Architect Koopa

Do your palace defenses still let in miscreant tradesmen? Race track not horribly maiming the contestants? Are your ghost houses not…ghosty enough? Let KoopaCo’s professional service department help you improve your security.


  • Card Combination: (Foundation) + Stone Leaf + Fake Item Block
  • Height: 8′ 6″ (about 2.6 meters)
  • Weight: 1,986-2,203 lbs (about 900-1,000 kilograms)
  • Eyes: Dark Amber
  • Horns: Standard
  • Hair: Black
  • Body Colors: Medium Brown, Sandy brown
  • Shell: Dark brown with ten notched pyramid spines (two columns of three, center column of four)
  • Breath Type: Marker


Koopas, castles, and traps have a long history, from firebars to Thwomps, to roto-discs and more. Someone has to set all those up, and Victor has the tools and know-how to do so. At his usual height of eight and a half feet tall and tipping the scales at over a ton as always, the koopa king is definitely hard to miss, even if some of his more devious creations are. His color scheme has taken on shades of brown with some black thrown in here and there – his body features moderate to light tones, while his face and shell are darker. Curiously, he seems to have some raccoon-ish features to him.

His face is reflective of changes found elsewhere on his body. His hair remains its usual black, though with a few hints of grey inside the thick wavy locks, brushed to his left. His twin ivory devil horns remain the same, pointing out from under that hair. His face, now a dark chocolate brown that matches his shell, has a black raccoon-like mask over his dark amber eyes, and his snout looks a little darker shade of its usual yellow tone as well. The usual fangs poke out from his top lip, and his voice is as deep as ever.

The koopa’s build is pretty similar to his usual burly self – big arms, big body, and huge shell as always. His broad body is now a milk chocolate brown in hue, featuring a hefty chest and heftier belly, his ventral ribbing colored like light sand to contrast against his outer body and shell. The usual striping found on his arms, legs, and tail is more ring like now; speaking of said tail, it’s shaped more in a tubular-like configuration, rather than the usual triangular shape. Above said tail is his mighty shell, the tiles now a dark chocolate brown and set with ten pyramid spines, each with slight notches set into the sides.

The koopa’s outfit is rather business casual, leaning toward the casual end. A pair of rimless oval lensed glasses with platinum temples help him see. A light green cotton button down long sleeve shirt set with white buttons. Said shirt is accessorized with a maroon knitted tie with a squared off end, a silver leaf pin holding the ends together. A quilted cotton charcoal grey vest is worn over all this in colder weather. Below the waist, the koopa wears a pair of black twill cargo pants with a beige canvas belt held in place by a double buckle. Finally, slip on dark brown shoes cover his feet.

For wrist and anklebands, the koopa has braided leather bands with twist-shut silver closures. A similar “collar” fits around his neck, though there are small steel spheres integrated into it spaced evenly around the length of it.


This form is focused on setting and triggering traps, usually stringing these effects together for greater effect (for example, a fake item block that causes a punching glove to hit the offender, pushing them through a false floor to end up in a cage at the end of a slide).

  • Marker Breath: This is used to set traps, blocks, and about anything else. The breath itself is not visible to anyone except Victor (who sees it as differently colored “marks” in the landscape around him). A time after, the desired trap will be set, with more complicated traps taking more time to place.
  • Trigger Stomp: Manually sets off traps. This otherwise has the same effects as a regular power stomp (if desired). Up to three traps can be automated.
  • Statue Transformation: Can temporarily turn into an invincible statue form, though can’t move while this is used.


Everything from Normal Rank, plus…

  • Base height increases by half a foot.
  • One tail spine added.
  • General ability upgrade.
  • Marker breath can now be used to create landscape as well as traps.
  • Trigger stomp can now destroy created landscape.
  • Up to five traps can be automated.


All Super Rank changes, plus…

  • Base height increases by another one half foot.
  • One (more) tail spine added.
  • General ability upgrade.
  • Up to seven traps can be automated.
  • The lines between landscape and traps blur; blocks may simply fall or move in trap-like ways.



Replaces the Fake Item Box. Victor changes out his trap skills for items, becoming more of a support role by dispensing power ups or using offensive items. He can also modify or create new items given proper materials, tools, and time.


“You’d think an evil genius would’ve thought about making a room of inescapable room full of instant death spikes way before he made a Spring Man…” – Dr. Wily Fails at Life

Also known as a Snare Shell, this form finally answers why all those courses and their strange (and often dangerous) courses and their attendant hazards exist – at least until they were outsourced (see Super Mario Maker).

Not unlike Hannibal from A-Team, he derives a certain satisfaction from seeing (devious) plans come to fruition, and given his strategic skills, this happens rather frequently. Although he can certainly design rather lethal setups, he prefers a capture or disable approach. This seems to be because he’s genre-savvy enough to realize that many inhabitants of his native worlds have multiple lives, so keeping them confined is a better approach.

Of course, with great power comes great…quirkiness. Every now and again one particular world or fortress can’t seem to be tinkered with quite enough.

Often seen with a set of ! blocks (blue, yellow, green, and red) that are used for various antics.


Though the idea for this form was originally conceived of a year or so before it was ever implemented, some elements were inspired by the Deception series of games by Tecmo (though certainly, given the voluminous amount of traps used in various fortresses, castles, and even race tracks, there’s no shortage of inspiration in his home milieu).

The Stone Leaf is from Super Mario 3D Land while the Fake Item Box (or Fake ? Box) originally hails from Super Mario Kart 64. Yes, you can see tanooki elements (something I resisted for over a decade) in the description, and given their trickster nature it seemed like it fit well enough.