- Oct 12, 2015
- 3DS FC
- Switch FC
Mini Kangaroo Bounces Into Battle!
What is Mini Kangaroo?
Mini Kangaroo was a mascot fo sort for the Nintendo Mini Game series during the 70's before Nintendo entered the gaming scene. The logo is simple, a large orange/yellow kangaroo depicted with an oversized oblong pouch (sometimes with a smaller joey riding inside). It was a simple enough design to emphasize the fun of the various mini games contained within the package (which the pouch is used to symbolize).
Some of these games were rather simple in design, being the Puzzle Ball Maze game where one would role a small ball in a maze towards the end or Chess which is a miniature version of the competitive board game many would enjoy. Then you would have the larger more complex Rabbit Coaster which allows you to build a large track/slide playlet for a series of small beans to roll down towards the end. These toys were sold during a time where toy making grew more than relevant in Japanese society before the rise of video games that truly made Nintendo take.
Is this a joke, how would it fight? Should non-gaming Nintendo characters be allowed?
What you see here is a diverse selection of various games in the entire Mini Game series. Nintendo has a rich history of old toys that would work well as Mini Kangroo's arsenal since she was a toy mascot after all for the company. She could even use other famed Nintendo inventions at the time like the Ultra Hand or the infamous Chitori Vacuum toy. Not to mention being a kangaroo herself could lead to some interesting kicks and tail attacks, in addition to her joey with her pouch. The Rabbit Coaster would be an excellent Final Smash if only because it happens to be the biggest and most complex Mini Game at the time. These toys were arguably games before Nintendo got even deeper into the proper tech to make video games (especially arcades).
We already have the Robot Operation Buddy (ROB), who just happens to be a toy/accessory that was compatible with NES games like Gyromite and Stack Up. If he could be acceptable enough for Super Smash Bros, then I don't see what make Mini Kangaroo prohibited. Not to mention she was a creation of Nintendo long before video games are a thing. Just give her a more anthropomorphic design that still has elements of the logo's appearance (yellow fur, black stripes on the pouch, etc). And maybe give her a cartoony voice since realistic roo noises would be kind of silly for Smash.
Entrance Animation: A simplified version of the Mini Kangaroo logo appears, then it transforms into the anthropomorphic living kangaroo on the battlefield. The joey pops up out of his mothers pouch before she looks at him briefly.
Idle Animation: Mini Kangaroo sways side to side with a smile on her face as her joey looks forward. Her ears will be twitching during the entire stance. Sometimes, the joey would be digging inside his mother’s pouch briefly with her annoyed expression or the mother would be nuzzling her joey’s head with her nose lovingly.
Walk: Mini Kangaroo does a slow kangaroo hop while the joey holds on to her pouch.
Run: She hops ever faster with her head held forward like a real kangaroo. The joey will be clinging tighter with he his head down.
Sleeping Animation: She sleeps with her head down whillist standing. The joey sleeps while almost hanging out of her mother’s pouch.
Dizzy Animation: Mini Kangaroo stumbles around with her eyes cartoonishly rolling around in a daze. They Joey is just as dizzy and tries to avoid falling out the pouch.
Dodge Animation: She does a side hope while the joey teases the opponent from his mother’s pouch.
Jab: Mini Kangaroo punches with her right glove, then the left, and follows up with a powerful kick from both feet.
Forward Tilt:She swings her massive yellow tail in a whiplash manner.
Up Tilt: She does a heavy headbutt.
Down Tilt: She does a hard-hitting sweep kick with her strong legs.
Dash Attack: She strolls a Mamaberica stroller ahead of her to trample foes. This would cause a racking effect.
Neutral Air: She spins briefly plays the El Conga drums to emit weak shockwaves around her.
Forward Air: She blows with the air pump from Dynamic Soccer. It can only damage up close and the end of the wind has a windbow that blows foes away like Game & Watch’s Up Aerial.
Back Air: She quickly swipes with a Picture Cutter behind herself. With the joey following up with his own from her pouch.
Up Air: She pops a Jumping Bottle, which will cause the top half to fly into the air and explode.
Down Air: She rings a massive blue bell from Block Ringer below herself.
Forward Smash: Her joey pulls out the Air Gun for her mother to grab and aim forward. Depending on the charge, she will fire at least one or three red balls at her opponent, the last hit dealing the most damage.
