recursal/Fanatic-Fandom huggingface dataset:
Core Narrative 7

## **CORE NARRATIVE MICRO-STORY #7**

**TITLE:** the last phase

**CORRESPONDING MACRO-STORY BEAT:** main event showdown/resolution

**LOGLINE:** the frost resistance capture the CEO of the last phase and eliminate the others who helped create this nightmare of a world that should have never existed from the start that not only divided mankind but the whole world with its corrupted ways.

### **SHORT STORY SYNOPSIS:** model c-34 gathers the other resistance groups and brings chase peterman to understand why he wanted total power and why a selected group of companies was chosen to take control of different continents of the world.

**Act 1:** the frost resistance group brings the CEO to model c-34 and ask what should she do with him and says "hes coming with me to meet the other resistance groups and see what he really is" as she drags his body out and get a ride to Switzerland.

**Act 2:** Enzo Faraci, Stan, Simeon Musk, Giovanni Roberto, and zoe finally meet chase peterman and beat him a bit before questioning him for the wrongs he has done and decide what his punishment should be but in the end they all decide to to ask the people/hybrids that he has enslaved for many years.

**Act 3:** model c-34 and zoe go together to help the survivors from the fight. enzo faraci, stan, simeon, and giovanni plan a way to rebuild the world after its destruction and not recreate what ever mess the last phase did learn how to make the humans and hybrids work together after the fight against them ended. Bishop Cole was never found after the user agreement was sent but no one knows if he was the originator or cause of the events that has unfolded.

**GENRE:** Sci-fi/Adventure

##### **PRIMARY LOCATIONS WITH DESCRIPTIONS:** Bethel, Alaska (Isolated city/ village that is suddenly engaged by a corporation named The Last Phase specializing in AI programming forcing Alaskans to test their new programs

**MEDIUM: book**

**PLATFORM: book stores and online pdfs**
World 10 (12 Magic Orbs)

World 10 (Abstract World) is the tenth world in New Super Mario World 1: The Twelve Magic Orbs. This world takes place on two outlined islands above the clouds in a dark gray sky, most of the levels here feature weird or unusual themes such as disappearing blocks, reversed controls and enemies that impersonate level objects. This world has 7 levels, 5 in the main path, one secret level and a castle at the end where the Dark Orb can be found.
Act I

Act 1 is set in the year 2050, during this time multiple companies have slowly been heavily influencing those who use their products and services by making them insert a chip into themselves to have access to whatever the company provides. The monkey wrench occurs when the company, The Last Phase, based in Alaska sends a user agreement to their users that in return gives the company full control over their users. The other companies of this time catch wind of this agreement and follow a similar strategy among their own users.
World 15

It's the fifteenth world in New Super Mario World 2: Around The World and also the last main world. This world is set on space, where Bowser's evil space station is located with the last 3 levels taking place in the station while the first two are set in outer space. Just like World 10, there are only 5 levels in this world instead of 6.

## Levels

 15-2: Asteroid Ascent
The bonus sublevel features Para-Goombas and Angry Stars.
 15-3: Conveyor Factory
 15-4: Snakeblock Spaceway
 15-5: The Core
Asgard

Asgard is the name of the system in which Millikan’s Reach takes place in.

## Lore

A binary star system with seven circumbinary planets, located at the outer rim of the Empire. Asgard is officially Imperial, but as with many Imperial border-worlds, the IMC has been granted limited rights to colonize, construct stations, and operate within it.

Recently, Asgard has surged into importance as the first system under Imperial jurisdiction to experience colonization by Millikan - one of its nigh-uninhabitable desert worlds turned out to be a perfect environment for the hivemind race, and the entity decided that there was no use in a planet like that going unused.

The Empire was understandably unhappy about this turn of events - seeing it as an invasion - and the war escalated further, with sizable forces from both sides converging on Asgard. Once, the system was lucky to get even a small Imperial military convoy to come through. Now, Excalibur-class cruisers can be found everywhere, and Imperial Security pilots monitor every starport. Additionally, an anarchist terrorist group known as the Atropos Cartel, grown out of an old black market ring, has developed into a credible threat to Imperial operations in the system.

This faction has taken command of several small research stations and communications arrays - all the more reason for an increased Imperial presence in the system. If left uncontained, this menace could spread to other systems, and become a major political entity in its own right.
## Contents

Being the only system currently ingame, it contains several sectors within it. The current ones being Odin Orbital, Odin Ring, Lagrange Research, IMC Extraction, Huginn-Muninn Array, Millikan-35 Array and Victoria Base, all of which have individual pages.
## System Map

This map is currently outdated.

 Millikan | * Millikan-35 Array
 Other playable locations
 Non-Playable locations
* Odin
World 4 (12 Magic Orbs)

World 4 (Desert World) is the fourth world and last early game world inNew Super Mario World 1: The Twelve Magic Orbs and it's an Egyptian desert-themed world. Just like the previous one, it has 8 levels with one secret level and one castle, it also has two levels that are inside pyramids. This is the first world to be located in a submap.
World 12 (12 Magic Orbs)

World 12 (Final World) is the twelfth and final world of New Super Mario World 1: The Twelve Magic Orbs. This world takes place on Bowser's floating space island and most of the levels here have lava. There are 10 levels overall making this the longest world in the hack, 5 of those levels are in the main path, while two of them are in a secret alternate path, two of those levels are part of Bowser's Castle and the last level, even though it is numbered as 12-S, it is located in World 1 and it is a post-game level unlocked after defeating Bowser and getting all the orbs back to Peach's Castle.
Ancillary Narrative 3

## **ANCILLARY NARRATIVE MICRO-STORY #3**

**TITLE:** the new rule

**CORRESPONDING MACRO-STORY BEAT:**  after main showdown/resolution

**SHORT STORY SYNOPSIS:** after the hybrids have been freed from their program and every one has been finally released from the constraints from the implanted chip on there bodies a man named jackson walks through his "region" at Australia and looks at the mess that was made from the fighting and believes this is all the hybrids fault and the humans was slaved away and forced to stay in their regions because the hybrids worked for a evil force that he cant piece together and wonders around tying to find a reason why the fight broke out and why the hybrids suddenly stopped and started to act human.

