells: Lv1:6/6
|Khazad Grimglaive
25HP, 15 nonlethal damage
Khazad slowly sits down on the ice covered in the splattered bug remains, grabbing his head with both hands as the Kib's spell duration ends and he is restored to normal size.
"Oooh, I thought I've been through everything after that GT hangover when we first left the Dwarfhold... Boy, how wrong I was. That... thing made me dream that I somehow became a cockroach and can't walk or speak, and Kib was jumping all over me trying to stomp me with his boots."
Khazad manages a smile when Kragg admits defeat. "Well maybe you'll have your chance next time when you're not stuck behind a wall."
As the hobbit brings his huffing charger back to the cave with the hammer, he looks up in surprise, "You are not really going down in that cave are you? You realize this hammer went down there?" Wheatfield motions with the hammer he retrieved from the fleeing bug.
"Before these bugs spoil we need to get them to the locals so they can cure and salt them for the winter. Marcus, load some up on the sledge. You dwarves can probably carry two or three bugs each and fall in."
Bugs litter the lakebed. There are more than thirty of their corpses.
There are strange symbols somewhat resembling a spider on the queen.
|Gallak Fangbreaker
As I understand it, the point of your self destructive exploits is to assure no additional bugs come scurrying out of this here hole in the ground? Aye?
KnReligion: 1d20 + 1 ⇒ (8) + 1 = 9
Strange markings, those. Best research them later, perhaps in the local library. Might look a bit shady, that...
Gallak tosses a thunderstone casually into the cavern before either the dwarf or the gnome have the opportunity to go get themselves killed. It bounces once or twice on ice before it hits a harder patch, and then...
A loud bang echoes through the cave, and the sound of falling rocks and splashing noises echo up to the top.
Kib and Hon are still standing just inside the threshold of the cave. Despite the ominous sounds, the save is still intact.
Sir Wheatfield addressed Khazad, "Your help was greatly appreciated---your courage is not to be denied. Because of your help the people here can be free from attack and eat well this winter."
He casually tosses the hammer underhanded to Magnum, "You should have told me you had this. It was not employed properly and everyone here could have perished. But I fully understand your reasons, it is hard to put yourself above others at all times."
The barbarian warriors are slinging multiple corpses on their back as the calm down from their battle rage. The dwarves sing an ancient battle chant about the Hammer and the Anvil. From the chant you get the idea that the Anvil was the nickname of a dwarven heavy foot unit of great distinction. At the sound of the chant, Sir Wheatfield gets choked up and helps direct the slinging of multiple corpses across his mount and the mount of Marcus so that they can lead it. They also load the sledge for Wheatfield's horse to pull.
|Magnum tE
Magnum is devastated at the hobbits words and is speechless, a rare thing for him. The cocky grin he typically wears is wiped from his face.
1d20 + 12 ⇒ (10) + 12 = 22
|Kibibblepep Sparkle Eye
Hesitating at the entrance at the words of the Paladin and the rumblings from Gallak's bangstone, Kib, knowing the stone skill of his fellow dwarves says somewhat nerveously "Ah, well, perhaps it might be a good idea at that for one or two of you to assess the stability of this cave before we venture further into it."
|Khazad Grimglaive
|Gallak Fangbreaker
KnHistory: 1d20 + 1 ⇒ (20) + 1 = 21
KnNobility: 1d20 + 1 ⇒ (13) + 1 = 14
Sense Motive: 1d20 + 4 ⇒ (4) + 4 = 8
Gallak sings along to the song, noting the hobbit's unusual reaction. However, he simply seems to not give a damn about how the human feels at all, and completely ignores him.
Struck by an unusual feeling and an impossible theory, Gallak asks bluntly at the end of the song.
Have ye always been a halfling, sir Wheatfield?
|Magnum tE
|Nar Redgrave
Knowledge (religion): 1d20 + 4 ⇒ (19) + 4 = 23
"Those symbols are of Rovagug, nasty evil god. Strange though, these symbols are lesser used ones. We did a great did here today, and I'd like to pursue them further and wipe them out for good."
|Kragg Stoneheart
Looking around at the group, Kragg smiles at the talk from the others. There was no resistance to clearing out the rest of the tunnel. In fact 2 volunteers came forward. Even though the mission was halted by the wise words from Gallak. In addition there was suggestions to chase down and eliminate the threat altogether.
As much as he would like to pursue the bugs returning the carcasses to the locals would do more to support the dwarves cause here than anything else. With that, Kragg starts to haul as many of the bugs as he can following in the hobbits steps. Come on, let's do as master Wheatfield suggests and get this food to the people.
Sir Wheatfield looks at Nar. "You know your pantheon. The destroyer is active of late yet I do not know why. The scattered bugs are easy prey now. They were a threat before, but with your help with that disembodied weapon and sound burst, they are no longer a cohesive fighting force."
Sir Wheatfield leads the procession down an improved trail. The barbarians have to pile back up the occasional bug that falls of the sledge.
|Kibibblepep Sparkle Eye
Not really too upset at all at being ordered not to go into the collapsing cave, Kib gives one last look and then joins the procession with the others. Perhaps the following day if the cave has still not yet collapsed they could return to shore up the damage and continue the search for remaining bugs and loot. Especially loot.
|Hon Semparatus
|Kragg Stoneheart
After the clearing of the dead bugs has finished, Kragg will approach Gallak and ask him for a favor.Would you be willing by chance to meet with the king again on the morn to inform him of our deeds and that if he would join with us,Mathis is the type of spurt that the dwarves provide to those that join us. If he asks, tell him that we did this deed for 3 reasons. 1 to rid the area of beasts that may have caused us problems later. 2 that we wished to help the locals return their area of livelihood and sustenance. And 3 that hopefullynounwould look more favorably upon us. If you wish Hon to join you as well to discuss financial matters that is p to you. Good luck and may your words sound pleasing to the leaders here.
Hopefully this goes well and gives Kib time to explore if he would to in the morning as well provided the cave is still open and not collapsed.
If the leaders do not accept an audience, then we continue to head to the ships.
|Gallak Fangbreaker
Gallak takes the time to compose a charming, catching ditty detailing the exploits of the dwarves and the actions and evils of the cave. As much as he hates to, he asks Hon to come along to act out the part of the Dwarves, and has Kib provide an illusion for the part of the ants. Hopefully these shenanigans will be received in a similar fashion to Hon's "lordship" with the common people. After a few plays here and there, he takes a much more serious account of the battle to the king.
Sir Wheatfield and his barbarians follow the large sled with the bugs piled on it to what appears to be a large fishing village. On the bluffs over the village large sheep are seen grazing in well-tended pastures. As Sir Wheatfield blows his horn, the local fishermen and shepherds come running out to gather around the dimunitive warrior and his small mount.
He is obviously somewhat popular with the local human population and children are playing a game of knights and bugs. It seems a variation on a dwarven game called dwarves and goblins. As the carcasses are passed out they are taken to ice houses and smokers to be preserved for the long winter.
The barbarian followers manage to unload their carcasses just before they all bid farewell to Sir Wheatfield. A grizzled dwarf addresses the hobbit, "I served with your father, and his blood runs strong in you. May your beard grow ever long."
Approximately and hour after the horn was blown, the barbarians fade away then disappear completely. The humans singing a fighting song, the dwarves singing their war chant about the anvil and the new hammer.
As the barbarians disappear, the town elders seem surprised to see you still around. "Are you part of Sir Wheatfield's group?"
It appears a large town hall has been converted to a headquarters for the hobbit and townspeople come up to him with papers for him to sign and hot bowls of lamb stew.
Sir Wheatfield addresses the women who are bringing food, "We will need more stew; I am sure these warriors have worked up an appetite. Chilled ice wine for me and ale for the dwarves." To your surprise, Low Blow Me Down Ale, Hon's signature brew, is brought out in large tankards.
|Kragg Stoneheart
No, town elders we are not part of Master Wheatfield's group. We are members of Rock Stonecrusher's clan from Dwarfhold. We have been tasked to venture into other lands to strengthen our people by trade, allies, and equipment. We came to speak to the lord and while here heard of the problems with the bugs. Speak with Gallak here and he can explain more to you if you have further questions.. Kragg will take an ale and thank sir Wheatfield and his hosts.
|Gallak Fangbreaker
|Hon Semparatus
Gallak is nowhere to be found.After a cursory search for him, he can be located with a child tangled in his beard, chuckling heartily and trying to conduct a chorus made of mostly percussion.
Hon follows the aroma of Lamb Stew. With a silent gesture, he sits with the sheperds and starts eschanging pleasantries asking about life on the surface, dangers of a lone sheperd guarding a flock of bait compared to the vicious rogue mushrooms escaping from Kragg's side of the cave...
|Kragg Stoneheart
Hopefully Kragg does not hear Hon as he is busy looking for Gallak. Once Gallak is found, Kragg will introduce him to the elders and let them talk awhile. In the meantime Kragg will buy the next round of ale for the dwarves and Sir Wheatfield and his squire. It was a valiant effort they all gave and should be awarded appropriately.
