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Go: JHS GrammarSuper Mario RPG

 

SUBMITTED BY: Thaddeus Griebel

BORROWED FROM / INSPIRED BY: Brenton Gettmann/Sendai's ALT Website

EDITED BY: まだ

GRAMMAR: Comparative/Superlative

EXAMPLE: Are you stronger than me?

DATE ADDED: Mar 14, 2011

 

    Small Classes (1-15 Students)ÒLarge Classes (16-39 Students)ÓBad/Misbehaved ClassesÕHandicapped ClassesÖ\

  SpeakingèListeningéReadingêListeningë

45-50 min.

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BRIEF OUTLINE:   A Mario adventure board game in which students fight various enemies to win coins and power-up items, declaring themselves to be 'stronger', 'better', or 'more dangerous' than the bad guys.

 

MATERIALS NEEDED:

  • SuperMarioRPG attachments: The attachments include a Word and Excel file. The Excel file includes a list of the 30 adjectives used in this game and gaps for students to complete the comparative form and write the Japanese definition.
    (NOTE: The Excel file has multiple tabs, located at the lower lefthand side of the screen.)
  • 2 six-sided dice per group (4-5 students per group).

 

DETAILED EXPLANATION:

  1. Before playing, students should complete the Vocabulary Worksheet to make sure they know the comparative form of the verbs used in the game.
  2. Each group of students is given 1 gameboard, 2 six-sided dice, 10 character cards and markers, 20 item cards, about 15 hearts (2-4 hearts per player, depending on the character), 1 Koopa card, and 40 monster cards (or more if duplicate copies are made: some groups may need more cards if they play a longer game.)
  3. Rules:
    • Students choose one character card and place their character marker on the 'Start' space on the board.
    • After deciding who moves first, players roll 1 six-sided die to move.
    • Once the character stops, they draw a monster card.
    • If the character stopped on a special space (Mushroom, Item Box, or Piranha Plant), follow the instructions for that space before fighting the monster card.
      • MUSHROOM: Recover all lost Hearts, then fight.
      • ITEM BOX: Take 1 Power-Up Item Card, then fight.
      • PIRANHA PLANT: Go back the number of spaces indicated, then fight.
    • FIGHT!
      • The player must roll 1 six-sided die against the monster card drawn and test against one of three possible skills: Power, Speed, or Luck, depending on the monster.
      • The person on the right of the current player rolls 1 six-sided die for the monster and says, "Are you (faster) than me," according to the adjective printed on the card.
      • Both the player and the person on the right roll their dice at the same time, and add the appropriate skill bonus points.
      • For example, Mario is fighting a Bullet Bill card, which has a Speed +2 bonus. The adjective printed on the card is "Fast", so the player on the right says, "Are you FASTER than me?" Then, both players roll their dice and add their character/monster's SPEED bonus. Let's say Mario rolls a 3 and his character bonus is Speed + 1; Bullet Bill also rolls a 3, but his bonus is Speed +2 , so Bullet Bill wins the round and Mario takes 1 damage, losing 1 heart token.
      • The two players roll again, until either the character has 0 hearts left (in which case the player ends his turn and goes back to the last Checkpoint (Castle), or until the player scores equal to or higher than the monster (monsters are considered to have only 1 hit point/heart).
      • The player can also use a Power-Up Item cards to add to his character bonus, but only BEFORE rolling the die. As soon as the item bonus is applied, the card is discarded.
      • Once a monster is defeated, the player who won takes the card and MUST say in English, "I am (FASTER) than you!" (NOTE: IF THEY DON'T SAY THIS, THEY DON'T KEEP THE CARD!)
      • The coin value on the lower right of the card will be totaled at the end of the game to determine the winner. If the card also has an image of an item box, the player takes a Power-Up Item card after defeating the monster.
    • Fighting Koopa: When a player enters Koopa's space on the board, the character must win against all three skills in order: Power, Speed and Luck. As soon as player beats the Power skill, he goes to the Speed test, then the Luck test. If at any time the character is reduced to 0 hearts, the  player ends their turn and goes back to the last checkpoint (Castle). Once Koopa is defeated, the player adds Koopa's coin value to the other monster cards defeated during the game.
    • Determining the winner: Once Koopa is defeated all players count the total number of coins on the monster cards they defeated. The player with the highest number is the winner.

 

VARIATIONS:

  • Allow students to change their character at any Checkpoint.
  • Introduce more grammar into the game: "Are you the strongest?" "Are you as fast as me?" Or, just use the game to test the base form of adjectives: "How do you say 'famous' in Japanese?"

 

TEACHING SUGGESTIONS:

  • Be sure to explain the rules carefully and give a lot of examples of combat.
  • The game can be divided into two lessons: First reviewing the grammar with the Vocabulary worksheet in one lesson and teaching the rules. Then, dedicate the next full lesson to playing the game.
  • Feel free to play Mario tunes in the background.

 

TIPS/CAUTIONS:

  • I realize there are a lot of rules here, but once you understand how to play, the game is a lot of fun.
  • Please comment here if you have any questions about the rules, and I'll get back to you.
  • Finally, special thanks to Brenton Gettmann for designing the awesome game board! I've modified a few details to fit my game's rules.



If you have an updated attachment, email it to the site: admin (at) epedia (dot) onmicrosoft (dot) com

 

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This page was last modified on Monday, March 26, 2012 11:54:58 AM