Horror Prompts’ Gillian Church is hosting another horror drabble challenge: 31 prompts for 31 creepy tales throughout March. This time, we can decide on the length of the piece but I’m sticking to the 100-word default.
Can you do it?
The Prompt: Grass
The Submission:
the GRASS keeps growing no one believes me but i swear i cut it everyday and it just GROWS right back i’ve been out there and ran the mower over it again and again and within seconds its back GROWING AND BLOSSOMING right under my feet i even put grass killer down but it just grew thicker i lay in bad last night and could HEAR it growing going now i can HEAR it growing laughing taunting at me even as i dump petrol over it sloshing around my feet and light the match to stop the grass growing evermore
What did you think to the prompt for today’s drabble challenge? Did you submit anything for it? Have you ever written any flash fiction before? I’d love to know what you think to my snippets and writing prompts, so feel free to sign up and let me know what you think below or leave a comment on my Instagram page. You can also follow Gillian Church to take part in her Weekly Writing Prompt challenge.
Gillian Church posts Writing Prompts every week on her Horror Prompts Instagram account and I like to take part with a few snippets and pieces of flash fiction.
The Prompt: What did you do to my patient?
The Submission: “Johnson!” Dr. Janisse barked. “What did you do to my patient?!”
“Nothing” the intern blubbered. “He was in regression therapy and begging for his dool, so we brought him his doll.”
Dr. Janisse raised a surprised eyebrow and peered through the viewing glass, where Mr. LeBeau was sat staring at a small porcelain doll. “He’s never mentioned a doll before.”
Johnson nodded solemnly. “He seemed pretty insistent.”
Dr. Janisse rested his forearm on the glass and sighed deeply. Mr. LeBeau was brought to them five years ago, covered head to toe in blood and screaming bloody murder. Five years of therapy, counselling, and even hock treatments and he remained a babbling, incoherent wreck who had no idea of how brutally his mind had snapped.
Mr. LeBeau rocked back and forth in his chair, mumbling to the porcelain doll; its creamy-white cheeks were cracked, its rosy-red pouting lips faded, and its curly blonde locks were hanging in clumps. Suddenly, he gripped the doll tightly around the middle and started ranting; spittle flew from his lips, his teeth gnashed together so hard that he was practically chewing off his bottle lip, and his eyes bulged alarmingly.
“Shit!” Dr. Janisse spat. He pressed the call button to get some security in there but was fascinated by Mr. LeBeau’s sudden outrage. “Where did you say you got the doll from?”
Johnson, unable to tear his eyes away from the guards struggling to wrestle Mr. LeBeau to the ground, answered: “His mother brought it in.”
Dr. Janisse snapped his head around sharply. “His mother?! His mother’s been dead for five years!”
He gazed back through the glass and watched as Mr. LeBeau clawed at the guards, his face bulging with pulsating purple veins, his eyes wide and bloodshot, blood foaming around the remains of his mouth. He leapt at them, clutching and squeezing and ripping, chewing into the flesh of their necks and spraying geysers of blood over the padded walls.
The porcelain doll laid on its side in the corner of the room, watching on with a stoic approval.
What did you think to this week’s writing prompt? Did you submit anything for it? Have you ever written any flash fiction before? I’d love to know what you think to my snippets and writing prompts, so feel free to sign up and let me know what you think below or leave a comment on my Instagram page. You can also follow Gillian Church and Horror Prompts to take part in the Weekly Writing Prompt challenge.
Horror Prompts’ Gillian Church is hosting another horror drabble challenge: 31 prompts for 31 creepy tales throughout March. This time, we can decide on the length of the piece but I’m sticking to the 100-word default.
Can you do it?
The Prompt: Teeth
The Submission: Paul sat at the water’s edge, sipping beer, a dull ache in his back. He was about to give up for the day when the line gave a sudden tug. Paul leapt into action and a pike, glistening and glaring, sprung from the water.
Delighted, Paul fumbled with the thirty-inch fish, and barked in pain as teeth, sharp and smooth, stabbed into his flesh. The fish wrenched with a desperate thrash, taking two of Paul’s fingers with it.
As Paul lay on the grass, weeping in agony, the pike lashed its tail and inched its way towards his anguished face…
What did you think to the prompt for today’s drabble challenge? Did you submit anything for it? Have you ever written any flash fiction before? I’d love to know what you think to my snippets and writing prompts, so feel free to sign up and let me know what you think below or leave a comment on my Instagram page. You can also follow Gillian Church to take part in her Weekly Writing Prompt challenge.
Released: 23 January 2007 Director: Patrick Archibald, Jay Oliva, and Frank Paur Distributor: Lionsgate Budget: Unknown Stars: Marc Worden, Gwendolyne Yeo, Fred Tatasciore, Rodney Saulsberry, and Elisa Gabrielli
The Plot: When cocky industrialist Anthony “Tony” Stark’s (Worden) efforts to raise an ancient Chinese temple leads him to beseriously wounded and captured by enemy forces, he builds a mechanised suit of armour to escape and ends up embroiled in an ancient prophecy regarding a supernatural despot known as “The Mandarin” (Tatasciore).
The Background: Before the Marvel Cinematic Universe (MCU) took cinemas by storm, Marvel had some notable success in the field of animation. While the X-Men animated series (1992 to 1997) remains one of their most celebrated efforts, other Marvel properties came to be adapted into cartoons, including ol’ shellhead himself, Iron Man. I used to watch the Iron Man cartoon (1994 to 1996) as a kid and, for the most part, this was my primary window into the character as I was more into Peter Parker/Spider-Man at the time. In 2004, perhaps as preparation for their upcoming series of live-action adaptations, Marvel entered into an agreement with Lions Gate Entertainment to produce ten direct-to-video animated features. The success of the Ultimate Avengers (Richardson, et al, 2006) features led to a solo feature for Iron Man and, while this film made notably lessthan its predecessors and was met with mixed reviews, this did little to deter Marvel from producing more animated features or their live-action efforts.
The Review: The Invincible Iron Man is an interesting twist on the Iron Man formula that many may be accustomed to in that it’s perfectly happy to mix the supernatural and mystical with the character’s more technological aspects. While these elements have often been intertwined in the comics and led to many a story pitting science against magic, I have to say that I was a bit surprised to find the film having such an oriental flavour right from the get-go and intertwining Iron Man’s origin in with that of the mystical and prophecy regarding an “Iron Knight” opposing the entity known as the Mandarin.