Just let me know how much gp to subtract or the round.
In the words from starship troopers, I expect the best and I give the best.
This community can drink after what they have been through. Despite their great deals on ale, subtract 10gp for springing for what turns out to be an open bar.
The festivities run well into the night. The locals have a tradition of a dip in the hot spring to help open the pores while drinking alchohol. There is a natural hotspring/waterfall on the side of Glacier Rock that the humans tend to gravitate towards.
It is obvious that the humans ADORE Sir Wheatfield with a capital A. After the words of Kragg, when Sir Wheatfield is given the opportunity, he decides to reinforce Kragg's words. "The dwarves do not choose to accept my authority." When asked about the older dwarves that obviously came from the horn, Wheatfield tries to recover, "The younger dwarves and I allied temporarily to help overcome the bugs. The older dwarves follow me only out of respect to my father."
When pressed to give details about the younger dwarves, once again Sir Wheatfield is somewhat at a loss, "I think tradition is not as important with the dwarves as it is with you human folk. Your clear bloodline to King Horseborn carries weight with me, but I do not think the dwarves even know about it."
This statement seems to help reduce the obvious differences between dwarves and humans, but Gallak definitely has his work cut out for him. I will not make the roll, but I must impose the previously defined situational bonuses/penalties of your predecessors. Gallak as a bard can address the humans (or another, though Gallak and Hon already are making a favorable impression) and make the diplomacy roll.
|Khazad Grimglaive
Khazad chooses a moment when Sir Wheatfield is less busy with the locals to come and shake his hand. "You fought valiantly back there, and it's nice to see that the dwarven spirits choose to answer your beckoning. I would be glad if we had a chance to fight side-by-side again sometime."
He then approaches the grizzled dwarf privately.
"May your beard grow ever long and your ale brew ever strong. It appears that the dwarves and the local humans have some common history with Sir Wheatfield's father. After having seen him in battle, I'm curious to know more about him. He seems larger than his size lets on."
|Gallak Fangbreaker
Hon aid 1d20 ⇒ 18
I love to retype a long post again
Sir Wheatfield speaks to Khazad,"That is the first time dwarves answered my call. If you ever want to join me, let me know. The Light Coalition could use some recruits, but only those that are opposed to evil are allowed."
Before the barbarians return, Grinder, the grizzled dwarf speaks to Khazad. "Sir Wheatfield's father survived the brutal atrocities of the goblins and rose to be the greatest field general ever. His son was in the saddle at age eight, but I recognize him after all these years."
Gallak and Hon are in quite demand with the children and the shepherds respectively. Marcus and Kib delight the children with glowing balls. These hard working people have little love for their king and his government. A bug is roasted in an open pit with seasonings, and the smell is surprisingly good. The people affirm their friendship with the dwarves and the hobbit.
The dwarves are allowed to bunk in Sir Wheatfield's command post. As they enter an incredibly detailed map of the local area is posted on a stand. It is covered with copious notes in the hobbit's precise hand. The town of garrison and its multiple districts have listings of critical industries and population centers. The port with the ice ships has a detailed map of a path to get there bypassing drifts and concentrations of gnolls. The port is dominated by a fortified monastery, and detailed notes on the monastery abound. The Superstitious Mountains have detailed notes on passes, mines, and military structures. As soon as you enter, Sir Wheatfield realizes his mistake after a couple of minutes, and quickly rolls up the map and puts it in a large case with four other maps.
Sir Wheatfield looks at the dwarves. "Plenty of room here. Tomorrow we can take that hammer and destroy the cave for good so the bugs are completely eliminated and no locals will die trying to explore its depths."
|Hon Semparatus
"Thank you for this most gracious offering. You have put a serious effort into an excellent command post. I call dibs on the far corner. Kib and Khazad snore loud enough to collapse the tunnel by themselves. " He aims for a post with a minor source of light, or better yet a level surface. Unrolling his bedroll and using the dire wolf pelt as a blanket, he sets out a candle from his backpack and oddly enough starts writing in a journal. Catching a few glances his way, he turns a bit gruff, "Bugger off, I'm writing me mum." Bluff 1d20 + 5 ⇒ (9) + 5 = 14 =DC Sense motive
|Hon Semparatus
Anyone that asks or is still awake notices the following: After Sir Wheatfield has departed, Hon casually gets up and rummages briefly for additional ink(s), a couple of quill pens and if possible a large blank roll of vellum, before removing all the maps for perusal. Perception1d20 + 7 ⇒ (9) + 7 = 16additional +1 for traps If asked what he is doing, he merely shushes gently "Be silent or help, I've a long night ahead of me." and with a wink ignores them. Then he briefly exits the command post to relieve himself and see if the candlelight is observable from the outside as well as observe any wandering souls before returning.
If anyone of his crew remains curious and investigates why the midnight candle burns...
|Kragg Stoneheart
As the night draws on, Kragg will continue to rely on gallak's and Hon's charm. I thankyounall for your hospitality, but I believe it is time to retire for the night. Sir Wheatfield, I appreciate the offer of your furnishings and accept. However, do not take offense if we post a guard. We have had occasions in the past where we thought we were on safe hands only to be mistaken in the morning. This is nothing againsts you but rather a lesson I have had to learn once to often. I myself shall take the middle watch, with 2 hour shifts. Nar, Hon, myself, Khazad, Gallak. Kib, take a shift at either end where you can still see with the twilight.
Kragg will retire for the night and get ready when his watch is up. As far as Hon's antics., not really concerned at the moment as he has not consumed too copious amounts of alcohol.


text:
College Softball
Georgia at LSU (ESPN, cable ch. 26) 7 p.m.
White Sox at Rangers (FOXSS, cable ch. 33) 1 p.m.
Diamondbacks at Cubs (WGN, cable ch. 10) 1:10 p.m.
Reds at Astros (FOXSS, cable ch. 33) 7 p.m.
NBA Playoffs
Mavericks at Spurs (TNT, cable ch. 42) 7 p.m.
Suns at Trail Blazers (TNT, cable ch. 42) 9:30 p.m.
NHL Playoffs
Red Wings at Sharks (VERSUS, cable ch. 57) 8 p.m.
White Sox at Rangers (KGNC, 710-AM) 1 p.m.
Talk Shows
My Passion is Football with Warren McCarty (KPUR, 1440-AM) 9 a.m.
Times and telecasts provided by TV and radio stations are subject to changes. Only live events listed.
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subset: commoncrawl


text:
What do you chose on your daily commute? A beautiful bike ride with friends, or to sit in a funky little Mini at stop lights?
Video: Decision Between Bike and Car
1 comment
13 Sep '11 at 3:46 pm
I'd love to bike to work – but unfortunately I live 20 miles from the office don't have access to shower facilities (in FL that's a deal breaker). My husband cycles home 2 days a week (15 miles). We're lucky in that we live in a pretty "rideable" neighborhood and cycle to the grocery store & restaurants as often as we can.


text:
TTC 16 months
Hi Ladies
I am a 34 year old, who has been TTC for the past 16 months, with no luck, waht so ever!!! I got my self checked out and so did my hubby, everything is good, just we have no luck.
I should get my period on Sat/Sun (28-29 day cycle), but know I am feeling pain in my right side (like a menstrual pain) na dreally wied, funny tinglig pain, what is this? am I pg?
Is anyone out there, that has the same "sensations", I would love to hear from u
I really need answers, no i haven't been to the doc. yet, sicne I should get my period this weekend, I wanted to wait.


text:
- The Adventures of Super Mario Bros. 3.
- Captain Toad: Treasure Tracker
- Luigi's Mansion
- Luigi's Mansion: Dark Moon
- New Super Mario Bros. 2
- New Super Mario Bros. U
- Paper Mario
- Super Paper Mario
- Super Mario Galaxy
- Super Mario Maker
- Super Mario Sunshine
- Yoshi's Island
- Yoshi's Story
- Yoshi's Woolly World
- Wario Land series
- Wario World
open/close all folders
- Several people are terrified by Boos. It pretty much all boils down to the fact that they only chase you when you're not looking. It only leaves the door open to Fridge Horror.
- This series introduced the concept of spikes = instant death in video games. Good thing everything causes Mario to go into Death Throws. Doesn't stop some kids from being scared by the thought of falling and getting impaled on spikes, and the resultant saturation of spikes in video games as a whole causes nightmare fuel filled scenes in video games where they DO impale you.
Main Series
Super Mario Bros.
- The first Super Mario Bros. gave us the Minus World, a world no man is intended to go to and has no escape, unless you count drowning to death or the reset button as a method of escape.
- If you let a Hammer Brother stay onscreen too long without killing him, he will chase Mario.
- The castles in the first Super Mario Bros. game for the NES are really, really terrifying. There's just something about them; the lifeless black background, the pointy-looking lava that doesn't move, the revolving sticks of fire, the fireballs that come as you approach Bowser's lair, Bowser himself (especially later on when he learns how to throw hammers)... and that music. THAT MUSIC. Some of the castle levels are mazes that will repeat endlessly until TIME RUNS OUT AND YOU DIE. (or until you find the correct path)
- The famous cave music probably creeped out more than a few kids.