**LOGLINE:GENRE:** Sci-fi

**PROTAGONIST: jackson**

**ANTAGONIST: snack jo**

**MAIN SUPPORTING CHARACTERS W/ DESCRIPTIONS: no one supports him**

**ADDITIVE COMPREHENSION:**.he is against everyone who he finds him a threat

**TARGET MARKET: adults**

**MEDIUM: book**

**WHY IT WORKS IN THIS MEDIUM: this is a interesting concept that might work in its world**

**PLATFORM: pdfs**

**WHY IT WORKS IN THIS PLATFORM: easily accessed.**
World 3 (12 Magic Orbs)

World 3 (City World) is the third world in New Super Mario World 1: The 12 Magic Orbs. It's a urban/industrial themed world that starts in an urban area and after 3-4 it enters in a industrial zone. This world introduces harder enemies/hazards like Hammer Brothers, Bullet Bills and lava/toxic waste. It has 8 levels, five of them are in the city section, with one of those being the secret level and the last three levels are in the industrial section. World 3 is located on the east side of the map north of World 2 and south of the Warp Zone and World 5.
Gamma

## Overview

The Millikan Gamma is a powerful ship, designed to fight Imperial cruisers and Gungnirs. It has a lot of firepower, which allows it to pulverize any ship it encounters. Along with the strong shield and massive hull protection, though, comes bad maneuverability and speed.

**Works best on: Capital ship routing/Large-scale engagements.**

## In-Game Description

*The Millikan Gamma-class gunship is, in many ways, an expanded and more combat-ready version of the Alpha. It has many similar strengths, with a few augmented features designed to counter Imperial strike craft.*
*Millikan's drive systems can't match Terran ones, so the entity focused instead on extremely heavy armor plating and more guns than almost any other ship in existence. It sacrifices a little speed and cargo compared to the alpha, but if you get into if you get into a fight it's definitely worth it.*
## History

* 0.50a
	+ Reduced agility
	+ Slightly buffed hull integrity
	+ Redesigned Gamma
* 0.31a
	+ Slightly reduced maneuvrability
	+ Increased price
* 0.30a
	+ Remodeled Gamma
* 0.22a
	+ Fixed unpurchaseable Gamma bug​​​​​​​
	+ Increased price
* 0.21.1a
	+ Fixed unkillable Gammas
* 0.21a
	+ NPC Gammas implemented
	+ Introduced​​​​​​​

## Gallery

* Tizona
* Clarent
* Gungnir
 Millikan | * Alpha
* **Gamma**
* Delta
* Lambda
 Independent Merchant Cooperative (IMC) | * Partridge
* Heron
* Albatross
* Eagle
 Atropos Cartel | * Hyena
* Jackal
* Panther
World 11 (12 Magic Orbs)

World 11 (Space World) is the eleventh and second-to-last world in New Super Mario World 1: The Twelve Magic Orbs. This world takes place in outer space, with one level taking place on the Moon and one level taking place in a large asteroid where Bowser's temporary base is located. There are 7 levels, and just like World 5, it has two secret levels and at the end there's the castle level where the Electric Orb is supposedly found. This is the only world without a boss fight.
New Super Mario World (SMW Hack series) Wiki

## Welcome to the Wiki

This wiki is meant to document a series of Super Mario World hacks made by Pink Gold Peach, including:

1. New Super Mario World 1: The Twelve Magic Orbs
2. New Super Mario World 2: Around the World

## About

The NSMW series is a series of SMW hacks created by Pink Gold Peach. The first game New Super Mario World 1: The 12 Magic Orbs started as another project by PGP that started in September 2015 and finally released in July 2016 and it was a big hit, being one of the most downloaded hacks in SMW Central. After it's released, PGP started working on a sequel New Super Mario World 2: Around the World at January 2017 and has been released in December 2019. A third sequel is already planned.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Add one below!

File:Placeholder
Pelican

## Overview

*Pelican-Class Heavy Freighters, like all other capships, house a FTL Drive, which allows them to quickly travel around the universe, and quickly jumping in a battlefield when IMC Ships failed to protect a IMC station.*
*Like the other Capital Ships, the Pelican cannot be destroyed by the player, instead, it warps out once the player destroys all of the turrets on the hull. But unlike other capships, this one is easier to defeat, due to the limited number of turrets.* **However, it is not recommended to rout a Pelican, as your IMC Reputation may drop to Unfriendly - Hostile.**
## History

* 0.31a
	+ Reduced capship spawn rate by a factor of 4 - there is now only a 5% chance of the ship already being there on jump, and a 5% chance it drops in the next 30 seconds.
* 0.30a
	+ Introduced.

## Gallery

Pelicans can drop loot crates, meaning they can be a profitable raid target.

* Tizona
* Clarent
* Gungnir
 Millikan | * Alpha
* Gamma
* Delta
* Lambda
 Independent Merchant Cooperative (IMC) | * Partridge
* Heron
* Albatross
* Eagle
 Atropos Cartel | * Hyena
* Jackal
* Panther
World 6

It's the sixth world in New Super Mario World 2: Around The World. This world takes place on ancient ruins and most of the enemies and objects here are bigger than usual. It is located in the central-northwest portion of the map, to the west of worlds 7 and 8 and right under World 11. This is the second world where the castle has a secret exit.
World 8

It's the eight world in New Super Mario World 2: Around The World and it's the second secret world in the hack. This is a city world but unlike the third world from the previous hack, it doesn't have an industrial section.  It's located on the central-northeast portion of the map, directly above World 4 and under Worlds 7 and 10 and it's to the east of World 6.
World 6 (12 Magic Orbs)

World 6 (Cavern World) is the 6th world in New Super Mario World 1: The Twelve Magic Orbs. This world takes place in a large cave inside the mountain of World 7 that has a lower part with a lake and a waterfall that leads to the higher part of the cave where the exit is located. All the levels here take place underground and feature different elements such as ice, lava, water and mineshafts.