Tony’s brazen attitude is a serious point of contention amongst his friends and family.
In China, James “Rhodey” Rhodes (Saulsberry) is overseeing the work on unearthing an ancient city. As if superstitions weren’t bad enough, the work is threatened by potential geological issues, and Tony Stark constantly letting Rhodey down in regards to supplies and resources for the project. Even worse is the constant threat of a terrorist group known as the Jade Dragons, who attack the site with bazookas. Frustrated, Rhodey tries to force Tony into action; Tony is aghast at the idea of sending munitions to help defend the site since he doesn’t want any bloodshed but, despite promising to fly out to support him, Tony finds himself more distracted by a gorgeous redhead. Tony’s cavalier attitude and arrogance aggravates his Board of Directors, who disagree with his excavation of the temple and have grown tired of his egotism and the secrecy regarding his scientific endeavours and even his father, Howard (John McCook), reluctantly agrees to cut Tony’s funding and influence off.
Tony is critically injured but kept alive to undo the raising of the Mandarin’s resting place.
At the site, a bombardment of sonic vibrations expand “liquid steel” to safely raise the entire lost city up to ground level. The Jade Dragons’ leader, Wong Chu (James Sie), adamantly opposes this and vows to kill anyone who gets in their way; though Li Mei (Yeo) openly defies this order, the attack is successful and Rhodey is taken prisoner, which is finally the kick up the ass Tony needs to get over there and get involved. However, this is all part of the plan for the Jade Dragons to ambush Tony’s convoy and, in the attack, he is not only also captured but critically injured as well. This presents another interesting twist on Iron Man’s origin where Tony is held captive alongside Rhodey as well as Ho Yin (Unknown/Unclear), and also that his entire capture was by a group of extremists trying to return the Mandarin’s tomb to the ground.
Tony’s armour comes in handy in battling the supernatural Elementals.
Unlike traditional depictions of the character, The Invincible Iron Man’s Mandarin is a purely mystical and supernatural entity of myth and magic; he is protected by the four Demon Elementals, which take the form of armoured, Samurai warriors. Thanks to Ho Yin and Rhodey’s background as an army medic, Tony’s life is saved by a crude iron lung, of sorts. After Ho Yin informs them of the legend of the Mandarin and is executed by Wong Chu, they construct an elaborate suit of armour to stop the Elementals, who are causing destruction all over the world in search of the ten rings that will resurrect the Mandarin.
The Nitty-Gritty: If there’s one thing holding The Invincible Iron Man back, it’s the quality of the animation; while it’s okay, for the most part, and has a bit of a pseudo-anime flavour going on, it’s all very rigid and basic and a bit blurry around the edges. Similar to the Iron Man cartoon of the nineties, it also features an abundance of CGI animation, particularly in the depiction of the Demon Elementals, which lends them an otherworldly quality and helps realise them as creatures of magic. Rhodey is initially incensed to find out that Tony has secretly been constructing various armours behind his back; believing that Tony has betrayed his anti-weapons ideals, his concerns are set aside as all of those armours come in handy not only for tracking down the Mandarin’s rings but battling the Elementals. The CGI work on the armours is good, if maybe a little too “fluid” at times, and there are a decent array on show here, from the bulky grey armour to the submarine suit and the familiar red-and-gold armour that’s become Iron Man’s standard.
The armours look pretty good and are quite varied but aren’t featured that much.
Unlike other depictions of Iron Man, the actual construction and capabilities of the armours is of little consequence here; we don’t really learn anything about the Arc Reactor technology or the Repulsor blasts and there’s no allegorical scenes of Tony building the armour. They simply exist because he built them prior to the film, which is good on the one hand as it lets the film get to the fights a lot faster but also a little disappointing as seeing the construction and evolution of the armours is always a fun aspect of the character. Still, thanks to the Mandarin’s rings being hidden all over the world, Iron Man’s battles against the Demon Elements get to take place in such animated locations as the bottom of the ocean and inside a raging volcano. While the CGI in these fights can be a little jerky and wonky at times, they’re decent enough, for the most part, and add some visual variety to the proceedings (a fact helped by the inclusion of actual dragons for Iron Man to fight!) There’s also a couple of competing sub-plots at work in the film, including a bit of corporate intrigue surrounding Stark Industries and Howard’s insistence on directing the company (and Tony’s genius) towards weaponry. This leads to him running afoul of Strategic Hazard Intervention Espionage Logistics Directorate (S.H.I.E.L.D.) Agent Drake (John DeMita), who is potentially a prototype for Agent Coulson (Clark Gregg), and him and Rhodey finding themselves fugitives. It is also the cause of a great deal of animosity between Tony and his father as Howard is indirectly responsible for Tony and Rhodey’s capture and Ho Yin’s death since it was he (as in Howard) who supplied weapons to the site and thus armed the Jade Dragons.
Li Mei ends up being used as a pawn in the Mandarin’s resurrection.
While there isn’t a great deal for Virginia “Pepper” Potts (Gabrielli) to do other than offer dry witticisms and cover Tony’s escape and actions in her own way, Li Mei is a pivotal part of a crucial sub-plot in the film; initially depicted as a reluctant follower of Wong Chu, she is burdened by having been born a woman and thus judged as being insufficient to opposing the Mandarin in a strictly patriarchal society. There’s a bit of a brief romantic angle teased between her and Tony but, rather than being reduced to a mere prize for Tony to earn or a damsel to save, Li Mei strikes back against her oppressor when she shoots Wong Chu dead to help Tony and Rhodey escape and even travels to America to help Tony track down the last of the rings. Li Mei’s story turns out to be one of deception as, after Iron Man retrieves all of the rings, she claims them for herself and reveals that she tried to keep him away since she is destined to be the vessel for the Mandarin’s resurrection. Although despondent at her fate, and Tony’s decision to stand by her and thus fulfil the prophecy of the Iron Knight battling the Mandarin to the death, she nevertheless willingly allows the Mandarin’s malevolent spirit to posses her body for the finale. Thus, in another twist on the traditional depiction of the Mandarin as a Fu Manchu-type, the sorcerer is instead rendered as an ethereal force that inhabits and surrounds Li Mei’s naked body and wields incredible elemental powers. Ultimately, though, Iron Man is able to dispel the Mandarin not through brute force or technology but by appealing to Li Mei’s humanity, though she dies in the process. Having learned the value of responsibility and self-sacrifice, Tony returns to America makes amends with his father by buying a controlling interest in Stark Industries and giving ownership to Howard (who immediately fires the entire Board).