- Good lord, the story behind this game. Bowser invades the kingdom and kidnaps Peach. That's all you get from the game itself. In the instructions book, however, it's revealed that Bowser laid waste to the Mushroom Kingdom and turned the Mushroom Retainers that weren't kidnapped alongside their ruler into bricks. The same bricks that make the brick blocks Mario smashes to bits. And the reason why he kidnapped Peach was that she's the only one that can break the curse! These poor Toads are probably aware of their position, and would have likely stayed like that forever if they hadn't been separated by Mario.
Super Mario Bros.: The Lost Levels (Japanese Super Mario Bros. 2)
- The firebar in C-4 that practically requires you to take a hit. If you're Small Mario, it's almost impossible to pass.
- 8-4 and D-4 both have two Bowsers in one castle (one of them is fake).
Super Mario Bros. 2 (USA)
- The Hawkmouth in Super Mario Bros. 2 (the one that acts as an end of level gate) scared the crap out of some in the end of World 7-2 when it flew off the wall and tried to chase them!
- It was even creepier in the original Doki Doki Panic, where it was some sort of tribal mask. Look for it here, labeled (rather accurately) as "Evil Door."
- And then you get past the door to confront Wart — and the music changes to this creepy, disturbing horror/techno mix that just messes with your concentration while you have to catch vegetables in midair and throw them into Wart's open mouth (as opposed to the other bosses where you just had to hit them with weapons).
- Phanto. Creepy pumpkin masks that guard keys; when you pick up a key, they come to live and move really fast and chase you.
- In remakes, World 1-3 in particular has a chamber with a key, a squad of phantos, and a giant Phanto face in the background. When you pick up the key, the background Phanto face's eyes light up red.
- Corrupting SMB 2 leads to some horrifying results.
- Not to mention literally invoking this trope by corrupting a game that's set in a dream.
- In some versions of the game, after Wart dies, there's some red under his eyes, almost like he's bleeding from them.
- In the SNES and GBA remake, they made warping much, much eerier. When you enter the Warp Vase, a creepy tune plays in the background while the screen becomes distorted and fades to black. See the warps in the SNES remake here.
Super Mario Bros. 3
- The mini-fortress music. It's quieter than the fortress music of SMB 1, which gives it another brand of eeriness.
- World 8 of Super Mario Bros 3. Apparently, Bowser's home base is Hell itself. The gigantic, discolored hands that drag you down on certain tiles are especially creepy to a small kid. And if that doesn't scare you, the levels will because you are forced to play the levels without fail or you are sent back to the beginning of the tile section.
- At some point Mario swims through a lava-like substance in 8-Battleship... Just a hint: The lake is not NOT lava. If you could not figure it, it is BLOOD. Yes, you swim through a lake of blood.
- The color limitations on the NES ended up making Bowser's castle look like (unintentionally?) some flash-tint structure with teeth at the front gate, like the castle is an organism. Compare this with the SNES version of SMB 3 where the details have been improved and the castle is less jarring, looking more like a regular castle-château with the top of the castle emulating the form of Bowser's upper-skull.
- The Angry Sun made some too scared to play past World 2.
- Some were also afraid of the Podoboos in the World 1 mini-fortress.
- Chain Chomps debut in this game, and there's a quirk to their behavior that not many know about. If it pulls on its chain 50 times or if the timer hits 160 seconds, it escapes.
- Notably, Chain Chomps are inspired by an incident in which Miyamoto was nearly attacked by a dog.
- There were also some terrified by the Hot Foot in the first fortress of World 4.
- The laser-shooting Bowser statues in his castle.
- World 6's map theme is pretty ominous and chilling compared to the other world map themes (save for World 8) in which gives off a feeling that something's bad is going to happen
- The first fortress in World 7, since the entire place is empty. No enemies whatsoever (barring the boss). Even worse is that one can see where the enemies would be, giving the feel that it was just suddenly abandoned.
- In the Super Mario All-Stars remake of Super Mario Bros. 3, World 5's blue mini-fortress has both a lava floor and a ceiling. It's even more unsettling considering that in SMB 3, lava isn't merely a harmless curtain for the top of a Bottomless Pit; rather, touching it kills you instantly, even if you're Super Mario. Or powered-up with the invincibility star for that matter.
- Boss Bass from Super Mario Bros. 3 and Super Mario 64. Super Mario 3's Boss Bass in particular has this habit of jumping right out of the water, snatching you right off the surface and swallowing you whole in one gulp.
- And what makes it even more nerve-racking that by swallowing you whole in one gulp, means that no matter what power-up form you're in, being swallowed and gulped is an instant death regardless.
- SMB3 can be corrupted too, as ProtonJon found out. The video is called "Super Mario Bros. 3: Nightmare Edition."
- In Worlds 1 through 6, each time you transform a king back to normal, he gives you a letter featuring some advice from Peach. Come World 7, however, and the letter instead comes from Bowser, who has informed you that he has kidnapped Peach (again), with his portrait on the letter and a Scare Chord taunting you. Those who expect Peach's usual advice letters are in for a nasty surprise out of nowhere.
Super Mario World
- In the final battle, Bowser is seated in a hovercraft which is painted like a clown's face. After Bowser is hit a number of times, he flies forward, so that the screen zooms in on the hovercraft. Push the pause button at the right time, and there is a screen full of clown face.
- Then said Clown-faced hovercraft in its final phase with its eyes being butch and angry while still smiling as small veins pop out at the side of its head, all the while trying to pound and crush you.
- Mario/Luigi's death sprite. Maybe they went red/green with shock, but to some, they just looked... odd.
- The Koopalings' defeat scenes vary. Morton, Ludwig and Roy fly around the screen and disappear but the rest meet a lava-induced fate. While Iggy and Larry vanish off-screen, Lemmy and Wendy sink into the lava and are burned alive! Youch!
- If that's not bad enough, the epilogues of Morton, Ludwig, Roy and Wendy imply that you killed them. On the other hand, they did return in later games, so the descriptions were probably added for shock value.
- Lemmy and Wendy's deaths are even worse in the GBA port of the game. Apparently someone thought it was a good idea to add a sound effect that sounds like a shriek of agony to them (along with Iggy and Larry).
- The big green bubbles in the Vanilla Ghost House freaked many out a bit. They were large, invincible, and always got in the way, and if even two closed in on you, you were screwed.
- The way secret keyholes grow so huge and then swallow up Mario is just plain freaky. The accompanying music only makes this worse. The GBA port makes it even worse, because the music in that one has a louder bass line at the end that acts as sort of a Last Note Nightmare.
- The Big Boos from Super Mario World gave some fright as a kid, but the Monty Moles just continuously pop out and attack.
- The graphics in Super Mario World. Most of the time, they were gorgeous. But many of the enemy sprites were just wrong. The weird, hunched-over shell-less Koopas, the odd posing and so-smooth-it's-creepy animation of the Charging Chuck, the weird stick legs on the Koopa Kids... not to mention the fact the player's death sprite, it looks like Mario is bleeding from his eyes! Accompanied by a Scare Chord, no less!
- The GBA version starts with a Nightmare Fuel-ish intro that ends with a Last Note Nightmare, as seen here; however, if you beat the game, the result makes up for it.
- Those creepy looking Bowser statues in Bowser's Castle if you took one of the rooms, only to encounter a golden, animated one.
- Lava appears in some athletic/overworld levels. Except, due to palette differences, it's colored brown. Functions exactly the same, except, well, what is it? Mud? Melted piece of the ground? So bacteria-filled and acidic that bubbles come out?
- It's molten chocolate. That the stuff is only encountered on Chocolate Island is something of a giveaway.
- Big Boo in Super Mario World has a placeholder sprite for use before the final sprite is loaded. If seen at all, it's likely for a split second. However, it's an empty, soulless emotionless face◊ that for some falls right into the Uncanny Valley.
- Which technically, just happens to be the same face Big Boo makes when facing it, just without being covered by the sprite's arms.
- Sunken Ghost Ship, specifically, the loooooong drop that occurs at the end of the level. What makes it freaky is that the background is pitch black, meaning you have no frame of reference aside from the coins that you drop past. Then suddenly, after the super long drop, you either land on a small platform with the goal orb, or you land in the nearby water and have to jump out before the mines above fall onto you. The fact that this level reuses the dissonant, creepy music from the various Ghost Houses doesn't help. Finally, when you complete the level and uncover Bowser's domain, there is no music when you regain control on the world map. The lack of music also happens on subsequent clears of the stage.
- Wigglers, anyone? It's just so startling to see this adorable thing◊ to turn into this. The fact that Wigglers had no mouths in the game makes it even worse.
Super Mario 64
- The Mad Piano in Big Boo's Haunt. When woken up it chases you around the room, its lid banging up and down to reveal razor sharp teeth (as seen above), while making sounds like someone angrily banging their fists on the piano keys. Much of Mario-related trauma has come from that enemy alone. And to add insult to injury, one of the red coins is located behind it, so you'll have to approach it for the 8 Red Coins.