## Trivia

* In the map, Magma Cave is numbered as 6-7 but in the level name screen it is numbered as 6-A. This is the only secret level in the hack to use numbers rather than letters.
服装提升

在游戏中，时装不仅能给小主带来华丽美观的外表，而且不同的时装都有对应的属性和战斗力加成！

那么，小主们又该如何获取呢？接下来，就让月秀化身小老师，带小主们一起去看看吧！

1、**制作**

通过完成**主线任务**获得**时装图纸**，然后按照图纸的指示收集指定的合成材料，最后制作时装。

**2、强化**

小主们可以通过消耗时装材料来强化等级。当时装的强化等级达到十级以后还能解锁更高的属性加成哦~

**3、进阶**

时装还可以通过进阶来提升属性，提升时装的属性需要相应的进阶材料哦。

进阶以后，时装的战斗力和属性都会得到相应的提升。以“堕马髻”为例，战斗力提升662，气血也提高了3311。

**4、传承**

那可能有的小主会问了，要是获得了一个品质更高的时装，但是又舍不得之前强化过的时装怎么办呢？

**装备传承**可以解决这个问题，让时装的属性和战斗力可以得到继承。

在进行传承时还可以使用道具让时装继承更多的经验，**圣手全本**可以让时装传承100%的经验哦~

**5、奇遇、华服大赛、时装传记**

不同的服装需要的材料也是不一样的，可以通过奇遇，华服大赛和时装传记进行获取。

（奇遇）

（华服大赛）

（时装传记）

**6、时装商城购买**

如果还缺一点材料没有获得，但是又想马上拥有好看时装的话，大家可以去商店进行材料的购买，价格十分便宜公道哟~

小主们可以积攒元宝选购，进行自由搭配。
360度任性挑选**发型、头饰、首饰、服饰、装饰品和脸型**，随手一个换装，就可以穿越回古代，成为雍容典雅的公主，清秀可人的碧玉，又或是巾帼不让须眉的侠女！
Aotius

**Aotius** is a dual-type Flying/Fire Legendary Pokémon.

It is not known to evolve into or from any other Pokémon.

Aotius currently has not been released.

Along with Mutios, Aotius was spoken about by the priest found in Legen Town, as well as many people found in Vinoville Town and Tsukinami Village.

## Moves

### By leveling up

 * A level of "Start" indicates a move that will be known by a Aotius obtained at level 1
* **Bold** indicates a move that gets STAB when used by Aotius
* *Italic* indicates a move that gets STAB only when used by an evolution of Aotius

### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Aotius
* *Italic* indicates a move that gets STAB only when used by an evolution of Aotius

### By breeding

 * Moves marked with an asterisk (\*) must be chain bred onto Aotius
* **Bold** indicates a move that gets STAB when used by Aotius
* *Italic* indicates a move that gets STAB only when used by an evolution of Aotius

### By tutoring

 * **Bold** indicates a move that gets STAB when used by Aotius
* *Italic* indicates a move that gets STAB only when used by an evolution of Aotius

## Trivia

* An NPC in Tsukinami Village's museum tells the player that Xerneas and Yveltal, Ho-oh and Lugia, and all the other Legendary Pairs, are in fact aspects of Mutios and Aotius.
	+ However, this contradicts some previously-stated legends, such as that of Reshiram and Zekrom.
* Aotius is the only Pokémon to have Pressure that is not part Water-type.
* Aotius and Mutios weren't given proper front sprites until Involuntary-Twitch made them on 6/8/2018, Uranium's 2nd birthday
World 5 (12 Magic Orbs)

World 5 (Forest World) is the fifth world and the first mid-game world in New Super Mario World 1: The Twelve Magic Orbs. It is a forest world where every level has a different forest theme. It has 8 levels but unlike the previous worlds, this one has 2 secret levels and 5 standard levels. In the main map it can be seen north of World 3, south of World 7 and west of the Warp Zone, however, all the levels in the world are in a submap that shows more of that area, similarly to the Forest of Illusion in the original game.
World 8 (12 Magic Orbs)

World 8(Ice World) is the eighth world and the last mid-game world in New Super Mario World 1: The Twelve Magic Orbs. As expected, the levels here feature ice, including ice blocks that can be molten with a fire flower or Yoshi, piles of snow that can cover spikes and water that can be frozen or unfrozen with switches. This world is located on the highest mountain on the main map, at north from World 7, west of World 9 and far above World 1. This world is slightly shorter than the previous ones having 7 levels overall, with 5 main levels, one secret level and the castle at the end where the Ice Orb is found.
Chance Perdomo

**Chance Perdomo** is an English actor who portrays Ambrose Spellman on *Adventures of Esther*.

## Biography

### Early Life

Chance Perdomo is an actor, known for Chilling Adventures of Sabrina (2018), Shakespeare & Hathaway: Private Investigators (2018) and Midsomer Murders (1997).

### Career

In February 2018, it was announced that Perdomo was cast in the series regular role of Ambrose Spellman on the Netflix series Chilling Adventures of Sabrina. Reports revealed that Perdomo previously auditioned for the role of Jughead Jones on Riverdale but the role was given to Cole Sprouse. Perdomo, however, impressed Roberto Aguirre-Sacasa, the creator of the series, with his audition so that he wrote the role of Sabrina's Ambrose with the actor in mind.

## Filmography

* *Chilling Adventures of Sabrina* (2018-2019)
* *Midsomer Murders* (2018)
* *Killed by My Debt* (2018)
* *Shakespeare & Hathaway: Private Investigators* (2018)
* *The Art of Trying* (2017)
* *The Importance of Skin* (2017)
* *Hetty Feather* (2017)
* *Longfield Drive* (2016)

## External Links

* Wikipedia
* IMDb
New Super Mario World 2: Around The World

New Super Mario World 2: Around The World is a choconilla Super Mario World hack created by Pink Gold Peach and released in July 5th, 2019. It is a followup to New Super Mario World 1: The Twelve Magic Orbs.