The Summary: The Invincible Iron Man is a decent enough animated feature; it’s not exactly the most action-packed cartoon I’ve ever seen but there’s some interesting twists on the classic Iron Man formula that make it an entertaining watch, at times. The decision to tie Iron Man’s origin in with the Mandarin is a fascinating one; the two have always had a violent and storied history and represented the dichotomy of technology versus the supernatural and, to me, the Mandarin has always been Iron Man’s greatest foe. It’s disappointing, then, that the Mandarin doesn’t really show up until the final few minutes of the feature and in a greatly altered form; while the Demon Elementals fill the void on his behalf, a lot of the film seems like needless filler. The Invincible Iron Man seems to primarily function as a prequel to the Ultimate Avengers animated movie and, in that regard, it does help shed a little light on the character but there’s not really much Iron Man action for my liking and Marvel definitely did a better job representing the character in the nineties cartoon and the subsequent live-action films.
My Rating:
⭐⭐
Rating: 2 out of 5.
Could Be Better
What did you think to The Invincible Iron Man? How do you think it compares to the other Iron Man cartoons, Marvel’s other animated efforts, and the character’s live-action movies? Did you like the twists presented in the film, specifically regarding Iron Man’s origin and the depiction of the Mandarin? Would you have liked to see more animated films in this style or were you never a fan of Marvel’s feature-length cartoons? Whatever your thoughts on The Invincible Iron Man, leave a comment below and check in next Monday for more Iron Man content.
Horror Prompts’ Gillian Church is hosting another horror drabble challenge: 31 prompts for 31 creepy tales throughout March. This time, we can decide on the length of the piece but I’m sticking to the 100-word default.
Can you do it?
The Prompt: Linen
The Submission: I swept open the cupboard and frantically spilled towels and bedsheets onto the floor, tears running down my trembling red cheeks.
“Oh God, oh Jesus,” I muttered over and over, realisation finally sinking in.
I finally grabbed a handful of linen; I wound it into a bundle to avoid tripping as I made my way downstairs on legs worse than jelly.
His lifeless body stared up at me with those accusing eyes. Bone, jagged and shining white, jutted from his mangled flesh and his head was half-twisted around on his neck.
I unravelled the linen and began wrapping the body.
What did you think to the prompt for today’s drabble challenge? Did you submit anything for it? Have you ever written any flash fiction before? I’d love to know what you think to my snippets and writing prompts, so feel free to sign up and let me know what you think below or leave a comment on my Instagram page. You can also follow Gillian Church to take part in her Weekly Writing Prompt challenge.
Horror Prompts’ Gillian Church is hosting another horror drabble challenge: 31 prompts for 31 creepy tales throughout March. This time, we can decide on the length of the piece but I’m sticking to the 100-word default.
Can you do it?
The Prompt: Stubborn
The Submission:
He always was a pig-headed, stubborn brute of a man.
Everything had to be HIS way.
He ALWAYS had to have the last word.
He could NEVER be wrong.
At first, I could accept this; the sex was amazing, after all, and he brought in good money…but none of that matter when you’re constantly belittled.
Accused of everything under the sun, every little word or action or mistake criticised.
Something snapped that morning and I just went for him.
I can’t help but feel relived at the sight of his broken, twitching body lying at the bottom of the stairs.
What did you think to the prompt for today’s drabble challenge? Did you submit anything for it? Have you ever written any flash fiction before? I’d love to know what you think to my snippets and writing prompts, so feel free to sign up and let me know what you think below or leave a comment on my Instagram page. You can also follow Gillian Church to take part in her Weekly Writing Prompt challenge.
Story Title: Technically untitled, but commonly known as “The Cat” Published: March 1940 Writer: Bill Finger Artist: Bob Kane
The Background: Following the huge success of Clark Kent/Superman, National Comics Publications set Bob Kane to work creating another masked crimefighter to add to their repertoire. Thanks to the long-suppressed influence of artist Bill Finger, the “Bat-Man” soon became not only one of DC Comics’ most popular characters but also a mainstream cultural icon. In the years that followed, the Batman matched wits against numerous costumed supervillains, but none more alluring or enticing that Selina Kyle/Catwoman. Debuting in Batman’s first solo comic book, Kane and Finger collaborated on the creation of a femme fatale who would add some sex appeal for their readers; originally calling herself “The Cat”, Catwoman began life as a beguiling and wily burglar and jewel thief whose inspirations were actresses like Jean Harlow and Hedy Lemarr. Following this inauspicious debut, Catwoman would go on to be a constant thorn in Batman’s side; their on-again-off-again relationship has been explored in both mainstream and non-canon stories and the character is often cited as one of his greatest adversaries and a powerful feminist icon in her own right. Naturally, Catwoman has featured in many of the Dark Knight’s forays into videogames, cartoons, and live-action, and even starred in her own dreadful standalone feature film before being brought to life in a far more comic-accurate portrayal in The Batman(Reeves, 2022).
The Review: Our story opens to find a luxurious yacht, the Dolphin, out on stormy seas, where Dick Grayson/Robin is currently working undercover. We learn that, some days prior, wealthy philanthropist Bruce Wayne spotted in the newspaper that Martha Travers arranged for a select group of guests to join her on a yacht party and get a glimpse of her ludicrously expensive emerald necklace. Bruce has a hunch that this will attract every crook in town; however, since he has a prior engagement, he requests that his ward take point on this investigation, something Dick is only too eager to sign up for.
Dick discovers plenty of suspects willing to steal from wealthy Martha Travers.
Thanks to Bruce’s connections, Dick is easily placed onboard the Dolphin as an unassuming young steward and sets to work eavesdropping on Martha’s conversations for any hint of any potential threat to her. However, he overhears nothing more suspicious than the affluent lady’s “favourite nephew”, Denny, introducing her to the wizened and hobbled Mrs. Pegg, but one of the other stewards shares a titbit that Denny is little more than a shameless moocher who’s no better than all the other guests and constantly leeching off Martha’s vast fortune and generosity. Later, Dick overhears a heated argument between Martha and her brother, Roger, where she vehemently refuses to lend him the money he desperately needs to pay off his stock losses and he makes a thinly veiled threat against her as a result. Dick’s suspicions are raised even further when he spots a letter from the mysterious “Cat” in which the villain is colluding to steal the necklace and, sure enough, the Cat makes good on their threat and Martha is devastated to find that her necklace has been stolen from her room!