- It gets even scarier in the DS remake. In the original, the piano's chasing animation is just incoherently rumbling around and the chomping/"banging on the keys" sounds aren't even synched up with its movement, making it feel a little more like a mechanical trap that's just trying to hit anything close by. In 64 DS, however, not only are the sounds now synchronized with the piano's animation, but the animation itself has a distinct "pouncing animal" quality to it, which makes it much scarier because now there's a very coherent and methodical vibe to its chasing, like it's a conscious, sentient predator preying on our poor heroes.
- The Big Boo fights and the music were also something else to be scared of, not to mention the creepy calliope music from the carousel.
- There's that one dark room where the bridge you walk on crumbles, and if you fall into the darkness, you startlingly land in the underground passageway with the carousel music.
- "Ghosts...don't...DIE! Can you get out of here...alive?"
- There's also the Boo in the corridor opposite the door to the basement in Peach's Castle, who's suddenly just there once you gain enough stars, watching you every time you pass by. What's more, you can sometimes hear its laugh from the room leading to Cool Cool Mountain.
- The entry to Lethal Lava Land (remember, that flaming face painting◊?) was frightening enough to scare you out of the room. Worse yet, it is similar to the face that shows when you lose a life from running out of life or by hazards, in other words Bowser attempts to scare you.
- Mr. I. No matter where you go or how fast you run, he's always WATCHING YOU...until you make him dizzy.
- What happens when you run into a door when you dodn't have enough stars to open it. A Scare Cord followed by Bowser's laugh. It's startling if nothing else.
- The endless staircase at the end of the game, with its chromatic xylophone scales OF DOOM. Try listening to it backwards for extra "fun".
- Unagi.◊ It was a huge eel with a freaky face, topped with the fact that he doesn't look quite that big at first.
- Bowser himself. It's just the way his model looks, he's huge, and if anything, the polygon look just made him scarier.
- He's especially frightening in the final battle, due to his green glow, his three varieties of fire breath attack, his seismic stomps, the fact that one bomb isn't enough to end him this time, and especially the music.
- Bubba (replaced by Boss Bass in DS remake), the giant fish (with Triangle Shades) that eats you on Tiny-Huge Island. It's killable through a glitch, though.
- The poisonous gas maze in Hazy Maze Cave. Getting bullet spammed by the Snifit wearing A GAS MASK didn't help.
- The Bookends in Big Boo's Haunt as well as the chairs.
- The Fwoosh on Tall Tall Mountain. If you get blown away, you'll either fall off or fall all the way to the base of the mountain. The Fwoosh is even quicker to attack in the DS remake.
- The Bullies that tries to knock you into lava.
- That GIANT FREAKIN' FREIGHT TRAIN-MONSTER that is the Chain Chomp◊. Shigeru Miyamoto designed Chain Chomps based on his own fears of being bitten by dogs. Thanks, Miyamoto, for making sure your own nightmares fuel other people's nightmares.
- Super Mario 64 DS manages to make Big Boo's Haunt even scarier by adding the area where you get the key to unlock Luigi. You jump in as Mario and arrive at an area that seems like a rather simple Lost Woods like level, where a wrong door will take you to the beginning of the level. Wouldn't be too bad if it wasn't for the absurdly frightening laughter King Boo keeps dishing out as you run through the level...and the fact that it's the only clue to getting out of the maze.
- The only truly scary parts would have to be Eyerok, the Shifting Sand Land boss. The two big-ass rock hands with eyes on the palms. The ones that try to push you off the slender platform and into a pitch black emptiness.
- Dorrie, the creature from Hazy Maze Cave. The big blue dinosaur with the red slit mouth and tiny eyes that a nearby sign claims will eat you. He doesn't, but still. Thankfully turned into Nightmare Retardant in Super Mario 64 DS with the addition of swim goggles, as well as making his face more Yoshi-like.
- Mario's drowning animation. Mario desperately struggles while seemingly making failed attempts to gasp for air in blind panic and agony, with the game fading out as Mario's corpse is going limp. The poison gas death (the area mentioned above) is no better, with Mario grabbing for his throat, then falling on the floor with the screen fading out as he lies twitching (apparently still alive) in his final moments on the floor. The toxic area was really the worst in that, as anytime you are breathing it Mario would cough and slowly choke as if struggling for air.
- Playing with Gameshark in Mario 64 can get you very disturbing results. This video, one of the many that refers to Gamesharking in Mario 64, leads the watcher to the ultimate nightmare, especially as Mario enters the castle lobby.
- The painful cry Mario did whenever he got hurt in Mario 64.
- In Super Mario 64 DS, if you play as Luigi and turn invisible in a Mirror room on the third floor, you can go through the door that is supposedly the reflection of the entrance door. Going in there, you find yourself in a white abyss with nothing but you, the door, and a power star.
- The underground/water town in Wet Dry World, along with the background to the level (a city of flat-roofed buildings). Completely deserted excluding a lone Bob-omb. What exactly happened there?
- Justified slightly in that the background looks like an ancient city, so the town could have been empty since ancient times. But considering that it probably flooded every five minutes, it's no surprise it went empty. Perhaps some evil person got his hands on the water crystals...
- This one is a long shot, but the main HUB itself could be creepy if you think about it. You're in a big castle/mansion.....all alone....except for the Toads.
- When you get the Power Star from atop Bowser's submarine, the sub disappears from Dire Dire Docks for stars 2-6. And that Bowser door opened underwater... becoming a big black hole that SUCKED YOU IN if you got near it.
- So you just got the 8 stars needed to open the first Star Door. You go through it into a hallway, and at the end is a portrait of Peach. Her face changes as you walk forward, getting more frightened as you walk down. Just before you get to the portrait, it suddenly changes to a evilly-smiling portrait of Bowser and you fall into a trapdoor to the first Bowser world.
- The secret under the moat. It takes place in a gigantic room that is 95% void, with the level itself taking place along the edge.
- The Game Over screen. Mario's face, contorted in pain and exhaustion, against a dark red backdrop, with a warped excerpt from the Main Theme playing in the background, was rather overstimulating for some younger players.
- Mario dying from electrocution. Most deaths involve Mario doing something even the slightest bit comical, such as trying to get back up and then passing out or struggling against what killed him, or being squashed flat. When Mario is electrocuted he goes limp and flops over. The end. That's it. With all the other deaths, gruesome as they are, involving some sort of drama, seeing Mario just...fall...is more than a bit disturbing.
- The whirlpool of Dire Dire Docks. It sucks you in and instantly kills you (and you're required to get close to it in order to get a Power Star). Who said Unagi was the only terrifying underwater threat in this game.
- If you're afraid of sharks in your games, then you will probably fear playing Dire Dire Docks due to the presence of those, even though they won't bother you if you don't get in the way of their set path.
Super Mario Sunshine
- Super Mario Sunshine, an otherwise rather bright game, features a level where you have to go underwater (thus, making it a Timed Mission), and clean the teeth of a giant eel; complete with poisonous bubbles and a whirlpool that threatens to suck you in. Doesn't help that the eel lunges up out of it's cave at you and you have to get close to it's mouth to clean it's teeth.
- The Gooper Blooper battles from Super Mario Sunshine. Mario is fighting a giant squid who uses his tentacles and ink that summons slimy enemies to attack. The method of defeating him is to jump on each of his tentacles and graphically pull them off one by one; after doing so, the pulled tentacle will wriggle wildly before disappearing.
- Phantamanta is a pretty frightening boss, and a pain to beat as well. It's a Living Shadow that can move over ANY surface and chases you all over the beach leaving a trail electric goo, and when you spray it, it splits up, spray them and they split up, spray THEM and they split up! Then, once you got it into its SIXTY-FOUR parts, they all turn red and charge at you like mad!
- It's referencing◊ The Shining. A Mario game is referencing The Shining.
- The Boos in Hotel Delfino look rather demented, with glazed over eyes and tongues hanging out more than usual. They even look outright stoned.
New Super Mario Bros.
- In New Super Mario Bros., Bowser falls into lava in the first world. Not much different from what happened at the end of every single castle in the original Super Mario Bros... until the game proceeds to show him desperately flailing in the lava, and emerging with all of his flesh melted off. Totally unexpected and freaky as all get-out.
- Mario's next line, immediately after the whole debacle? "That's-a so nice!"
- This is actually a major plot point of the whole game, since it requires Bowser Jr. to take command of the entire Koopa Troop in place of Bowser's death.
- Later on in the game, it turns out that he's still alive and continues to live on as a skeleton. Which meant he actually got to feel his flesh burn off. Wow, Nintendo.
- In the final level, Bowser Jr. uses a magic cauldron to restore his father to normal.
- Hey, remember Unagi the Eel from Super Mario 64? They made it into a regular type of enemy in this game. And also made a giant, unkillable version◊ of it, which is easily the most terrifying enemy in the game.
Super Mario Galaxy
- To start, instead of the standard Bottomless Pits, the game uses black holes at the centers of the various planetettes.