## Story

Bowser kidnaps Princess Peach once again and this time, he takes her to his newly built space station where he plans to destroy the world. To save Peach and the world, Mario has to go on a big adventure through 15 different worlds while fighting against Bowser's minions and allies.

## Worlds

In this hack there are 16 different worlds, most of them having 6 levels with the exceptions being worlds 10 and 15 which have 5 levels and World 16 which technically has 7 levels. Some of the worlds have branching paths at the end with both the normal and secret exits leading to two different worlds that both lead to the same world, but the secret world leads further. The secret worlds are Worlds 3, 8 and 12, and those don't have boss fights. Unlike it's predecessor, this hack has a post-game world, World 16, which is unlocked by finding all the codes which are found in special doors hidden in Worlds 2-15. Each world is represented by a color.

## Soundtrack

New Super Mario World 2: Around The World Soundtrack TBA

## Reception

After it's initial release in the Summer 2019 C3 event, the hack was rather well recieved and just like it's predecessor was awarded as the best hack released in the event. However, multiple users criticized the hack for having unfairly difficult levels (mainly in worlds 14 and 16) as well as being poorly tested and unpolished with multiple glitches, these issues were the main reasons why the hack was rejected from the SMW hacks section on August 30th. After it's rejection, the author spent a few months fixing these issues and testing the hack again and later in November he re-submitted the hack, and it was accepted in December 10th. Currently the hack has around 8K downloads and an average rating of 4.8, by 20 users.
Huginn-Muninn Array

## Overview

One of the two Millikan locations that currently exists in Millikan's Reach. It is the only existing Agriculture station in the game, selling both Produce and Wheat for extremely low prices.

## Lore

The Huginn-Muninn Station Array is in orbit around both of the twin moons of Odin, which orbit a common barycenter. Huginn, the larger moon has an oxygen-rich atmosphere, and is being used as an agricultural colony by the Millikan Hivemind. Muninn, however, has a corrosive atmosphere that nothing can survive in, and is left unused.

This outpost exists mainly for trade, as its stock is more of a cash crop than something Millikan actually consumes.

## Gallery

 Millikan | * Millikan-35 Array
 Other playable locations
 Non-Playable locations
* Odin
Lagrange Research

## Overview

*Lagrange Research* is a small Terran research outpost situated inbetween two stars. Being a Service Station, it buys raw materials and sells processed goods in bulk. It has two gates, one to Odin Orbital and one to IMC Extraction. As the distance between the station itself and the gates is small, as well as the typical ship count being low, this system is relatively easy to enter and exit, even if the local security forces have been angered.

## Lore

Lagrange Research is a small outpost devoted to studying the stellar dynamics of Asgard's twin suns from up close. Positioned at the barycenter of the two bodies, this station always has direct observational view of both. Asgard A is a yellow main-sequence star of type K2V, and its companion Asgard B is a white dwarf.

Lagrange Research is populated only by researchers and defense pilots, as it has few amenities on board.

## Gallery

 Millikan | * Millikan-35 Array
 Other playable locations
 Non-Playable locations
* Odin
Alpha

## Overview

The Alpha is another brilliant piece of Millikan technology. If you look at the stats, you'd probably say this is one of the best ships for its price. And you would be right! Although it has 2 hardpoints, one less than the previous ship, the Delta, it has better shielding and way stronger hull plating. This makes it an imposing enemy to encounter – and at the same time, a good ship for any build.

**Works best on: Small to Medium-scale engagements/Bounty Hunting.**

## In-Game Description

*The Millikan Alpha-Class Fighter serves in a role somewhat similar to the IMC's Heron - as a flexible multirole platform just as much at home running freight as it is on the battlefield.*
*Millikan isn't picky about who it sells its designs to, and as a result the Alpha's enclosed cockpit has been designed, at least in part, with humanoid species in mind. Quite a few independant pilots prefer the Alpha to most other market offerings, and Millikan takes some pride in that fact.*
## History

* 0.32a
	+ Re-added engine nacelles to the Alpha - it looks way more inline with its old original concept now

* 0.30a
	+ Fixed incorrect display of Alpha shield and Hull values

* 0.23a
	+ Remodeled Millikan Alpha.

* 0.19a
	+ Fixed Millikan Alpha description text that called a Heron an "Osprey."

* 0.12a
	+ Remodeled Millikan Alpha mesh

* 0.10a
	+ Adjusted Millikan Alpha hull color

* 0.04a
	+ Recolored Millikan Alpha

* 0.01a
	+ Introduced

## Gallery

The Alpha as it appeared prior to v0.32aThe Alpha with it’s two nacelles.

* Tizona
* Clarent
* Gungnir
 Millikan | * **Alpha**
* Gamma
* Delta
* Lambda
 Independent Merchant Cooperative (IMC) | * Partridge
* Heron
* Albatross
* Eagle
 Atropos Cartel | * Hyena
* Jackal
* Panther
IMC 'Chainfire' MB-17

## Overview

The Chainfire is a medium priced yet useful weapon. In close and medium ranges it is able to deal substancial damage with a quick firing speed and medium energy cost. However at long ranges it is much less effective due to its substancial spread.

## In-Game Description

*"Many IMC corporations, such as Kirao or ISA, choose to retain their original branding. However, the organization also produces a line of generic products licensed only under the IMC name - and the Chainfire is one of them. This is a plasma blaster fitted with a quad emitter, so it's capable of achieving unprecedented rates of fire."*

## History

* 0.34a
	+ Now consumes energy.

* 0.20a
	+ Introduced.