The Batman has Robin teach the thugs, and younger readers, a lesson about relying on guns.
While Denny and the other guests console her, the cost guard quite conveniently come aboard to help, but are quickly revealed to be heavily armed gangsters looking to hijack the boat and steal the necklace for themselves. Although Martha convinces the captain to offer no resistance, she is driven to laughter at the demands and the crooks are stunned to find that the Cat has beaten them to their prize! Believing that the necklace must have been swiped by one of the guests, the gangsters begin accosting the passengers and Dick finally leaps into action, tackling and fighting the goons before diving into the water and shedding his guise to switch to his Robin persona. The crooks speed away from the Dolphin with their loot but are quickly apprehend by the Batman, who has finally showed up after the trail on his other case ran cold. Oddly, Batman decides to teach the thugs a lesson in humility by disarming them and having Robin pummel all four of them at once in a fourth-wall-breaking moment designed, I guess, to teach any young readers that armed criminals are all cowards deep down.
Batman unmasks the Cat, but is so captivated by her beauty that he allows her to slip away!
Anyway, Robin catches Batman up to speed and the Dark Knight immediately suspects that Denny is in league with the Cat, but has his own suspicions about who amongst the guests is the enigmatic Cat. He exposes the true culprit by making a splash at Martha’s costume party, handing over the stolen jewels and spotting that the elderly Mrs. Pegg is quite spritely (and shapely) for an old woman when she races off at the sound of a fire alarm. Mrs. Pegg tries to make a run for it but is collared by Robin and dramatically revealed to be a beautiful young woman in disguise. Batman then wallops Denny when he tries to take the necklace at gunpoint, but turns down the Cat’s proposal that the two of them join forces as partners in crime. However, when the Cat leaps overboard while being transported back to dry land, Batman makes no attempt to stop her and even gets in Robin’s way when the Boy Wonder tries to pursue her. Robin is less than impressed by how smitten Batman was with the Cat, and the issue ends with the Dark Knight musing over the beautiful thief’s captivating eyes.
The Summary: Well, this was certainly a short and whimsical tale full of the same ridiculous conveniences and elements you’d expect from a Golden Age Batman tale. I’ll never not be amused by the sight of Bruce Wayne sucking on a pipe, or the odd, corny inclusions in tales from this era. Just the fact that the story wastes so many panels on having Robin beat up unarmed thugs is incredible in so many ways; I get that the idea is to show that, deep down, bullies and criminals are cowards who hide behind guns but the message also seems to be “Hey kids, don’t be afraid to get into a dust up with adults as long as they’re not packing heat!” The Robin fan in me enjoyed how big a role the Boy Wonder played in this story, going undercover and building a healthy list of suspects and even being very hands-on with the crime busting and apprehension of the Cat. Unfortunately, his efforts are completely overshadowed by the Batman; after hearing all of Robin’s evidence, he immediately pegs the culprit as “Mrs. Pegg” despite the fact that other passengers actually seemed much more viable, and his explanation for figuring our Mrs. Pegg’s true identity is paper thin, to say the least.
While an alluring femme fatale, the Cat lacks everything that makes her later incarnations so iconic.
If you’re a big Catwoman fan, this probably isn’t the best issue for showcasing her character; we never learn anything about the Cat beyond the fact that she takes a perverse thrill in conning the wealthy out of their prized jewels, and we don’t even learn her real name. Additionally, she’s not technically Catwoman here either; she has no cat-themed accessories and is far from the sultry femme fatale she would come to be known as. Instead, this is a Catwoman at the very beginning of her career, one who relies on disguises and subterfuge rather than claws and agility. One thing that is very familiar about her, though, is the mutual attraction between her and Batman; she practically throws herself at him, impressed but his strength and charisma, and he is so captivated by her that he actively breaks his own code to let her go free. It’s pretty clear that the Cat would be inspired by Batman’s iconography to take on her more theatrical appearance in later stories, but in her debut she’s just another wily, self-serving swindler who presents a mystery for Batman to solve with his uncanny deductive abilities. The Cat is able to stand out from Batman’s other rogues by being an alluring, beautiful woman but I’d argue that seeing Batman so lovesick by her beauty actually makes him seem like a bit of a fool by the end, and I much prefer the more playful, physical back-and-forth the two would build up in subsequent meetings.
My Rating:
⭐⭐
Rating: 2 out of 5.
Could Be Better
Have you ever read “The Cat”? What did you think to Catwoman’s debut story and the mystery of her true identity? Did you guess who was behind the theft or were you surprised when Batman fingered Mrs. Pegg? What are some of your favourite Catwoman stories? Which interpretation of Catwoman, whether animated, pixelated, or live-action, is your favourite? Whatever you think about the Catwoman, sign up to share your thoughts below or leave comment on my social media, and be sure to check back in next Saturday for more Batman content!
Horror Prompts’ Gillian Church is hosting another horror drabble challenge: 31 prompts for 31 creepy tales throughout March. This time, we can decide on the length of the piece but I’m sticking to the 100-word default.
Can you do it?
The Prompt: Scooter
The Submission: Sally’s been bangin’ on about getting’ a scooter for her birthday since Christmas. Seven goddamn months of whinin’! It was enough t’drive a man t’drink…or worse. How could I tell her that I couldn’t afford the damn thing? Fuckin’ redundancies; it was all I could do just t’keep a roof over our heads an’ she’s crowin’ about a scooter! Well, I hope she’s fuckin’ happy! I had t’ gut two people to swipe it and I’ll never get the bloodstains out of the paintwork! Wish I could say it’s worth it t’see her smile but, honestly, I just want t’…
What did you think to the prompt for today’s drabble challenge? Did you submit anything for it? Have you ever written any flash fiction before? I’d love to know what you think to my snippets and writing prompts, so feel free to sign up and let me know what you think below or leave a comment on my Instagram page. You can also follow Gillian Church to take part in her Weekly Writing Prompt challenge.
Horror Prompts’ Gillian Church is hosting another horror drabble challenge: 31 prompts for 31 creepy tales throughout March. This time, we can decide on the length of the piece but I’m sticking to the 100-word default.