- The giant caterpillar in the Gusty Garden Galaxy of Super Mario Galaxy. The way it's almost realistic in appearance in a game with an intensely cartoony art style creates an effect similar to the Uncanny Valley, and it makes some genuinely disconcerting high-pitched noises. The enormous nose and buck teeth do little to diminish this.
- When Mario's hand rises up when he sinks in sand or toxic waste, all while hearing him drown.
- If you fiddle with the camera angle in the right way, which usually isn't possible in-game, you'll see a pretty terrifying (or, to some, rather hilarious) shortcut the developers took with this animation. To make it so only his hand appears over the swamp, his headshrinks to almost nothing!
- When Mario touches dark matter, he slowly disintegrates, and his life bar isn't empty until AFTER Mario is completely gone. He feels the whole thing!
- And then there's dying of electrocution, which leaves only a skeleton.
- The Gringills in the Beach Bowl Galaxy. The giant ones with googly eyes and teeth almost as long as their head.
- In a little more detail; you're swimming through a beautiful galaxy full of clear water and cute penguins, not many enemies at least not at first, but then you come to a dead end and a giant Gringill comes EXPLODING out of the darkness and flails about with another little one above it.
- The hovering, screeching Cluckbooms. There is just something vaguely disturbing about them...
- The Bonefin Galaxy, home to the giant skeletal shark known as Kingfin.
- The giant jellyfish. Sure, there were only two, but each one was in an rather off-putting location: the first in the Bigmouth Galaxy, where more and more ghosts kept popping out of nowhere underwater, and the second in the Deep Dark Galaxy, where you HAD to swim RIGHT PAST IT because it took up most of a certain passage. (Oh, and both galaxies had some of the most ominous-sounding music in the game.)
- Also in the Deep Dark Galaxy is a planet accessible by a cannon, which is basically a tiny version of the first planet in Gateway Galaxy. There's just something creepy about traversing a dark, hostile galaxy and suddenly happening upon a replica of what is possibly the least dangerous and most friendly planet in the galaxy.
- And the background even changes to match that of the original planet!!
- If you jump on a nearby screw and spin around, the planet will deflate like a giant beach ball. It even rewards you for doing this with coins!
- Also in the Deep Dark Galaxy is a planet accessible by a cannon, which is basically a tiny version of the first planet in Gateway Galaxy. There's just something creepy about traversing a dark, hostile galaxy and suddenly happening upon a replica of what is possibly the least dangerous and most friendly planet in the galaxy.
- Between them, Mario and Bowser wind up destroying the universe.
- Bowser planned on creating his own galaxy which would serve as the capital for his glorious universe spanning empire. Damn. So much for Villain Decay.
- The music that plays when you wake up the Dino Pirahna is very unsettling, as is the fact that you are on a small planet with the possibility of being plowed into by a gigantic, blind beast. The Dino Piranha itself is no better, especially when you get it angry. And when you defeat it, the idea of having just killed a baby doesn't sit right either.
- In one of the later areas, you come across FIERY Dino Piranha. The guy was freaky enough the first time around, but, ON FIRE?
- Luigi's deaths in SMG. Poor Luigi sobs hysterically as he falls to his death. Dosen't help that they bring it back in Smash Bros.
- Even worse is when he falls in quicksand or the swamp goo. His scream sounds distinctly like "Help help can't swim!"
- Bouldergeist is pretty scary. Once you land on the boss arena, rocks suddenly gather into a large head, and the second phase adds arms. When breaking up his stone armor, his shadowy matter can be seen leaking through, and while it's pathetic, his unprotected form is still pretty unnerving.
- Plus some of the sounds he makes, but his roar takes the cake. HOLY CRAP, HIS ROAR.
- Also, right before Bouldergeist explodes, his uvula pulsates, his head shrinks, and his eyes triple in size... and he explodes...
- The NPC bees' razor teeth smile.
- The Lumas' cycle of gorging themselves, and then committing suicide by exploding into a new celestial object. They are eventually being reborn somehow, but these guys are happy that they are exploding.
- Outside of the small planet the boss Kingfin resides in, a random Toad Brigade ship. This doesn't seem scary at first, but then you realize the ship is empty and the toads are nowhere to be found, and a giant, Jaws-size skeleton fish down there has teeth that look sharp enough to rend flesh. Uh oh.
Super Mario Galaxy 2
- Sorbetti, a giant rolling spiked snowball monster with a disturbing clown-like face and a really creepy high-pitched laugh. Because the fight planet is designed to look like the body to his head, it's even creepier.
- Cosmic clones in Super Mario Galaxy 2. The ones in the previous game were simple Mario and Luigi clones that served as racing opponents. In this game, they follow your every action with a delay of a second or two. If one catches up to you or you bump into one, it hurts. You can't stop for even a quick breather or you'll get hit. And they keep coming. More and more of them get spawned every few seconds, leading to a seemingly endless chain of them. Even the nearby signs are afraid of what they can do. And worst of all, their corruption extends as far as Luigi's Purple Coins...
- They mimic their movements perfectly, a few seconds after they do. You touch someone on the shoulder, they touch them seconds later. You pick something up, they mime picking it up themselves. And if you stand still, they collide with you, exploding into dark energy at point-blank range. And until you, or possibly somebody else the comet is focusing on, finishes an arbitrary task, they spawn forever. Following you everywhere. And when you think about it, aren't the other comets also Fridge Horror? Just think of what happens when, say, the Red Comet gives one arbitrary person a time limit to do one task before dying.
- In several late levels, giant lava monsters suddenly rise up from out of nowhere and engulf your platform in their mouths. The last one is particularly memorable.
- In one galaxy, a group of penguins are out swimming, watched over by a couple of larger penguins. To get the non-secret star in that stage, you must hit a switch that causes the entire area to freeze solid. It's not just the surface; you can see them under the ice, frozen in midstorke. Congrats, you just caused the Ice Age.
- In the Shiverburn Galaxy, if you change the camera to first-person mode and look toward the cliffs above you, there seems to be three mysterious shadowy figures on the cliff, watching you, and following you. You can read about it here.
- This shit. This shit right here.
- They're supposed to be trees. It doesn't help though, because they don't look at all like trees. And they have glowing eyes. Brrr.
- The file names? BeyondHellValleySky is where they reside, and HellValleySkyTree is the names; the ominousness of the trees were enough, but those names make them worse.
- The skybox implies that the cliff background is very far away, suggesting that these figures are somewhere between the size of a large hill to mountain-sized.
- The swirling spirits in the background in the ghost levels.
- Magmaarghs (a much larger version of Blarggs from Super Mario World). They're huge, hideous creatures made of lava who look incredibly deranged, with strange eyes and huge mouths, and when they try to collapse into Mario or Luigi, they make a very disturbing roar until they lose their form in the lava.
- Bowser himself, as he's immensely powerful and gigantic in this game. He nearly devours Rosalina and her starship, and creates a black hole that he's in complete control of.
Super Mario 3D Land
- An Easter Egg: In the yard at the end of any ghost house, waiting long enough causes a ghostly figure to appear in the background just behind the fence and will vanish after a few seconds. This figure doesn't actually do anything and cannot be interacted with, but what makes it creepy is that the thing resembles the Shiverburn Galaxy figures. They're not trees. They're still watching. And they're getting closer.
- Even worse, it could be Slenderman, in a frigging Mario game. And as a bonus, it opens its mouth before disappearing, as if trying to scream at you... brrr.
- The connection between the spirit and the [HellValleySkyTree]... there's also a UFO visible if you wait a minute at 1-3. What other freaky stuff has Nintendo put in these games? Are they... are they trying a secret subplot told through weird Easter eggs?
- Come to think of it, that UFO...we've seen a UFO like that before. Specifically, one that helped Bowser to airlift Peach's Castle in the first Galaxy game... Yes, others appear in later levels, but that first one that helped kick everything off—Bowser did not just happen across it on his own...
- Even worse, it could be Slenderman, in a frigging Mario game. And as a bonus, it opens its mouth before disappearing, as if trying to scream at you... brrr.
- The cosmic clones. They mimic Mario's quotes, but in a higher pitch with added distortion. When they say "Let's-a go!", it sounds like they're saying "Time to chow!". Yikes.
New Super Mario Bros. 2
- The Boohemoth, a massive Boo enemy, is bigger, chubbier, and his eyes don't look at all like the charming dot eyes that normal Boos have, but more into the Uncanny Valley. Although he only shows up in two Ghost Houses, he'll appear without warning with a Scare Chord and chase you. He too stops and hides his face when Mario or Luigi looks at him, but every so often he'll peek and approach anyway. Thankfully, he only appears in two levels.
- In World 6-Castle and World Star-Castle, Mario has to make his way across a lava-filled platforming level. The kicker? He has to avoid the Koopalings' special petrifying gaze. If he's not hiding behind a wall, one wrong step and he'll most likely freeze, and fall into lava.
Super Mario 3D World
- As cited from a Miiverse post, the Shiverburn figures are back. They can be seen through a reflection on a Clear Pipe Cannon on the last main level, The Great Tower of Bowser Land.