## Gallery

* ISA 'Tiamat' Z-12
* SA-22 'Solaris'
 Millikan | * Millikan Type-1 Laser
* Kirao 'Axis' X-05
* Kirao 'Hydra' MkI
 Independent Merchant Cooperative (IMC) | * **IMC 'Chainfire' MB-17**
* IMC 'Focus' Model 3
* IMC 'Trifecta' Model 1
 Atropos Cartel | * AC-5 'Uppercut'
* AC-7 'Sideswipe'
Lambda

## Overview

The Lambda is a dedicated trading craft. It bolsters 110 cargo capacity, making it the trading ship with the biggest cargo hold in the game. It has so much space that you can seldom empty an entire station of commodities! However, this is where the good characteristics of this ship end. The Lambda's use is very limited by its poor maneuverability, speed, and singular hardpoint. Therefore, it is not advised at all to bring this ship into combat. Still, if enemies are upon you, you will be able to scape without major damage, due to the incredibly amount of hull health.

**Works best on: Trading/Transporting Commodities.**

## In-Game Description

*An older Millikan design. Slow, heavy, and only lightly armed, the Lambda-class Transport is good for exactly one thing - carrying an obscene amount of cargo from one place to another.*
*In fact it carries more cargo than any other single ship on the market. As a result, it's known for being almost disposable - many pilots will only use a Lambda for a brief period before putting their profits into something more sporty.*
## History

* 0.30a
	+ Introduced.

## Gallery

* Tizona
* Clarent
* Gungnir
 Millikan | * Alpha
* Gamma
* Delta
* **Lambda**
 Independent Merchant Cooperative (IMC) | * Partridge
* Heron
* Albatross
* Eagle
 Atropos Cartel | * Hyena
* Jackal
* Panther
World 3

It's the third world from New Super Mario World 2: Around The World and the first secret world. It's an oriental themed world and it is slightly harder than World 1 and the enemies commonly found in this world are Pinopis, Nyolins and Ninjis. This world is located in the main map to the east of World 1 and north of World 2.
Millikan 'Boreas' X-08

## Overview

The Boreas is a somewhat fast-firing fusor cannon that can cause a lot of damage with it’s projectiles, and it’s relatively low energy consumption allows the wielder to fire it for quite some time. Though the spread of the weapon means it loses effectiveness at longer ranges, this weapon has the best of both worlds in comparison to it's blaster and shotgun contemporaries, with much higher damage than any other weapon, with its only drawbacks being it’s slightly below average accuracy and extremely high price. However, it is undeniable that this weapon is worth purchasing.
## In-Game Description

*An attempt by Kirao to develop a fusor cannon similar to Zeno's Chainfire using Millikan components. This effort failed at producing another "plasma auto-cannon", but it still packs a significant punch and has become quite popular with Millikan and with Millikan-aligned humans. An innovative spherical shield bubble, derived from Millikan reactor technology, surrounds each plasma shot. This shield collapses on impact, delivering its plasma payload at almost exactly the same temperature as it was when it left its wielder's core.*

## Gallery

* ISA 'Tiamat' Z-12
* SA-22 'Solaris'
 Millikan | * Millikan Type-1 Laser
* Kirao 'Axis' X-05
* Kirao 'Hydra' MkI
 Independent Merchant Cooperative (IMC) | * IMC 'Chainfire' MB-17
* IMC 'Focus' Model 3
* IMC 'Trifecta' Model 1
 Atropos Cartel | * AC-5 'Uppercut'
* AC-7 'Sideswipe'
Panther

## Overview

The Panther is a beast of a ship. It combines the best components every faction has, which include Imperial shields, Millikan plating, and IMC equipment. This makes it the most dangerous ship to encounter, as it can quickly devastate even a small fleet of fighters. This is also the only ship in the game with 5 hardpoints.

**Works best on: Large-scale engagements/Capital ship routing.**

## In-game Description

*It is ill-advised to fit more than four standard weapon mounts to a single fighter craft, due to the strain this puts on a ship's reactor. The Panther-class Gunship has five, because the Cartel doesn't really care what is or isn't "ill-advised".*

*The result is a fairly odd craft that can outgun anything it comes up against, but that has minuscule shield generator for its size class, and must use stolen Millikan-made hull plating to compensate. The resulting poor maneuverability means that it lacks the feline grace of its namesake - but it delivers 100% of the raw power that the name implies.*

## History

* 0.34a
	+ introduced

## Gallery

* Tizona
* Clarent
* Gungnir
 Millikan | * Alpha
* Gamma
* Delta
* Lambda
 Independent Merchant Cooperative (IMC) | * Partridge
* Heron
* Albatross
* Eagle
 Atropos Cartel | * Hyena
* Jackal
* **Panther**
World 1 (12 Magic Orbs)

World 1 (Grass World) is the first world in New Super Mario World 1: The 12 Magic Orbs. It's a grassland themed world where every level is themed around grass and it introduces the most basic enemies and level elements seen in the hack. It also introduces the fire and ice flower and the shell suit on it's first out of two appearances. This is the shortest world in the hack having only 6 levels (7 if Peach's Castle is included and 8 considering that 12-S is located here even though it counts as part of World 12), four main levels, one secret level that skips from 1-1 to 1-4 and the first castle where Mario fights Larry Koopa.
Terran Empire

The **Terran Empire** is an authoritarian, near-fascist state with significant holdings in Asgard. Known for their xenophobia against the enemy Millikan.

## Ships

The Terran Empire is known to field ships with powerful drives, but weak hulls, in addition to the need for extra cooling vanes. Said vanes, often semicircular, are a dead giveaway that a vessel was constructed by Terran engineers, as their shape and distinct coloration is impossible to miss. They are also noted as being somewhat fragile, which could be interpreted as the cause for the low hull strength of Terran vessels in-game.

* Tyrfing - Fighter

* Tizona - Starspeeder

* Clarent - High-Speed Recon Ship

* Gungnir - Bomber

### Capital Ships

* Excalibur - A behemoth in comparison to fighters and most freighters, the Excalibur is the Terran Empire's primary capital ship. With a plethora of turreted XL Tiamat guns, an Excalibur is an overwhelming threat to even a well-stocked squadron of fighters. While they are present in Asgard ever since Millikan colonization began, they are rarely seen unless local Terran forces are insufficient to combat some threat.