Can you do it?
The Prompt: Picnic
The Submission: The four of us sat in the park, talking nonsense. Johnny swiped the last muffin, Shawn made googly eyes at Jen, and I simply stared at the ground sipping from my soda. We talked about the old days, our frivolous youth and nights spent drinking too much and caring too little. We talked about everything we possibly could to avoid acknowledging the burning flames ripping across the sky. The heat was rising at an alarming rate; the very ground trembled, and though we tried we could not hide our terror as the searing blaze washed over everything in its path.
What did you think to the prompt for today’s drabble challenge? Did you submit anything for it? Have you ever written any flash fiction before? I’d love to know what you think to my snippets and writing prompts, so feel free to sign up and let me know what you think below or leave a comment on my Instagram page. You can also follow Gillian Church to take part in her Weekly Writing Prompt challenge.
So, for no better reason than “Mar.10” resembling Mario’s name, March 10th is widely regarded as being “Mario Day”, a day to celebrate Nintendo’s portly plumber, an overalls-wearing mascot who literally changed the videogame industry forever and shaped the home console market of the nineties. To commemorate Mario Day this year, March is once again “Mario Month” and I am spending every Thursday of this month celebrating everyone’s favourite Koopa-flattening plumber.
Released: 27 October 2017 Developer: Nintendo EPD
The Background: After the videogame industry crumbled under the weight of numerous overpriced consoles and lacklustre titles, Nintendo basically single-handedly rebuilt the industry with the blockbuster success ofSuper Mario Bros. (Nintendo EAD, 1985) and, following the “Console Wars” of the mid-nineties, Nintendo and their portly plumber continued to be an innovative and reliable staple of the videogame industry. On 3 March 2017, Nintendo struck again with their first high-definition console, the Nintendo Switch, an inventive little machine that could be played on the go or “docked” to play on televisions, with gamers using detachable “Joy-Cons” (with the usual motion control trappings Nintendo is now known for) to play. Accompanying this new console was an all-new Mario title, one that was aimed squarely on Mario’s long-term fans and would emphasise dense, open-world exploration over linear gameplay. To mix things up, producer Yoshiaki Koizumi aimed to have the player travel across multiple worlds (known as “Kingdoms”) and collect Power Moons instead of Power Stars, and to bolster Mario’s move set with Cappy, a mechanic specifically designed to incorporate the Switch’s unique control schemes. Upon release, Super Mario Odyssey received critical acclaim as critics lauded the game’s addictive gameplay, and originality, and it became a best-seller for Nintendo’s powerful little system.
The Plot: Bowser, the King of the Koopas, has once again kidnapped Princess Peach and his underlings, the Broodals, have laid waste to the Bonneteer’s Cap Kingdom. Mario teams up with a Bonneteer, Cappy, a sentient hat who joins him on his quest to power up the Odyssey airship and chase after Bowser before he can force Peach into marriage!
Gameplay: Super Mario Odyssey is a 3D, semi-open world action/adventure with a heavy emphasis on platforming, exploration, and performing elaborate jump tricks to progress further and track down the game’s 880 (!) Power Moons. Although you only need 124 to finish the main story, and 500 to unlock every Kingdom in the game, you’ll quickly find that collecting Power Moons becomes an addictive and fun-filled adventure as you spend another ten, twenty, thirty minutes scouring the latest Kingdom for one more Power Moon. If you’ve played any of Mario’s 3D adventures before, you’ll be instantly familiar with Mario’s controls; for me, the game clearly draws inspiration from Mario’s moveset from Super Mario 64(Nintendo EAD, 1996) and Super Mario Galaxy (Nintendo EAD Tokyo, 2007) and Mario features all of his athletic abilities from those games. Players press A or B to jump; pressing either button in consecutive order will see Mario perform a triple jump to reach higher platforms, and he can crouch with ZL to enter small spaces or perform a backflip by pressing B. If you press ZL and B while running, you’ll fly ahead with a long jump, and pressing ZL and Y in mid-air will see him dive ahead. You can also perform a ground pound to flatten enemies or uncover secrets by jumping and pressing ZL (you can even press B as Mario hits the ground to spring up for a boost jump), perform side jumps, wall jumps, pick up and throw items, and swim through water by tapping B. While you can rotate the left stick to spin around and knock back enemies, you’ll notice that Mario can no longer punch or kick enemies; instead, you need to hop on their heads to defeat them or press X/Y/flick the Joy-Con to toss Cappy at enemies.
In addition to his athletic abilities, Mario can now possess enemies using his cap!
This will allow you “capture” certain enemies; sometimes, you’ll need to knock a hat or other headwear off their heads first, and not every enemy can be captured (and you can sometimes capture inanimate objects such as boulders and trees), but this is the game’s big new mechanic. Cappy can be used to uproot posts, collect Golden Coins, activate switches, clear away poisonous gunk, open doors, smash and hit brick blocks and ? blocks, and extend Mario’s jumps by holding Y to spin it in place. However, you can capture Goombas to walk along slippery surfaces without fear (and even stack them up to reach higher areas), frogs to leap to higher platforms, a fireball to safely pass through lava, and capture a spark pylon to travel across powerlines as a bolt of electricity. You can even capture bigger creatures, such as Chain Chomps that let you bash through blocks and a Tyrannosaurus rex to barge across the landscape (though this latter puts a great strain on Cappy). Capturing Bullet Bills lets you fly across the Kingdom for a short time, as do Paragoobas (though you need to tap B to keep these aloft), while Glydons let you glide across the landscape, Cheep Cheeps let you swim without far of drowning, and Uproots let you extend up to new areas. Moe-Eyes are slow but let you see hidden platforms, Wigglers let you stretch across gaps like a xylophone, Gushens let you blast up and across the area with temporary jets of water, and you can capture Hammer Bros, Yoshi, and even Bowser in the finale! You can press ZL at any time to return to normal, and often get a jump boost at the same time, and the enemy will temporarily remain nearby if you need to capture it again, but the capture mechanic really helps to expand your abilities and is essential to solving puzzles, reaching new areas, and finding more Power Moons so be sure to toss Cappy at everything you see.
Use the map’s warps to quick travel and help hunt down those many, varied, and elusive Power Moons.