Up Smash: She pulls out the Space Ball toy and uses it to blue a blue ball into the air above her. The ball can trap opponents like Sonic’s Up Smash.
Down Smash: She faces forward as two large flippers from the Hockey Game appears on either side. Then she hops to command them to flip up to knock her foe into the air.
Grab: Mini Kagaroo’s joey shoots out a Chitori vacuum that will act as Olimar’s grab to suck any opponent that’s close (thus taking them back to her paw’s grip).
Pummel: The joey beats up the grabbed foe as his mother holds them tightly.
Forward Throw: A massive Chess Piece from Magnet Chess appears to push the foe away from them.
Back Throw: She jumps on the closest side of the Twins Seesaw to fling the opponent backwards.
Up Throw: She tosses the foe into a set of large gears from Gear Mesh to grind the opponent.
Down Throw: She traps the foe in a Candy Machine that will “make them into candy”. Which the end result while be the opponent being thrown, but heavier and slower for a brief amount of time due to sugarcoating.
Neutral Special: Shot Racer
Mini Kangaroo takes out a Shot Racer game, which can shoot out a series of cars from the barrel of the gun. These cars can be a fast moving ground projectile and ram at full speed. They can also be able to climb walls or slopes based on the speed/charge of them. A fully charged shot would be enough to break boxes easily. The downside is that they can’t hit anyone that can jump over them easily and they can be reflected back at her.
Side Special: Ultra Machine
She places an Ultra Machine in front of her, which acts very similar to a Killer Eye as it fires five baseballs one at a time. These baseballs do weak damage, but it’s excellent for spacing. Using this attack again while you are far from it would result in it hitting in a different direct and with greater power. It can disappear after a while.
Up Special: Ultra Hand
Mini Kangaroo pulls out the Ultra Hand, then extends it based on the direction. It can stretch at a length that surpasses Zero Suit Samus’s Plasma Whip. Other than being a tether recovery for grabbing ledges, it can also act as a secondary grab that leads into her stomping on her opponent aggressively after pulling them in.
Down Special: Block Puzzle
Mini Kangaroo takes out a large puzzle piece, which will act was a panel for protection and floats like the Bumper/Flipper item. When hit, it will spin around like the blocks from the Yoshi’s Island stage, but damage foes that are too close. It can also deflect items or projectiles as long as that block spins. You can only take out three of these pieces at a time and they can disappear after a while or when hit enough times.
Final Smash: Rabbit Coaster
Mini Kangaroo and her joey whistles for a giant bean from Rabbit Coaster to swoop down across the stage. When a foe is hit, they will be dragged into a cutscene depicting them on the tracks of a massive rabbit coaster. The trapped opponent will see multiple rolling beans heading their way from the top of the rap as Min Kangaroo tauntingly hops above the middle bean.
The foe is then hit by these stampede of beans and sent flying in the sky towards a constellation in the shape of Mini Kangaroo. This returns to normal gameplay of the foe being knocked away or KO’d based on the damage. Mini Kangaroo celebrates with a hi five to her joey at the end of the Final Smash. Multiple foes can be hit by the beginning attack and affected like Duck Hunt and Captain Falcon’s Final Smash.
Taunt 1: Mini Kangaroo plays with a Love Tester device, as her joey looks up curiously. The end result is a heart being spawned above her head from a successful connection.
Taunt 2: The joey jumps jump and down in her mother’s pouch, leading her to scold her son in an annoyed manner in kangaroo noises.
Taunt 3: Mini Kangaroo bends down and looks around like an alert kangaroo, leading her son to remind her mother than she is safe. She eventually raises her body again and “apologizes” to her son.
Victory Animation 1: Mini Kangaroo is playing the Bee Hive game by hitting the blocks with a hammer. All the yellow hexagonal blocks will fall and her joey is excited by the “mess” she made from the game.
Victory Animation 2: Mini Kangaroo takes out her joey from her pouch for him go on quick walk, only for him to tumble after his third hop. She laughs at her son knowing that he as a long way to go.
Victory Animation 3: The joey digs into her mother’s pouch to pull out many cards that he will flutter several times. Then she blushes from the mess and pats his head to let him know it’s time to stop.
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