## Official Overview

*A xenophobic, authoritarian state that currently governs several dozen systems. It rose from the original human colony in the Alpha Centauri system after Sol was devastated by radiation from a distant gamma ray burst. Many artifacts of its old colonial government still exist - particularly a focus on sustainable use of resources, an unusually progressive policy in an otherwise near-fascist regime. The Empire instills a near-religious devotion to its expansion and its ideals, and its spacecraft reflect that - their radiator vanes have been shaped to resemble the insignia of their manufacturers. Imperial engineers excel at propulsion technology as well as shield generation - both of which are necessary to make their fragile hulls viable. Imperial technology runs hot, which means their fragile, ostentatious radiators aren't just decoration, but a necessity.*

## Trivia

* The Terran Empire's iconography and ships are often used to represent the game(and even our very own wiki!).

 Ships
* Tizona
* Clarent
 Weapons
* ISA 'Tiamat' Z-12
* SA-22 'Solaris'
* DA-01 'Apollo' 20mm
ISA 'Tiamat' Z-12

## Overview

Power hungry, hard-hitting, iconic. The Imperial Tiamat is the most powerful blaster available, and the weapon for choice for most Imperial pilots. This weapon can cause great damage, however it uses a lot of energy and does not fire fast. The price of this weapon is not cheap, but it is definitely a weapon worth purchasing.

## In-Game Description

*The Imperial Standard Armaments 'Tiamat' cannon is essentially a larger, deadlier, and more power-hungry version of the pulsed plasma blasters common among IMC and Millikan vessels. This is the weapon of choice of Imperial Guard pilots, and due to its high cost it is most frequently seen fitted to Tyrfing-class vessels.*

## History

* 0.34a
	+ Now consumes energy.
* 0.26a
	+ Improved Tiamat particle effects
* 0.21a
	+ Tweaked Tiamat impact and muzzle flash effects
* 0.20a
	+ Reworked Tiamat muzzle flash effects
* 0.18a
	+ Introduced

## Gallery

* **ISA 'Tiamat' Z-12**
* SA-22 'Solaris'
 Millikan | * Millikan Type-1 Laser
* Kirao 'Axis' X-05
* Kirao 'Hydra' MkI
 Independent Merchant Cooperative (IMC) | * IMC 'Chainfire' MB-17
* IMC 'Focus' Model 3
* IMC 'Trifecta' Model 1
 Atropos Cartel | * AC-5 'Uppercut'
* AC-7 'Sideswipe'
Albatross

## Overview

The Albatross is the perfect ship if you're planning on being a miner. Using its 4 hardpoints, it can quickly chew apart any asteroid and load it inside its large cargo hold. Whether used for mining or combat, this ship is a great upgrade to the Heron.

**Works best on: Mining/Trading/Large-scale engagements. (If refitted with combat weapons.)**

## In-Game Description

*The Albatross-class extractor is a unique ship design - while it has an impressive armament that rivals (or beats) that of heavy military gunships, it isn't designed for combat. Its four hardpoints were installed not to tear apart enemy spacecraft, but ore-rich rock.*
*Despite its fragile shielding and hull, though, some particularly confident bounty hunters do bring it into a fight. As such, this ship has found an additional role as an alternative to the prohibitively expensive Millikan Gamma.*

## Gallery

* Tizona
* Clarent
* Gungnir
 Millikan | * Alpha
* Gamma
* Delta
* Lambda
 Independent Merchant Cooperative (IMC) | * Partridge
* Heron
* **Albatross**
* Eagle
 Atropos Cartel | * Hyena
* Jackal
* Panther
Heron

## Overview

The Heron is a traders' dream-come-true. Having a strong shield and hull, it can very easily fight-off any Cartel attackers and inflict a medium amount of damage at the same time, using it's 2 hardpoints. It's a recommended ship to get right after the Partridge.

**Works best on: Trading/Transporting commodities/Medium-scale engagements.**

## In-Game Description

*A fairly new IMC design, the Heron-class light transport is an extremely capable hauler that packs a surprising punch - to the point where it can perform double-duty as a midsize combat craft. Its isn't the fastest or the most maneuverable by any stretch, but it's armored and shielded like a tank.*
*As previously mentioned, it also has a spacious cargo hold, making it a fantastic ship for trading in hostile territory. It is also theoretically a good pirate ship, but the Atropos Cartel fortunately (or perhaps unfortunately) prefers to use their own designs*

## Gallery

* Tizona
* Clarent
* Gungnir
 Millikan | * Alpha
* Gamma
* Delta
* Lambda
 Independent Merchant Cooperative (IMC) | * Partridge
* **Heron**
* Albatross
* Eagle
 Atropos Cartel | * Hyena
* Jackal
* Panther
周瑜

世间豪杰英雄士，江左风流美丈夫。周瑜作为三国东吴名将，长相俊美，智勇双全。在赤壁之战中，联刘抗曹，大败曹操八十万大军。从此周瑜天下闻名！
在游戏中，周瑜化身为紫色品质的尚食，定位辅助。可以帮助小主们扬长避短，战胜对手。

## **技能介绍：**

**主技能：**

东风破：增加己方攻击，命中和闪避，持续3回合。

**辅助技能：**

雁飞：增加较多攻击。

吹雪：增加较多闪避。

## **装备：**

和主角尚食装备推荐一致，优先考虑浩然/九合套装。集齐多件装备还可以获得额外的角色属性加成。

## **宝石：**

**推荐增伤、攻击、会心、敏捷、命中**

由于周瑜的辅助定位和技能特点，在这里推荐减伤，闪避，命中宝石，而防御，生命宝石则提高周瑜的生存属性。
推荐**防御、气血、攻击**宝石。

## **阵容布局：**

周瑜（尚食）的定位为辅助，建议放置前排并搭配侍卫（防御），侍卫承担主要伤害，周瑜提供辅助，后排推荐配置学士（输出）和尚药（控制）作为队伍的主要输出和控制。
以天罡阵为例，前排放置侍卫（防御），例如荆轲，项羽。周瑜提供辅助，后排放置尚药例如虞姬和学士例如苏东坡，分别作为团队中的控制和输出。
Jackal

## Overview

The Jackal is the backbone of the Atropos fleet. It has 4 hardpoints allowing it to mount a powerful weapon system and also has a great shield and hull plating. It can be used as a fast interceptor, but the best use for this ship, as well as other Cartel ships is hit-and-run tactics.