Once again, Mario’s health is measured by a pie chart; you’ll need to collect Power Moons or life hearts to replenish Mario’ health, and can temporarily extend it up to six hearts like in Super Mario Galaxy, and you can open up the map screen with the – button to read up on the Kingdom and warp around the map to the checkpoint flags you’ve activated. Mario can take three hits before failing, but the life system has been abandoned. When you fall, land in instant-death gunk, or lose all your health, Mario will lose a number of his accumulated Coins and respawn back at the last checkpoint flag. Coins are also used as in-game currency and can be spent at shops in each Kingdom to purchase additional hearts, Power Moons, and outfits for Mario to wear; each Kingdom also has its own unique currency in the form of Purple Coins that can be used to buy regional outfits, stickers, and souvenirs. If you’re having a hard time with the game, you can activate “Assist Mode” to have arrows guide you along and bounce you back after a fall, but the game really isn’t too difficult for the most part so you shouldn’t really need this as various non-playable characters (NPCs), menu screens, Cappy, and tutorials are available to keep you on track. When you reach a Kingdom, you’ll be encouraged to explore high and low for Power Moons, which you can collect multiples of without having to restart the Kingdom. Some of these are hiding in plain sight, others require a bit of wall jumping or platforming, others need you to race across or up temporary platforms (sometimes without the benefit of Cappy) against a time limit, and others are hidden underneath bridges, behind walls, or even underground and require a ground pound to spit out. You’ll also come across rabbits that need to be caught, find Captain Toad hiding out in each Kingdom, race against Koopas, open chests (sometimes having to open them in the right order), destroy blocks or pillars, enter pipes and cross spinning or moving platforms, blossom flowers, herd sheep, pace walk across arrows, and complete picture puzzles to collect additional Power Moons.
Power Moons are everywhere, and many require you to go old-school to track them down!
Power Moons can also be bought, assembled by collecting Moon Pieces, spawned by collecting musical notes against a time limit, navigating mazes, finding hidden areas using Cappy, activating scarecrows to take on timed platforming challenges, rocketing up to new areas, playing a Slots game, and clearing away snow, gunk, or enemies and blast open cages to find even more Power Moons. “P” switches will activate temporary platforms or bridges, the Switch will rumble when you’re over secrets to indicate a ground pound, and you’ll need to capture and stack up multiple Goombas to activate pressure pads. Sometimes a vulture will steal Cappy from you, meaning you’ll need to chase after it and lure it near to columns that you can raise up by ground pounding a neighbouring column to knock Cappy loose. You’ll also need to plant seeds to grow vines to reach new areas, enter pictures to warp to secret, far away areas of the game’s Kingdoms, and capture puzzle pieces to solve puzzles. Thankfully, there are no sections of the game that require the use of the Switch’s motion controls; you can even turn these off at the main menu, and the motion controls are nicely focused on giving the console a shake to boost Mario’s speed or attacks in certain situations. The story also quickly offers the choice to travel to different Kingdoms and back so you can explore and play the game at your own pace. The hunt for Power Moons will be where you’ll find the bulk of the game’s variety, as you’ll often have to capture a variety of enemies or objects or use your jumping abilities in interesting ways to clamber over the environment and find hidden areas. You can even enter the iconic Mario pipes and pop out in 2D areas that harken back to Mario’s 8-bit routes and see you hopping onto or over enemies and fireballs, traversing ledges and girders, and collecting Coins and Power Moons and bringing you out to new areas.
Graphics and Sound: Super Mario Odyssey is easily the most colourful, charming, and graphically advanced Super Mario title I’ve played so far. As is always the case, cutscenes play out using a mixture of gibberish, limited sound bites, and subtitles but the body language of Mario, Bowser, and Peach make these perfectly adorable and there’s very little, if any, distinction between the in-game graphics and the few cinematic sequences. While there are some noticeable loading times, especially when travelling between worlds in the story mode, most of these seem to be purposely implemented as an excuse to have Cappy give players a quick rundown on Mario’s abilities as you can eventually skip these sequences with the + button. Mario, especially, looks at his very best; his cap lifts off his head when he jumps, he gets covered in ash when burned, and has a number of idle animations (falling asleep in most Kingdoms, sweating in others, or shivering when cold) and is full of life and charm, which is good as he’s the only character you’ll be playing as this time around. For a sentient cap, Cappy is surprisingly full of life as well; occasionally, he’ll hop off your head to deliver hints and his big, cartoonish eyes make him very expressive.
Each Kingdom is brought to life in stunning detail and has lots to see and do.
As you might expect from a Super Mario title, the game is full of unique and interesting locations to visit; you start off in the Cap Kingdom, which has been covered in ash from Bowser’s attacks and is full of large hat-like structures and a thick fog that masks a death pit. You’ll then travel to thirteen additional Kingdoms, each one sporting their own unique trappings, currency, and Power Moon designs; you’ll hop around waterfalls and prehistoric terrain in the Cascade Kingdom, cross a vast, scorching desert in the Sand Kingdom, and explore the depths of the coral-like Lake Kingdom in your search for Power Moons. In the Wooded Kingdom, you’ll find a great forest, dark undergrowth, and an overgrown factory while poisonous lakes and large tropical trees await you in the Lost Kingdom. You can also briefly travel to the upper atmosphere above the clouds in the Cloud Kingdom and battle Bowser’s vicious dragon in the medieval ruins of the Ruined Kingdom, brave an aggressive blizzard in the Snow Kingdom, and explore the beach at the Seaside Kingdom. Upon first visiting many of the Kingdoms, you’ll find the region in a state of chaos that must be addressed by defeating a boss; this will calm the blizzard in Snow Kingdom, for example, and restore power to Metro Kingdom.
The game’s visual style and presentation is top-notch and full of humour and colour.
Metro Kingdom is probably the area most familiar to people since it featured heavily in the game’s advertising; New Donk City is a massive city full of skyscrapers, construction sites, realistic NPCs, and numerous references to the Super Mario franchise and, more specifically, the Donkey Kong franchise (Nintendo R&D1/Various, 1981 to present). Not only does Pauline make a long-awaited return to the series but you can even race across an expanded 2D section that is a fantastic call-back to Donkey Kong (Nintendo R&D1, 1981) and many of the street names, business, and billboards directly reference characters or locations from the franchise. The Luncheon Kingdom is probably the game’s quirkiest area as it’s populated by anthropomorphic cutlery and a veritable explosion of vivid colours and giant foods, while Bower’s Kingdom is fittingly the largest and most dangerous area in the game and draws its aesthetic inspiration from Japanese temples. The finale takes place in the Moon Kingdom, where gravity is much lighter and allows you to jump much higher and fall much slower; while the surface of the Moon is a barren wasteland, you’ll find an ornate church there and battle your way through a lava-and-trap-filled cavern to reach your final confrontation with Bowser. After besting the Koopa King, you get to travel to the Mushroom Kingdom, which is both a loving recreation and an extension of the same area from Super Mario 64, featuring paintings, Toads galore, and even Power Stars replacing the Power Moons. Each area is further bolstered by remixes and recreations of classic Super Mario tracks, and even a catchy vocal tune, “Jump Up Super Star!”, by Kate Higgins.
