Super Mario Mushroom Revolution 2

supernewbeat.bitballoon.comSuper Mario Mushroom Revolution 2 ► ► ►
Super Mario Mushroom Revolution 2 4,2/5 3596reviews

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Super Mario Mushroom Revolution 2Super Mario Mushroom Revolution 2

A fantastic little game hit casual gaming websites last week, flying in under the radar with little fanfare, yet quite deserving. Is a cartoon-styled strategy game rooted with the tried-and-true tower defense formula, with a simplified elemental tower system similar to last year's hit,. A sequel to the obscure Mushroom Farm Defender, Mushroom Revolution is actually more of an updated an improved version of the original, with better graphics and bigger gameplay. At first glance, the comic-looking mushroom 'towers' and cutesy creeps might seem like it chooses style over substance, but the gameplay is actually pretty engaging (and challenging), able to hold its own among most of today's popular tower defense games. A large variety of both offensive and defensive tower types offer many different ways of completing each level, which is the main reason Mushroom Revolution stands out in a genre that's been forced to keep reinventing itself to stay relevant. There's really no drawn-out story as to why you're using mushrooms (called Gomphus) to defend against incoming waves of little Pokemon-looking creeps, yet the premise is so whimsical anyway that you probably won't mind. There's a nice help screen that gives you the basics of what you need to know, which is more than adequate to get you started.

You begin by purchasing and placing a Gomphus somewhere on the playing field, just like any other tower defense game. Most of the action is controlled with the mouse; just click a Gomphus in the bottom panel to buy it and place it on the field. Tap [space] to cancel your purchase, and use the [arrow] or [WASD] keys to move around (or just drag the cursor to the edge of the map). There's only one type of Gomphus available to buy (which serves as the basic tower type), but that little brown mushroom can be upgraded and tweaked to provide many different abilities. These abilities are given to your Gomphus by adding different-colored gems to it, each gem representing an element (fire, water, earth, wind and thunder). A single gem only changes the Gomphus' attack to that element, which certain creeps are either resistant or susceptible to. But once you add a second or third gem, things really get interesting.

Different combinations of gems yield different kinds of attacks; you of course you have your obligatory 'slowing' type of tower, but there are many others that perform really cool abilities like damage-over-time, splash damage and cash-stealing. There are even a few abilities I've never seen implemented in a tower defense game, and I'm a pretty big fanatic of this genre. But I won't spoil them; half the fun is discovering what effect you'll get from different gem combinations. The first level is more about exploration and learning than anything else, and it's where you'll discover most of the 20 different elemental combinations available. Thankfully, you can track what each gem combination yields by clicking the menu button and opening the 'Combination List.' You also get 'accessories' to play with, which are little charm-looking objects you'll receive after you successfully complete every fifth wave of creeps. Each accessory has a specific function that can supplement a tower with things like increased range or a faster reload time.

It's important to try and match accessories with towers that would benefit the most from their ability, since you can't swap them out. Analysis: Mushroom Revolution is a great little casual game that's just as accessible to gamers who aren't fans of genre to those who are. The developer, Fortunacus, is no stranger to developing these kind of games and really nailed it with this release, finding that elusive median where lofty vision meets grounded playability. There are a few features that might be found bothersome, such as the inability to change gems and accessories, the high number of enemy waves in each level or the static zoom-level. Although you can spend points between levels on upgrades like higher damage and life, a few more options would have been nice. Most of these boil down to personal preference though, and don't really hinder the game experience.

Personally, my biggest complaint is that Nintendo and this developer never met, because Mushroom Revolution would have made a great WiiWare game under the Super Mario Bros. Franchise (just think Goombas instead of Gomphus, with a few other changes)!

You get 2 points for having beaten a level at bronze, 4 for silver, 6 for gold. (2/3/3 means 2 points for first upgrade, 3 for second, and 3 for third) Add Random Starter Gem: 2/2/2 to upgrade. Add Random Starter Accessory: 2/3/3 to upgrade. Increase Wave Length: 3/4/5 to upgrade, adds 5 seconds (which means +$5/wave if you send the wave early) Cash over time: 3/4/5 to upgrade, not sure how rapidly it adds cash Increase Max Lives: 3/4/5 to upgrade, +25 lives. Note that lives at the end of each wave DOES increase your score.

Increased attack damage: 6/6/7 to upgrade, I think it does +5% damage, rounded UP. I'd put one slow splash (BYG) in front and a few damage splashes (RGB) behind. I then would put a few pure blues around, but all in all I beat all the first few levels on the first try by using a slow splash and layering 3-4 towers behind it. That said, I'm stuck on world 9 having tried a few different methods. I've tried with my basic strat above and then tried different pure version, but I can get to level wave 70, but wave 68 (at 8 lives each) kill me (dumb golems, just can't kill them). So if anyone has any thoughts on level 9 I'd appreciate them.

Use the 'Restart until you get the Angel Doll as a random starter accessory' strategy if you've bought the random accessory upgrade at least once. I put my first shroom somewhere not too close to the entrance and where it can cover two separate segments of path (i.e. Where the path doubles back or crosses itself).

I give this shroom the angel doll, upgrade it at least once, and give it a yellow and red gem so that it earns cash with each kill. I call this kind of shroom my 'cash buffer'. Sai Baba Tere Hazaron Haath Tv Serial Episode 1. If it has the angel doll accessory, this kind of shroom will build up both your cash and your points very efficiently. Next I try to put another cash buffer to cover somewhere further down the path, also where it can get good path coverage. Other good accessories for cash buffers are the ones that increase how much damage they can do. Now when enemies are getting a little too strong to be killed in one or two hits, I build up a splash poison towards the entrance, then put a splash slow a little before it on the path, then a splash damage somewhere near those two, then a confuser or two slightly ahead of this group (I like to call it a 'kill zone':D). All the splash effects will weaken the creeps enough so that my cash buffers can once again kill in one or two shots.

For the rest of the game I usually play by ear, but normally I just put splashers and confusers along other parts of the path. Maybe a few pure-colored shrooms to be able to kill off the few creeps that manage to get closer to the exit than usual. I also try to keep enemies poisoned as much as possible, and when I start losing lives I station several life stealers at places where the creeps tend to bunch up (i.e.

Around the splash slowers and confusers). A sniper near the exit sometimes helps, especially when it can cover separate sections of path.

I'm only around world 5 or 6 right now, but this strategy has gotten me golds on my first try on several stages. Please consider creating a Casual Gameplay account if you're a regular visitor here, as it will allow us to create an even better experience for you. • • You may use limited for style: (a href, b, br/, strong, em, ul, ol, li, code, spoiler) HTML tags begin with a less-than sign:. No exceptions.

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