**Works best on: Medium to Large-scale engagements/Capital ship routing.**

## In-Game Description

*One of the feared raider craft of the Atropos Cartel. Unlike in most systems, the pirates in Asgard are less a band of poorly equipped raiders and more a well-funded private military.*
*Like the smaller Hyena, The Jackal is manufactured entirely within the Cartel-occupied Terran factory in the Badlands - hence its high quality. This is no improvised remodel of an existing ship, but an efficient, cold-blooded killing machine with military-interceptor-grade weaponry.*

## Gallery

* Tizona
* Clarent
* Gungnir
 Millikan | * Alpha
* Gamma
* Delta
* Lambda
 Independent Merchant Cooperative (IMC) | * Partridge
* Heron
* Albatross
* Eagle
 Atropos Cartel | * Hyena
* **Jackal**
* Panther
Tizona

## Overview

The Tizona is another small Imperial craft, but it is a major improvement over the previously mentioned Clarent. It is dirt-cheap, very maneuvrable. This is the perfect ship for engaging Cartel Hyenas, the Atropos’ answer to the Tizona. It has 2 hardpoints, which are more than enough to engage small and medium-sized ships.

**Works best on: Small to Medium-scale engagements/Bounty hunting.**

## In-Game Description

*The Tizona-class light fighter is a fast and maneuverable, but lightly armed and armored fighter craft that forms the backbone of the Terran Empire's fleet. Tizonas are fairly cheap and easy to fly, so huge numbers of them can be produced and filled with relatively unskilled conscripted pilots.*
*They aren't just low-grade cannon fodder though. Terran Shipbuilders take pride in their work, and as a result Tizona-class ships are a very capable option for the discerning pilot on a middling budget.*

## History

* 0.50a
	+ Mesh has been revised.
	+ Hull and cargo capacity increased.

* 0.32a
	+ Reworked geometry models to ensure consistent antennae, lighting, and panelling.

* 0.21a
	+ Shield hitpoints increased from 150 to 300.
	+ The Imperial Kunai-class Starspeeder is now pilotable by NPCs, with dual Solaris beams equipped.

* 0.14a
	+ Introduced.

## Gallery

* **Tizona**
* Clarent
* Gungnir
 Millikan | * Alpha
* Gamma
* Delta
* Lambda
 Independent Merchant Cooperative (IMC) | * Partridge
* Heron
* Albatross
* Eagle
 Atropos Cartel | * Hyena
* Jackal
* Panther
AC-5 'Uppercut'

## Overview

The Uppercut is the Cartel's go-to weapon. It is relatively cheap, but reliable. lts medium damage, mediocre firing rate, lackluster accuracy and energy consumption make it a jack-of-all-trades. Therefore, it can be used in many different ways, from hit-and-run tactics to capital ship routing. However, it is far from being a perfect weapon.

## In-Game Description

*The AC-5 'Uppercut' is the most common weapon used by the Atropos Cartel. It's an original design, based on electrical disturbance rather than the typical plasma-cartridge design other pulse weapons use. This changes little about it's practical function, but ensures it leaves behind a crackling green electrical discharge in space - which has become somewhat of a symbol of the Cartel's terror.*

## History

* 0.34a
	+ Now consumes energy.
* 0.26a
	+ Improved Uppercut particle effects
* 0.19a
	+ Introduced

## Gallery

* ISA 'Tiamat' Z-12
* SA-22 'Solaris'
 Millikan | * Millikan Type-1 Laser
* Kirao 'Axis' X-05
* Kirao 'Hydra' MkI
 Independent Merchant Cooperative (IMC) | * IMC 'Chainfire' MB-17
* IMC 'Focus' Model 3
* IMC 'Trifecta' Model 1
 Atropos Cartel | * **AC-5 'Uppercut'**
* AC-7 'Sideswipe'
Victoria Base

## Overview

Victoria Base is currently the only Atropos station ingame. It is positioned in low orbit of Odin. It has 1 link, to Odin Ring, and a wake to The Rift. Being a Freeport location, you can sell almost everything for an Above-Average price.

## Lore

Victoria Base is one of the most significant stations in Asgard, as far as system security is concerned. Aside from this stations's proximity to Odin Orbital, it's also convenient to an Inrathan Riftgate. These ancient artifacts allow access to a pocket dimension that the Atropos Cartel uses to make one-way trips to raid targets across the system.

The Empire, IMC, and Millikan are still at a loss as to how the Cartel moves so quickly around Asgard.

## Gallery

 Millikan | * Millikan-35 Array
 Other playable locations
 Non-Playable locations
* Odin
Millikan Hivemind

The **Millikan Hivemind** is a growing faction in Asgard. Known for their limited territory and participation in a war against the enemy Terran Empire.

## Ships

The Millikan hivemind is known for manufacturing ships with weak drive systems, but stronger hulls, unlike the Empire, Millikan ships don’t need a cooling vane. Millikan ships can be distinguished by their oval cockpits, which somewhat resembles their heads and silver/blue paint jobs. Millikan ships can be a pain to travel with, due to their slow speed and maneuverability.
* Alpha - Multipurpose Fighter

* Gamma - Heavy Gunship

* Delta - Interceptor

* Lambda - Freighter

### Capital Ships

* Omega - A beast in comparison to fighters and most freighters, the Omega is the Millikan’s primary known capital ship. Equipped with a handful of turreted large Axis guns, an Omega is an overwhelming threat, even to a well-stocked squadron of Tyrfings. While they are present in Asgard ever since Millikan/Terran war began, they are rarely seen unless local security forces are insufficient to combat a threat.