- The post? "Anyone remember those mysterious faces on the top of the cliffs in SMG2? Or the mysterious face in the ghost house in SM3DL? Look closely at the reflection in this photo. Tell me what you see."
- It seems Nintendo is slowly trying to implement their own darker version of Where's Waldo?.
- There's also Motley Bossblob: a Koopa jester who summons Blob Monster creatures to transform into an enormous gelatinous Asteroids Monster Monster Clown, complete with Glowing Eyes of Doom and a Slasher Smile. And it chases you around the stage, hopping around erratically in an attempt to crush you. Hope you aren't afraid of clowns.
- Bowser re-kidnapping the Sprixie Princesses and using them to power Bowser Land.
- The advancing wall of Fuzzies in Fuzzy Time Mine. Resembling a fuzzy black void with faces randomly and chaotically popping in and out, it consumes everything in its path.
- The music that plays in the final Captain Toad level sounds very chilling, especially in contrast with the more happy-go-lucky tracks in these stages.
Misc. Games
- Super Mario Land:
- The way the enemies die is actually kind of creepy. Unlike the NES Mario games, where enemies generally flip upside-down and fall off the screen when you jump on them, here they lay on the ground, flattened and dead for a few seconds, before flopping off the screen. It gets worse with the Koopa Troopa analogues, which explode when they die.
- The "Daisy"s at the ends of Worlds 1 through 3 of Super Mario Land that are actually monsters can make the player jump a bit.
- There are bonus rooms with Spikes of Doom. Coupled with the quiet bonus room music, Mario accidentally jumping onto the spikes and dying is pretty frightening.
- The U.S. commercial for Super Mario Land 2: 6 Golden Coins. To some it may be Narm but before Wario was the portrayed as the greedy character he is today, in the U.S. the American media in the early years of after his debut portrayed him in a way that made most young gamers rather afraid of him, The commercials for Virtual Boy Wario Land and Wario Blast didn't help matters.
- The ending sequence to Super Mario Land 2. Wario shrinks into a pointy-eared midget, punts his shoe at Mario, and runs off the castle balcony bawling. It became a bit more bearable in Wario Land: Super Mario Land 3, when it was revealed that Wario has a "powered down" form a la Small Mario which looks very much like his diminutive appearance in the ending, but to a young child who doesn't know any better, it's easy to wonder: just what did Mario do to Wario to turn him into that strange little mutant? And what happened to Wario after he seemingly jumped off a balcony on the highest floor of Mario's castle?
- The Thwomps from Bowser's Castle in Mario Kart 64; it's that disturbing Evil Laugh. The green one in the cell is scarier for some reason. Luckily, they aren't scary in the Wii version's remake.
- The final stage of Tetris Attack for the SNES, where a Godzilla-sized Bowser rises out of a chasm at the end of a mountainside cave. Cue the sinister organ music.
- The infamous Hotel Mario had some rather unnerving music.
- Also in Hotel Mario, you must never hide in doors during boss battles. While this does work for regular enemies in normal levels because they can't enter the door and hurt you, the Koopa Kids or Bowser himself will enter the door you're in, come back out, and burp out Mario's hat, strongly implying that MARIO GOT EATEN BY A KOOPA KID OR BOWSER HIMSELF! The silence before the "lose a life" music does not help.
- Mario Teaches Typing 2, like Mario 64, featured the floating disembodied head of Mario. Unlike the Mario 64 version, this one goes back and forth between cracking jokes and being amusing, to being just plain unsettling at times.
- The GBA puzzle game Mario vs. Donkey Kong features a relatively realistic 3D rendering of Mario facing off against cartoony Thwomps and Shy Guys, and is brought up at this point in the page due to its Galaxy-like series of disturbing death animations. The default animation (for example, stepping on spikes or touching a Shy Guy from the side) has Mario tilt briefly before he falls face-first into the floor (or spikes!) and stops moving. Then there's the specialty animations for dying to a fiery or electrical attack, which don't pull any punches about how terrifyingly painful it must be for poor Mario.
- There are three different "death" tracks in the game's BGM. While the first two apply for "standard" deaths (the second is used for getting burnt by lava), the third is used for the most horrifyingly painful and gruesome (for Mario standards, that is) death animations, such as getting squished by a Thwomp, falling from a high place (with Mario falling on his head as a result) and, last but not least, getting electrocuted to death. In fact, you can tell the various deaths apart by listening to the different pitches of Mario's variants of his classic "Mamma mia!". The first is "standard", the second is "exhausted", and the third is "a mixture of pain and horror".
- Mario Tennis was the game that debuted Waluigi. In his debut, Waluigi, not only was pretty creepy looking, but made extremely weird noses all of the time, almost like a psychopath groaning in pain or delight. Whenever he scored, his celebration would have him making his eyes glow and flash purple, all while bearing the demented grin frozen into his face. The glowing eyes, to this day, remain unexplained.
- In Mario Power Tennis, when Yoshi wins a trophy, there's an animation in which Luigi brings it to him. Things go awry, and in the end Yoshi has swallowed Luigi. He doesn't get spit out. There isn't even an egg. He never escapes.
- Another one involving Luigi, Luigi delivers a trophy to Shy Guy. While walking toward Luigi, Shy Guy suddenly trips and his mask falls off. Only Luigi sees what's under his mask, and he is terrified. What is under a Shy Guy's mask!?
- Actually, Luigi already knew before then. In Luigi's Mansion you can remove the masks from Shy Guy ghosts revealing their heads to be completely hollow
- Another one involving Luigi, Luigi delivers a trophy to Shy Guy. While walking toward Luigi, Shy Guy suddenly trips and his mask falls off. Only Luigi sees what's under his mask, and he is terrified. What is under a Shy Guy's mask!?
- The end of Mario Is Missing!, when Bowser is defeated, may scare some young children. You don't fight him, he comes out of nowhere and is shot out of a cannon, innocent enough. It's cartoony. Then he falls into the ice, freezes up, is covered in snow, then shatters.
- Also one of the versions you have to rescue King Kong. The image you get of him is his fist wrapped around the entire Empire State Building. Something that big is too terrifying for words.
- In Super Mario Strikers, we have Bowser, who is portrayed as a giant implacable koopa who wreaks major havoc on the field with shells and bombs whenever the "Bowser Attack" options is on instead of comic relief. When that occurs, his entrance would be accompanied with a short, gritty rock n' roll riff or a Scare Chord. Worse is that you don't whether when or if he will ambush anybody in his way. Even when he becomes playable in Charged, it does little to dampen the terror, considering not only does he often turn on his own teammates if he's on a winning streak, his gloves have blades longer than his own claws attached to them. Perhaps even worse is the silhouette he gains when using his Mega Strike.
- Also, one of Peach's screams when she is electrocuted sounds like a realistic interpretation (i.e. screaming bloody murder) of feeling that type of excruciating pain in contrast to some of the other screams. Think about how she and the others feel in a more realistic way after that.
- The Game Over theme from Super Mario Kart. What's scary is that if you lose all your lives, the screen darkens, your character vanishes, then "GAME OVER" drops in ghostly-like letters, with that nightmarish music playing in the background.
- A meta-example, but Mario Kart Arcade GP holds a dark secret; 3 test images, two of them are innocent stuff, but the third one is a photograph taken from the September 2004 Beslan school hostage crisis of all things!
Super Mario RPG: Legend of the Seven Stars
- In Super Mario RPG, there's a room in the Sunken Ship with a Mario clone that seems pretty harmless, like any other NPC. Except that said Mario clone TURNS INTO A GREAPER out of nowhere, and you enter battle.
- When you initially arrive at Seaside Town in Super Mario RPG, there is definitely something off about the place. The townspeople all look identical, and display disturbing behavior, like stopping mid-sentence to quietly converse with each other, and watching you sleep. It eventually turns out that a Smithy Gang member named Yaridovich took over and impersonated the entire town.
- Smithy, himself. Imagine a cyborg-bearded-giant-king-mechanical being, with More teeth than the Osmond Family, and a couple of replaceable heads, each just as creepy as the original.
- The factory's basement where the final battle takes place, the floor is made of nothing but several Smithy's heads, and some particularly interesting ones seems to be looking at the player. It would be harder to beat him if those eyes were glowing...
Paper Mario SeriesHas its own page.
Superstar Saga
- When you battle Cackletta in the Hoonversity, she turns into an indescribable abomination before you battle — and spends the final chunk of the battle in that form. Meep. Luckily if your quick enough, this only takes one or two turns to finish her off.
- Before her, when you enter the Hooniversity, you encounter a dying scientist who transforms into a Laser Snifit. After you defeat it, it disappears, which could be interpreted as him being killed. There many Laser Snifits all over Hooniversity, meaning there are many scientists suffering fates worse than death and you can put them out of their misery.
- The original depiction of the monster in Guffawha Ruins. Not only is it shown breathing fire and eating a poor Toad alive, it's rumored to brutally murder its victims by breaking their bones, stripping their flesh and sucking their blood! Can't really blame Luigi for being so terrified to go there. And when you do, the monster is just a stone head that was angry at the rumors. Probably an example of humans being the real monsters.