Enemies and Bosses: Long-time fans of the series can rejoice here as many of Mario’s most famous enemies make a return in Super Mario Odyssey, and can even be controlled thanks to Cappy; you’ll bounce off Goombas and Paragoombas, stretch across gaps as Wiggler, smash trough blocks with Chain Chomps, barge through obstacles as Chargin’ Chuck, and hop on Koopa Troopas and use their shells to smash apart blocks. There are also some new enemies to be found here, such as the Trapbeetle (which captures Cappy when he’s thrown at him and charges at you, but you can use this to clear blocks from your path), the Stairface Ogre (who tries to squash you with a giant mallet but leaves itself vulnerable and allows you to reach higher ledges), Sherms (tanks that are great fun to take control of), Pokios (needle-nosed birds that let you awkwardly climb up and across the walls of Bowser’s Kingdom), and Chinchos (mummy-like creatures that Cappy simply passes tough harmlessly). Many of these can be captured and used to your advantage, but many more will also respawn, especially if you need to capture them to progress, and while they’re all pretty goofy and simple to get around, you’ll also find them placed in precarious positions or in large numbers as the game progresses, which helps keep the game’s difficulty nicely balanced. To restore each Kingdom or solve problems for the NPCs, you’ll have to battle a few bosses; defeating these earns you a “Multi Moon” that counts as three Power Moons. Although each Kingdom features at least one boss, the game does reuse and recycle these for other Kingdoms and boss rushes, the most obvious cases being that of the Broodals.
You’ll battle the Broodals on multiple occasions, with the bouts being a bit tougher the next time around.
These mean little bunnies replace Bowser’s usual Koopalings and are each fought at three separate points throughout the game, with the battles getting tougher each time. Topper bounces around and is protected by his green top hats; you must throw Cappy at him to knock these off and avoid being hit by them as they ricochet around so you can bounce on his head. As the fight progresses, more hats come into play and Topper swings them around to try and hit you as well. Harriet’s head is protected by a spiked helmet and she tosses explosive maces at you that you can hit away with Cappy, but they leave temporary flaming puddle son the floor. When she tries to crush you with the maces on her pigtails, you can smack these back to stun her, and you can also knock her out of the air when she withdraws into her helmet by hitting the bombs she drops. Spewart protects himself by spraying poison gunk all over the place, but you can use Cappy to clean it up and stun him, and to knock him away when he retreats into his hat and leave a trail of the muck in his wake. Rango tosses his sawblade-like hat at you from afar, but you can flip them over with Cappy and use them as a trampoline to twirl onto his head; as the fight progresses, Rango tosses more hats and also hops around trying to hit you, and you’ll have to battle each of the Broodals again in Bowser’s Kingdom and in succession in a gruelling gauntlet on the Dark Side of the Moon Kingdom.
You’ll need to make use of Cappy’s capture abilities to take out the game’s large, colourful bosses.
You’ll encounter the Broodals’ mother, Madame Broode, in the Cascade Kingdom; this rotund bunny sends her golden Chain Chompkin after you, but you can easily avoid it, knock its hat off, and capture it to launch it back at her. Although she tries to swipe at you, and more hats are added to later bouts, it’s pretty easy to stay out of her way and knock her on her ass. In the Sand Kingdom, you’ll find Knucklotec, a statue-like head who tries to crush you with its fists. However, you can trick it into hitting ice so you can capture its fist and fly it right into its face, but you’ll have to watch out for the projectiles it shoots out to protect itself. Torkdrift, a large UFO, awaits in the Wooded Kingdom; luckily, there are Uproots nearby for you to capture and stretch up into Torkdrift’s glass underbelly, but you’ll have to dodge the shockwaves it sends out and the flaming lasers it fires, and smash through thick blocks to flip it over and deliver additional damage to it. After unsuccessfully trying to attack Bowser’s airship, you’ll fall into the Ruined Kingdom and face off with the Ruined Dragon, a massive beast that sends out rings of lightning; when it collapses from exhaustion, you have a brief window of opportunity to hop onto its head, remove the stakes from its skull, and ground pound its weak spot but its attacks will become more aggressive and harder to dodge as the fight goes on.
Bosses become very creative, and are made tougher when you fight them again in the Mushroom Kingdom.
The latter Kingdoms offer some of the more interesting boss battles; Metro Kingdom’s Mechwiggler clambers about on the side of a building firing energy bolts at you and charging at you through portals, but you can pilot a Sherm to blast its glowing weak spots and deal big damage to it, and you’ll have to battle two at once in the Mushroom Kingdom rematch. Similarly, you’ll need to capture a Gushen to chase after and defeat the Seaside Kingdom boss, Mollusque-Lanceur, a giant octopus that floats around the beach (or above the clouds in the rematch) firing torpedos and spiked bombs. However, he’s vulnerable on his head so you can jet after him with Y and gush water down onto him with B once you’re hovering over him. In the Luncheon Kingdom, you’ll do battle with Cookatiel in a giant stew pot; Cookatiel spits vegetables as projectiles, but also spews up a stream of vomit that you can travel up as a fireball to bounce on his head. Each of these bosses is fought again by jumping into paintings in the Mushroom Kingdom, and the battles are made harder by the presence of additional enemies and hazards, less health items, bottomless spits, and more aggressive attacks from the bosses.
Topple the Broodals’ mech, then put a beating on Bowser and take control of the Koopa King to save the day.
