Av Bros Puzzle Pro 3.1 Crack

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Mirthe Luria

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Jul 12, 2024, 10:33:25 PM7/12/24
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As it turns out, Bowser and his Koopa Troop heard about the Orbs and launched an attack on the Mushroom Kingdom. Bowser's magician, Kamek, is stealing the power of the Orbs for unknown reasons, casting a spell that's causing the Mushroom Kingdom to overflow with all kinds of Orbs.

To save Princess Peach, Mario would have to use the power of the Orbs to rescue her. The Red Toad joins him to help out along the way. During Mario's adventure, he will encounter many enemies and challenges, face the Koopalings, and recruit enemies trapped in Baddie Blocks that would become allies in his quest to save the princess. Bowser had also kidnapped Yoshi and his friends, but Mario is able to rescue them along the way. Later, he also finds Bowser Jr. and Kamek in several towers but defeats Bowser Jr in each of them as Kamek worries.

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After Mario reaches Bowser's Castle and defeats Bowser, Bowser summons the Koopalings and Bowser Jr. in an effort to defeat Mario. Impressed that Mario was able to defeat him and the Koopalings with the power of the Orbs, he vows to face him again once he gets "his full powers", then leaves. Princess Peach is saved and peace once again is restored to the Mushroom Kingdom.

The gameplay of Puzzle & Dragons: Super Mario Bros. Edition is like that of other Puzzle & Dragons games, it is a tile matching game with elements of a monster collecting RPG. The player creates teams by picking from an array of enemies and allies then play in courses where they solve a tile-matching puzzle that determines how powerful their teammates' attacks are on waves of enemies.

Courses consist of certain numbers of enemy waves, each with their own offensive and defensive statistics. The player must clear all of the enemy waves without having their team's total HP drop to zero. The game's screen is split, with the enemies on the top screen, and a 6-by-5 tile grid appearing on the bottom screen.

Courses are played out in a turn-based style. The player's turn consists of activating any Skills from any of their teammates if available then attempting to make a match of three or more Orbs on the Orb field. The Orbs are of five colors representing the elemental attributes of the enemies (Fire, Water, Wood, Light, and Dark) as well as Heart Orbs that represent life recovery. The player drags an Orb with .mw-parser-output span.longbuttoncolor:#000;font-size:smaller;font-variant:small-caps;white-space:nowrap;background:#fff;border:1px solid #000;border-radius:1em;padding:0 0.5em;display:inline.mw-parser-output span.roundbuttonwidth:10px;height:16px;font-size:smaller;font-variant:small-caps;white-space:nowrap;background:url(" _Button.svg/16px-Def_Button.svg.png")no-repeat;padding:0 3px;display:inline-block;overflow:hidden to adjacent positions, swapping with the Orb already there. As long as the player does not let go of the Orb, they can move it as much as necessary within five seconds once they start moving it, allowing them to arrange for Combos in a single turn. After completing this, all matched Orbs are removed from the Orb field and accounted for as damage. The Orb field then cascades all Orbs down and fills the Orb field once more; this may result in more Combos, known as "skyfall combos".

Damage is based on what colors were matched in the Combos: for example, a basic combo of three red (Fire) Orbs will have any teammates that is Fire-attribute deal its damage equal to its base attack (ATK) to one enemy. When Heart Orbs are matched in a Combo, it restores health to the team based on the team's total health recovery stat (RCV). Combos of more than three Orbs will increase the damage dealt for each additional Orb. Making multiple Combos on the same turn will boost all damage or healing for all teammates regardless of colors matched, while separate combos of the same color further multiply the damage dealt. Single combos of five or more Orbs will activate an attack that hits all enemies on the field. Certain Leader or Awoken Skills may also change damage dealt, so long as the particular parameters are met. Damage is dealt to a single monster, generally determined by the game is the best attack. Damage will be affected by both the enemies' defense power and its attribute, for Fire damage against a Fire enemy will work, but will be boosted against a Wood enemy and decreased against a Water enemy, and so forth in a rock-paper-scissors relationship; Light and Dark enemies are solely weak to the other type. The player can force damage to go to a single enemy to selecting it with , , or .