- This was the first Mario game to feature apparent actual death of NPCs, mainly Toads.
- Cackletta possesses Bowser and turns him into a mutant hybrid of the two. And to fight her, you have to go inside Bowser and fight Cackletta in the form of some spirit/gas thing and attack her heart.
- Joke's End. It's the Slippy-Slidey Ice World (minus Frictionless Ice) of the game. In contrast to the smiling faces littered all over the other areas, Joke's End has expressions of despair littered all over. Frozen. It wouldn't be so bad if this weren't the music.
- The statues found in Joke's End depict great suffering, with hands placed over their ears and tears streaming down their cheeks. It's almost like the place is the hell of the Beanbean Kingdom. And it is. The theme of the Beanbean Kingdom is laughter, and Joke's End is the final resting place for cruddy jokes. The miserable-looking statues covering their ears may be meant to represent just how horrible a bad joke can be to the people of Beanbean.
- Many of the places that Cackletta involves herself with? Yeah, they become this.
- The Mario Bros.' first visit to the Beanbean Castle Town. The houses and buildings are all wrecked and innocent civilians lie on the ground like they're on the verge of death. The music makes it feel like you're walking in a graveyard.
- It gets worse. You end the game with the town in this state. Yeah after having a nice town for a good portion of the game, it's reduced to this sorry state by Bowletta during the endgame.
Partners in Time
- The Shroobs. They are basically evil mushrooms that invade the Mushroom Kingdom because their home planet is a barren wasteland. They reduce the Mushroom Kingdom to rubble, and take it over. Then, they begin taking the population and turning them into FUEL FOR THEIR UFOS!? WHAT THE HELL NINTENDO!?!
- And Bowser's got them on ice.
- The theme of Shroob Castle. Dark and foreboding, it hints at the many, many enemies you'll spend your time fighting against.
- The Elder Princess Shroob: she is a giant mutant with numerous tentacles for legs and for arms, and a hideous face. To make it worse, she attacks by even shooting down her own men... Also, her battle music is a strike in "Soundtrack Dissonance".
- Toadwood Forest and the Vim Factory. The Shroobs are using the Toads' LIFEFORCE to power their spaceships. Also, after defeating the Swiggler, you can still find Toads strapped to the trees!
- When Peach first goes on her trip, she is accompanied by two Toad attendants, Toadiko and Toadbert. By the time you encounter Toadiko, she is already near-lifeless because the Shroobs were sucking her vim away. Then, she is found out and turned into a Shroob mushroom, presumably dying (If she doesn't, it's even worse). Toadbert traumatically loses his memory for most of the game, and is promptly turned into a Shroob mushroom as soon as he recovers it. In both cases, this is softened by the fact that they, like all of the Shroobs' victims, recover (Toadbert's even returns as comic relief in the third game), but still, this is some hardcore stuff, especially considering we don't even know how long they've been like this.
- Inside Yoob, you can see him wince in pain when the Babies use the hammer or the Baby Drill. The latter is especially wince-worthy if you consider that Yoob just had something drilling into his flesh and is moving underneath it.
- Also inside Yoob, Yoshis are being forced into some kind of organic machine that puts them inside eggs, to be transformed into additional yoobs!
- A word written in Shroob language is repeated frequently by them throughout the game. We finally find out what it is during the fight with Princess Shroob: "Destroy."
- Peach getting eaten by Petey. It's almost as frightening as Jabba's method of execution in Star Wars.
Bowser's Inside Story
- Mario & Luigi: Bowser's Inside Story. Much of the game takes place inside Bowser's body. Which is strangely maze-like and platformer-esque. You have to manipulate Bowser's organs at times to get Bowser moving or affect him. The idea that Bowser has these characters running around inside him affecting his bodily functions and messing with his insides is very grotesque. Plus, some of the enemies are odd, virus-like versions of regular enemies such as Goombas. Enemies that Bowser inhales can damage him internally by attacking his body! And all the Toads are infected with a disease that makes them inflate in size and roll around uncontrollably!
- Giant Battles always start with the soon-to-be-fought Humongous Mecha crushing Bowser. For a few minutes, he literally dies.
- The final boss fight. Literally EVERYTHING in the Mario universe is on the verge of destruction, Fawful has transformed himself into some really freaky spider-like/bug-like thing, and is inside Bowser's body, transforming his stomach into something mutated looking. And his face... It's really disturbing to think about.
- The song played in Fawful's Castle from Bowser's Inside Story.
- The Dark Star in general is creepy — it is literally an embodiment of evil that can absorb other beings to use as a source of power, as it does to Fawful! Then he turns into an evil version of Bowser sporting a mohawk! Oh yeah... IT SHRIEKS.
- The cutscene where the Dark Star chokes the Mario Bros. with its dark energy.
- Fawful might seem hilarious at first, and he is, but he's by far one of the most disturbing villains in the franchise when you think about it. For one, he actually managed to conquer the Mushroom Kingdom, and took over both of the main royalty's castles (Peach's and Bowser's). Then, he awoke the Dark Star and absorbed its power, and even when he was defeated, he only turned into a creepy dark spider thing that ends up fueling Dark Bowser. During the final battle, he's extremely creepy, what with his jumpscare when he grows huge, and he has several creepy attacks, such as this one. Finally, even when both he and Dark Bowser are defeated, he he blows himself up in a last ditch effort to kill the Mario Bros., which also makes him one of the only recurring characters in the franchise to actually die, and one of even fewer to die on-screen. That, coupled with the fact he is almost completely evil with no redeeming qualities and the fact he rose from being a lowly dragon to a threat to the world, arguably makes him one of the creepiest villains in Nintendo's history.
Dream Team
- Antasma: The main villain of Dream Team is a vampiric bat who gained his power from feeding upon the dreams of Pi'llo island. He causes nightmares to fall upon people and then once they're asleep, eats their dreams with a side of milk. Freddy Kreuger reference, anyone?
- The Final Boss. Bowser attempts to wish Mario and Luigi away with the Dream Stone, but when that fails he settles on absorbing its fragments to turn into a Reality Warper capable of doing anything he desires. Just because the Dream Stone embodies good dreams doesn't mean those good dreams are benevolent....
- The last segment of Neo Bowser Castle. Things start off when the Mario Bros. find the source of all the nightmare veins. Then Mario enters Bowser's dream, which is about as disturbing as you'd expect a dream of the Koopa King to be. The music really sells the whole thing.
- Especially in one part , there's GIANT BOWSER HEADS that pop out of nowhere.
Paper Jam
- The two Bowser Jr.s are so worried about losing each other that they plan to destroy the Paper Mario World without a second thought.
- Subverted as they don't go through with it, nor seem to realize the implications of it. Their fathers on the other hand...
Mario Party Series
- The minigames in Mario Party 8 are, in all actuality, incredibly sadistic. Seriously, think about it. Half of the minigames only have one winner, meaning the others fall into ravines, get burned by Podoboos and fall into lava, get trapped inside computers, captured by Mr I... this game is not for those who care too deeply about what happens to the losers.
- Specter Inspector. Once one player successfully finds three of the five creatures, the room lights up and the winner stands with all five as they all wave happily at the player. And then the camera zooms back to show that they're all trapped inside a painting in a dark room, as ghosts leer at it. Remember, this is the winner...
- To say nothing of Bowser's Big Blast from Mario Party 2/4, and Cut From The Team from Mario Party 8. The tension alone makes the heart race in fear. Who will die first? Will it be you, or your friends? You're at the mercy of Lady Luck as you slowly step forward and meet destiny...
- And now the newest Mario Party 10 decides to up the ante by adding a Bowser Party mode, which is exactly what it says: Let's a player take control of Bowser! It's simple, Mario and his friends must get to the end of the board and claim the Power Star while being chased by Bowser. If Bowser catches you, he'll force you into a minigame. If he takes out all of your characters, you lose. At first, it seems like a delightful spin on the Go-Karting with Bowser trope until you start to think about it from the perspective of Mario and his friends. Essentially, they are being relentlessly pursued by their Arch-Enemy and if he catches them, he gets to torture them in very sadistic minigames. note Even in a lighthearted spinoff game, Bowser can still be a terrifying piece of work when he wants to be.
- Also, there's the fact that Bowser can throw up to five dice that stack up to let him move a lot of spaces and should he fail the first tine, Bowser Jr. will grant him a reroll, meaning that unless you are extremely lucky enough to have put enough distance between him and you, more often than not, he will catch up to you and force you into a minigame. And worse, you may be extremely unlucky enough to land on a space that sends you a few spaces back, and most often right back into Bowser's clutches. Not to mention that the player controlling Bowser can manipulate parts of the board to trick Mario and Co., such as making them pick the wrong treasure chest or take the wrong path. All in all, when playing in Bowser Party, the odds are most decidedly stacked against you.