## Official Overview

*Millikan is a desert-dwelling, roughly insectoid species believed to have only recently developed warp travel. While it has expanded quickly, the true extent of Millikan space is unknown, as is much about this enigmatic species. Individual Millikan don't really exist - the entire species forms a gestalt consciousness, a single mind in which each of the trillions of individual bodies is like a neuron. There is no such thing as a Millikan criminal, as it is biologically impossible for one of these "shells" to act out of accordance with the main mind's will - in fact, any shell will slip into a coma if somehow separated from the collective, as their brains are not equipped for independent action. At the time of first contact with the Empire, Millikan ships didn't even have a language, much less any transmitters - the biological FTL comms system in each shell's brain served that purpose nicely. Millikan also never had any weapons of its own, as there was never any cause for conflict or war within its own species. As a result, when the Empire made contact with a Millikan convoy, they were more or less defenseless when the overzealous Imperial captain took their silence as a threat and opened fire. Millikan at large defended itself, and today Millikan spacecraft mostly use either modified mining equipment or weapons purchased from the IMC in the entity's operations against the Empire. The current hotbed of the war is the Asgard system - where Millikan dared to place several colonies within Imperial borders. Aside from other skirmishes, the Empire's military operations in that region mainly concern attempts to remove the alien stations and colonies from formerly Imperial worlds.*
## Trivia

* Despite being in the game's name, the game icon is a Terran Tyrfing.
* A joke within the community calls Millikan, Milkman(s), at some point the game was jokingly called Milkman's Ranch.

 Ships
* Gamma
* Delta
* Lambda
 Weapons
* Kirao 'Hydra' Mk I
Odin Ring

## Overview

The rings of Odin are a dense collection of small, ore-rich asteroids that contains no known station. Pirates can often be found within, attacking the player as they attempt to mine its rich Titanium reserves. As of the current version, there are no NPCs other than pirates.

## Lore

A mostly lawless region, the Rings of Odin are Asgard's primary resource, due to the dense concentration of titanium-rich asteroids. Lacking a station (and thus a security force), the only overall claim to the area is as an inherent part of the Terran Empire's overall "ownership" of Asgard. Due to this, mining ships here are often preyed upon by roving bands of Cartel ships that frequent the area.

## History

* 0.33a
	+ Asteroid draw distance increased.
	+ Added rock particles.
	+ Asteroids now align with the ring, making it appear less disjointed.

* 0.32a
	+ Decreased chance of raids to 40%.

* 0.22a
	+ Brought chance of raids in line with all other locations(increased).

* 0.16a
	+ Now has procedurally generated asteroids instead of predefined.
	+ Now spawns hostile Atropos NPCs.

* 0.14a
	+ Reworked asteroids.

* 0.04a
	+ The all-mighty Space Cubes have been usurped by the presence of asteroids proper. May the Greybox avenge its fallen kin.

* 0.01a/Prealpha
	+ "Implemented" as only area in the game. Presumably used as early test area.

## Notes

Inferior Planet Games Developer is considering linking a gate from IMC Extraction to Odin Ring, due to IMC's odd lack of access to their most important resource in Asgard.

It is currently unknown(according to patchnotes) when Odin Ring was named as a distinct region, as the patchnotes fail to state when it evolved from being the only area to being a distinct region, including when it was named proper.
Upcoming Features

## Note

This page should not be used to document released versions, instead, the Version History Page should be used for such thing. Once an upcoming version is released, all added features should be removed from this list. In addition, ONLY teasers and official statements from the developer should be placed here, though still highly subject to change.

## Gallery

Early sketches of the Panther Class, a Cartel gunship.Panther’s engine details.The Panther gunship firing five AC-5 'Uppercut'
Eagle

## Overview

The IMC Eagle is a powerful craft, designed purely for combat. It can easily tear apart any ship and then run away, just as quick. Having a medium-sized cargo capacity, it can also be used as a trader. It is the best ship IMC has to offer.

**Works best on: Medium to Large-scale engagements/Trading.**

## In-Game Description

*The Eagle-class heavy fighter is primarily an updated edition of the old Falcon-class Raider that played a pivotal role in the IMC's Independence War against the Empire. As such, it's a less-than-elegant but ultimately reliable choice for any self-confident pilot.*
*Eagles almost never break down, and some are still flying that have been in service for nearly fifty years. Between this dependability, heavy armament, and solid defense, the Eagle's rougher looks become much less of a concern.*

## Gallery

* Tizona
* Clarent
* Gungnir
 Millikan | * Alpha
* Gamma
* Delta
* Lambda
 Independent Merchant Cooperative (IMC) | * Partridge
* Heron
* Albatross
* **Eagle**
 Atropos Cartel | * Hyena
* Jackal
* Panther
Neon Man

## Profile

Originally designed as a signmaking bot, meant to create electrified signs within self sustaining magnetic fields, he was converted into a machine of war by a mysterious figure. Was being the key word.

He, and the rest of the TKN-Series of robots, are safe now within the Game Bosses Union. For a given value of safe of course...

## Abilities

His main ability is a beam of energized gas held together by a self-sustaining magnetic field, that not only can be lethal when used right, but which he and he alone can use as a walkway!

Of course, he likes to suppliment his stage with other gimmicks, usually involving bright neon lights.

## Characterization

Exuberant and flashy, but more for the sake of others than himself. He's just happy to be here, and views his work in the Union as a means to an end. That end being "Make rad as hell neon placescapes"

## Author Commentary

This dorkus was the first member of the TKN-Series of robots, my obligatory pastiche-robot-masters in the Game Bosses Union. And yes, I am aware the design may be a bit on the nose regarding my artistic proclivities...

## License

Sampletext

This character is free to use as you see fit under a CC-BY 4.0 license so long as I; Thomas F. Johnson, am credited as their creator!

## Blatant Shilling

Sampletext

And, if you wanna support me, maybe check out my Patreon, which I previewed this design on ages ago, or even just send a Ko-Fi my way! Every penny is appreciated, and I am eternally grateful for those who donate!