Before you can finally face off against Bowser, you’ll have to battle the Broodals once again, this time in a giant mech! To defeat the RoboBrood, you’ll need to avoid the bombs it throws out and capture a Pokio to hit them back at its feet, toppling it over and leaving it vulnerable for you to fling yourself up and attack each of the Broodals’ pods. The RoboBrood becomes temporarily invincible after each pod is destroyed, targets you more directly, and it gets harder to scale it with each hit as well. Bowser himself is also fought twice, once in the Cloud Kingdom and again in the Moon Kingdom (and a third time at the end of the super-hard Darker Side of the Moon Kingdom). Both times, you must toss Cappy at his top hat to flip it over and take possession of it; you must then hop over the shockwaves caused by his jumps, avoid or punch away the rocks he throws at you, and put a beating on him when he’s stunned. As the fight progresses, Bowser jumps faster, throws more projectiles, defends himself from your punches and tries to swipe at you with his tail, and spews out flames in anger, but he’s not particularly difficult to best in the main encounters. After defeating him, you’ll need to capture him to use his massive claws to escape, which is pretty fun (if harrowing because of the temporary platforms).
Power-Ups and Bonuses: Mario’s primary power-up is his ability to capture enemies and other objects with Cappy; this allows you to leap higher, protects you from lava, activates switches, allows you to flip, fly, or travel to new areas, and is crucial to solving some of the game’s puzzles and tracking down the Power Moons. There are, however, other power-ups you can find in each Kingdom; bubbles will restore your air meter when swimming, Life-Up Hearts temporarily add three extra hits to your life meter, Keys unlock additional Power Moons, scooters and catapults will allow you to travel quickly across areas, and Rocket Flowers let Mario blast ahead, and up sharp inclines, with a burst of speed but at the cost of his manoeuvrability.
Purchase collectibles and new outfits using your Coins.
Although there are no extra life mushrooms, cap power-ups, leaves, or invincibilities in the game, you can capture Yoshi in the Mushroom Kingdom and use his flutter jump and long tongue to eat fruit, and you can also spend your Coins on stickers to adorn the Odyssey with, souvenirs to fill it with, and outfits to change Mario’s appearance. Each Kingdom has one door that is blocked to you unless you buy and wear the regional outfit, but otherwise these are purely cosmetic items to wear. However, the range of them is quite impressive: you can dress up as Doctor Mario, Luigi, Waluigi, Wario, and even Diddy Kong; wear Mario’s Hawaiian shirt, his spacesuit, and even be rendered as his polygonal model from Super Mario 64 or in blocky 8-bits. You can dress up in the Broodals’ outfits, wear Peach’s wedding dress, and even mix and match the head wear with the clothing to create bizarre combinations. Sadly, though, these are simply costumes rather than new skins and the only character you’ll ever play as is Mario, which is a shame considering Luigi was playable in Super Mario Galaxy.
Additional Features: With nearly 900 Power Moons to collect, you’ll never be short on things to do in Super Mario Odyssey. After you defeat Bowser, you can travel to the Mushroom Kingdom to find more Power Moons (this time rendered as Power Stars), rebattle the game’s bosses, and be awarded additional Power Moons for completing Toadette’s objectives. You can also return to the previous Kingdoms to track down Princess Peach for another Power Moon and break open Moon Rocks and access tough platforming or puzzle sections for additional Power Moons, and cause even more Power Moons to be spread across each Kingdom. You can keep track of these in the – menu by reviewing your lists, and once you have powered up the Odyssey with 250 and then 500 Power Moons, you’ll unlock two new areas of the Moon Kingdom.
There’s still lots to do, find, and challenge yourself with after beating the main story.
Dark Side has you scaling a tower and battling the Broodals in a tough gauntlet with no checkpoints or health power-ups between or during the bout, and the Darker Side is home to the game’s most challenging, and frustrating, course as you must cross lava, avoiding spikes, fireballs, and all manner of hazards and obstacles in a true test of you skills. Furthermore, players can find Luigi in each Kingdom and take on the Balloon World mini game, which is basically an online version of hide-and-seek and has you racing to locate balloons and comparing your time and scores with other players. The game can also be played in a rudimentary two-player mode where one player controls Mario and the other controls a captured enemy, and you can also use Amiibos and the Switch’s snapshot feature to find additional hints or unlock costumes, respectively.
The Summary: I was actually very surprised by how much I enjoyed Super Mario Odyssey. I had heard so much about the game since it first released, all of it nothing but praise, and it was getting to the point where the game felt a little overhyped to me. Once I got a Nintendo Switch, I knew that the game was going to be a must-have for my collection, but I was a little apprehensive as I have a bit of an odd relationship with Super Mario games. However, it didn’t take long for my worries to be completely set aside; Super Mario Odyssey harkens back to the days when games could be played in fun-filled little bursts and its addictive gameplay and eye-catching visuals make it a title that’s simple to pick up and hard as hell to put down. The game gets progressively more challenging as you progress and visit new Kingdoms, but it’s never unfair or punishing and any mishaps you might make simply come down to a mistake on your part rather than due to a janky camera or controls. Mario’s athletic prowess and the additional abilities afforded to him by Cappy mean that there is always another way, or multiple ways, to accomplish tasks, explore further, or obtain Power Moons and the sheer amount of options available to you is impressive, but never too daunting. Colourful, endlessly entertaining, and fun from start to finish, Super Mario Odyssey is a fantastic entry in the franchise; I loved the call-backs to Super Mario 64, particularly the rendition of the Mushroom Kingdom, and all the outfits available to you (though it was disappointing to only be able to play as Mario again). The Kingdoms were all fun and unique areas, finding Power Moons was a great little distraction, and the bosses were enjoyable little challenges that never outstayed their welcome. There’s something on offer here for players of all skill levels, from beginners to advanced players who fancy tackling the super-tough optional areas, and I found myself having a great time from start to finish.
My Rating:
⭐⭐⭐⭐⭐
Rating: 5 out of 5.
Fantastic
Have you every played Super Mario Odyssey ? If so, did you enjoy it and how do you think it compares to other 3D Mario titles? Which of the game’s Kingdoms was your favourite? What did you think to Cappy and the capture mechanic, and which enemy was your favourite to take possession of? Did you enjoy collecting Power Moons or were you a bit overwhelmed by the sheer amount to find? What did you think to the game’s bosses and the Broodals? Did you ever best the Dark and Darker Side of the Moon Kingdom? Which outfit was your favourite and would you have liked to see skins or other playabale characters? Whatever your thoughts on the Mario’s cap-based adventure, feel free to sign up and leave a comment below or leave a comment on my social media.
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