- Bowser's appearances in the Classical version of Mario Party 10 are just as scary. Throughout the course of the board, rolling each side of a six-sided dice (1-6) will break a lock on Bowser's prison. Things get incredibly nerve-wracking when Bowser only has one lock left, and if YOU'RE the one who breaks that final lock, Bowser will claw the screen apart, revealing a hellish landscape and incredibly dark and ominous music. He will "thank" the person who freed him by taking half their mini stars, and then unleash a volley of fireballs that will turn into Bowser spaces. If Bowser gets freed, prepare for some serious pain.
- The entire Mario Party series is accidental nightmare fuel, especially the first ones. Any of the minigames involving Boos eating the losers was creepy.
- When you think too much about it, hell yeah. There was Ghost Guess in the first MP where you had to guess which was the leader of a pack of Boos (a dozen or so) circling you. The game gives you the tip: the first one to start their dances is the leader. But then again, it's pretty hard to figure out which of them does it. And when you pick the wrong one... All the Boos converge on you and take you to God-knows-where. As soon as they're gone, so are you. Shudder.
- And then there's Pedal Power, one of the games that used the infamous Scrappy Mechanic of "spin your Control Stick around like there's no tomorrow". You have to pedal a stationary bike to light up a lamp behind you before the Boo gets you.
- Running of the Bulb is a very good example. Four characters have to protect a lightbulb as they run down to the end of a dark, boo infested hallway while being chased by one large, rather frightening looking boo. Letting this particular boo catch you means you dissappear in a simmilar fassion to Ghost Guess. Going even further, the lesser boos are apparently capable of possession. It's pretty creepy having Mario characters slowly chase you zombie-style while glowing with a ghostly blue aura. And if you're the one possessed, all you can do is hope that another character will take the time to knock you back to your senses, and pray that the boo controlling you doesn't decide you to just go ahead and feed you to the big one.
- Speaking of the original, some find the Options House terrifying! Mainly because of the freaky background music, but also the process that you go through to delete your save data feels like you're activating a nuclear missile!
- Dark Path from "6," If you are afraid of anything Halloween, it's going to be a hell of a ride for you.
Super Princess Peach
- In Bowser's Villa, there are a couple of segments that contain several faceless Peach statues and a HUMONGOUS Thwomp that takes up the entire background. Before it opens its eyes to scan the area, you have to copy the poses the statues are in. If you fail to do so, you'll be sucked into his gaping mouth. Of course, you'll only be sent to the beginning of the segment, but still...
- And then there's the wall of Langolier-like Boos.
- Perry devours baddies to recover the Vibe Gauge. If there are no enemies nearby, one can stand still for a few seconds, cuing an idle animation where Perry latches onto Peach's head, to her vocal displeasure, regaining Vibe Gauge that way.
- The Mad Boos and Mad Big Boos, which look positively Ax-Crazy.
- In Bowser's Villa, there are several segments where you constantly need to avoid a pair of mechanical claw-like things flying in from the sides. Get caught, and you're treated to Peach being helplessly trapped in them while they begin a countdown to explode. There's nothing you can do if you get caught, unless you mash the buttons on the D-pad for dear life.
Super Mario Bros. The Movie
- Daniella and Daisy's kidnappings are played to scary effect, and as far as the residents of Brooklyn knew, they and the other girls were missing and probably dead.
- Koopa coming on to Daisy. With his face and tongue getting... less human. (Early drafts suggest he was attempting to rape her.)
- The Goombas. Except Toad.
- Lena at times; her head motions and hisses invoke the Uncanny Valley.
- Koopa snapping and attacking Luigi after politely asking them for the rock.
- With a bit of Fridge Logic, the brothers dissolving between dimensions. Mario was conscious of the fact that he disintegrated.
- Koopa's Transformation Ray, especially in the deleted scene where a guy gets devolved into slime.
- According to Mojo Nixon, who played Toad, Dennis Hopper's performance as Koopa legitimately scared him during the scene where Toad de-evolves. Toad freaking out as he's strapped into the chair wasn't acting.
- The Snifits, due to those weird noises they were constantly making.
- Lena stabbing Yoshi.
- Goomba!Toad getting set on fire.
- Lena shoving a guy out of the way by grabbing his face, then getting electrocuted when she dives for the meteorite piece seconds later.
- Lena being fossilized by the meteor energy.
- When the two dimensions start to merge, Koopa's twin towers — one of which looks half-destroyed (actually, it's not finished construction yet, but the visual effect is the same), and the other of which has a glowing stylized "K" on the side that looks like, depending on how you see it, either an explosion or a gaping hole — replace the World Trade Center towers. This scene can be nightmare fuel to especially survivors and family members of the victims of the September 11th 2001 Terrorist Attacks.
- When the dimensions start to merge, what is the first thing Koopa does when he arrives in New York City (specifically, Brooklyn)? He unintentionally de-evolves Scapelli (due to Mario, his intended target, jumping sideways out of the way to avoid it) into a monkey! Granted, the son of a gun had it coming, but still, it is kind of scary to be de-evolved into a monkey.
- The Jump Scare of the Tyrannosaurus lunging out.
- Koopa devolving into slime.
- There's a short scene in the night club where a female Dinohattenite swallows a worm that she's using like a cocktail olive. Except that the worm pleads for mercy as she drinks and then lets out a dying scream when she swallows it. It's a textbook Big Lipped Alligator Moment, coming out of nowhere and being seriously freaky. It's not made any better when you realise it's a Shout-Out to The Fly (1958).
- Bob Hoskins had a terrible experience during filming, suffering numerous injuries from being stabbed four times, being electrocuted, breaking a finger, and NEARLY DROWNING! He and John Leguizamo would get drunk on set to try and forget how miserable the experience was.
- The city itself is pretty terrifying, especially for anyone expecting the bright, cheery Mushroom Kingdom of the games. It's dark, fungus-infected (and the fungus is sentient, albeit helpful), and full off strange devices and hostile people. It also has more than a few things in common with a police state, given how Toad is arrested for singing an anti-Koopa song and prisoners are hung from the ceiling in cages. Oh, and at least one form of punishment is for prisoners to be de-evolved into hulking monsters to work for the very people who did this all to them.
The Super Mario Bros Super Show
- "Love 'Em and Leave 'Em": Queen Rotunda, an Expy of the Queen of Hearts, ordering the Marios to be executed, yelling "Off with their heads!". Then, Mario tries to intervene, causing the queen to ask why he still has his head!
- "Count Koopula" has creepy looking and sounding Giant Spiders that wear Snifit masks.
- Many of the horror-themed mooks in that episode definitely qualify, including the Koopa Troopas changing into wereturtles.
- Koopa's vampire alter-ego, Count Koopula, is perhaps his most menacing and terrifying.
- Dr. Koopenstein's brain scanner in "Koopenstein" along with Koopa turning into the Koopenstein Monster when he gets too close.
The Adventures Of Super Mario Bros 3Has its own page.
Super Mario World
- The Koopas revealing their trap in "Send in the Clown". Several Thwomps block the exits as the cavepeople and the Marios try to escape before they are forced into a cage where some terrifying hungry dinosaurs await them.
- "Ghosts R Us", where Yoshi must save Mario, Luigi, Princess and later Oogtar from a haunted house. Their captor, Wizardheimer, isn't exactly Mr. Nice Guy. Probably because they keep screwing up his name.
- Koopa threatening to feed Oogtar to a dinosaur in "The Night Before Cave Christmas".
- "King Scoopa Koopa": Luigi, Yoshi and the cavepeople turning into Chickadactyls was scary enough but the real nightmare fuel was when King Koopa wanted to turn them into KFC-like food and eat them! Neither Mario (who dislikes eggs, and was only eating the fries and coconut shakes) nor the princess (who doesn't trust any of the food that Koopa was making) ate the eggs, or otherwise Koopa would have won! Koopa's line really seals the deal: "One more day and it will be too late. Your friends will go from the fried egg to the fryer. And the next stop is the frying pan!" If this was meant to keep kids away from fast food, they did a good job of it!
- The monstrous Piranha Plant in "A Little Learning". First, it grows at an alarming rate when Oogtar feeds it fertilizer. Then, it leaps out a window and chases Koopa, snapping its jaws threateningly at him. Koopa, Hip and Hop hide behind a tree only for the Piranha Plant to find them and swallow them whole! Yoshi eating it immediately afterward doesn't exactly help matters.
- Hip's project causing the school to explode like an actual volcano.
- Luigi falling into the chasm in "Mama Luigi", all while screaming at Mario for help. Following that, his trip through the Lava Pits where two menacing-looking T-Rexes threaten to eat him and Baby Yoshi.
- This "realistic" Mario image is Uncanny Valley personified.
- Everything has eyes. You can't go anywhere without being watched.
- Brawl In The Family noted this.
- A fear of heights as well as death by falling makes playing Mario Galaxy and Mario 64 terrifying sometimesnote .
- The German Club Nintendo comic Super Mario in Die Nacht des Grauens (ENG) features a zombie Princess Peach◊ with creepy black eyes and a pale, cracked face.
- This image of Nurse Toadstool from the German Club Nintendo magazine has horrifying Skintone Sclerae.
- The underratedly demonic You Lose theme from Mario Hoops 3-on-3.


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