After the player finishes their turn, a counter on each of the enemies drops by one. If one of these counters gets to zero, that enemy is given a turn to attack, and the counter resets to a predefined value. If the player does not end their turn on a successful match, the enemies' attack counter advances once while any timers for the player do not change (statuses imposed by enemies are affected, though). When an enemy's HP drops to zero, the enemy drops out from battle, and there's a chance that it will leave an item. Once all enemies in a battle are defeated, the player is rewarded with Experience Points and Coins, then moves to the next battle until eventually reaching the boss battle at the end of the course.

The player can create teams to use in courses, either at Toad Houses or before entering a course. Each team consists of six characters: a Leader, a Helper, and four other teammates. The characters are displayed as cards, with the color of the card matching their attribute (as well as the Orb type on the top-left corner of their card). If a teammate has a secondary element, or sub-attribute, it appears on the bottom-right corner of their card. The player can arrange teammates by dragging their cards with and dropping them into slots on the top of the touch screen: Leaders can only be placed on the far left slot, but any other teammates can be placed in any of the four slots right of it. Helpers can be selected only when entering a course. The player can create up to six different teams. Teammates that are placed in teams are shown with an "M" symbol on the top-right corner of their card.

Leaders consist of either Mario or Luigi in one of their forms. Leaders provide the team with Leader Skills, Skills that automatically activate when certain criteria are met: having teammates of a certain attribute, clearing a certain amount or types of Orbs, clearing a certain amount of Combos, or keeping the team's total HP at a certain amount. Most Leader Skills in the game raise ATK in some form, while others raise HP and/or RCV in addition.

Helpers are teammates on the far fight side and have Helper Skills that also boost their team's stats. Helper Skills function the same as Leader Skills. Helpers are selected when the player enters a course. Helpers consist of any color of Toad, Yoshi, Winged Yoshi, and any form of Bowser, Peach, and Rosalina. The opposite brother of the Leader can also be selected as a Helper: if the player has Mario as Leader, Luigi can be selected as the Helper only (the player cannot have the same brother as Leader and Helper).

The player can have up to 300 different teammates in their Ally Box, a listing of all of their teammates. Should the player exceed that limit by obtaining more teammates in a course, they will not be able to enter any courses until they part ways with them or power up other allies at Toad Houses. Parting ways with a teammate removes them from the player's Ally Box. A player cannot part ways with any Leader, Helper, Bowser Jr., or Koopaling.

Teammates can be sorted in nine ways, and can be done while in the Ally Box, at Toad Houses, before entering a course or modifying one's Player Card. The player can enable or disable Orb types to hide teammates of those attributes (excluding sub-attributes). Teammates cannot be sorted in reverse order.

In addition to fighting enemies throughout a course, the player may come across ? Blocks, which can hold Coins, 1-Up Mushrooms, transformation items, or Skill items. Opening them requires the player to clear a certain amount of Orbs, make a certain amount of combos, and/or to arrange Orbs horizontally or vertically on the Orb field within a set amount of turns. ? Blocks will open only if the player successfully satisfies any and all conditions.

The player may also encounter a branching path in a course, with two different colored Orbs hovering above each path, representing which Orb color the player needs to clear most of from the Orb field to take its path: for example, if the player wishes to take the path with a Fire Orb above it, they will need to clear more Fire Orbs than other Orb types to proceed. The player will remain at the branching path until they clear either Orb colors at that branching path, and the player's Skill counter will not decrease until they do so (the player can use Skills that change Orb types, however). What appears at the path can vary from signs, Warp Pipes, to Gold Blocks. Proceeding on a path with a sign allows the player to continue on the "main" path, while entering Warp Pipes takes them to different areas with ? Blocks and/or different types of enemies (but not always) before returning to the main path. Gold Blocks in branching paths do not show which Orb type the player needs to clear most of, but clearing with the right Orb type will cause the Gold Block to produce a Beanstalk, taking the player to another area. If the player clears the same amount of Orb types for a Gold Block as a Warp Pipe or a sign, the player automatically takes the path of the latter instead.

Once the boss battle is cleared, the player earns the various rewards earned throughout the course (the player can still earn them even after exiting the course before completing it). If the player's team's HP drops to zero, they have the option to use 1-Up Mushrooms to continue where they just lost, refilling their HP and resetting the entire Orb field, or to exit the course (the player will still keep any items collected before being defeated). Once the course is cleared, the next course unlocks.

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