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Daniil Frolov wrote on 2010-05-15 UTC
I like Mario games. I have 2 ideas about this variant:
1. There are walls adjecent to files a and h and gaps adjecent to ranks 1 and 8  (or vice versa) When stunned pieces, wich moves diagonally or orthogonally touches 'walls', they turns 9 degrees and moves further, until moved to 'gaps'. It's hard to describe, how it works with hippogonal moving stunned pieces... Imagine direction of Shogi knight. There are 4 of such directions. When hippogonally-moving stunned piece touches wall, it changes to respective opossite direction. If it moves out of board, think that it move to unexisting square. Here are some examples:
----3---
--------
---2-4--
--------
--1---5-
--------
-p-----6
--------


--------
---2-3--
--------
--1---4-
--------
-p-----5
--------
--------

--1---3-
p---2---
--------
--------
--------
--------
--------
--------

Walls are adjecent to first and last ranks, p - stunned piece, numbers shows it's path.

2. Pieces are not 'stunned', they becomes unshelled (as in 'Yoshi island').
When pieces moves to opponent-occupied squares, they works as in original game, but they leaves behind empty shells, unshelled opponent's piece moves one square in direction, opossite to direction of just moved piece (if piece moved only 1 square or hippogonally, unshelled piece occupies square, wich just was occuppied by moved piece). If piece 'jumps' n several pieces, 2nd, 3rd, etc. 'attacked' pieces are not unshelled, they are stunned, as in original Koopa chess. Unshelled piece can be captured as in normal chess. If unshelled piece moves to square, occuppied by empty shell, it can either kick it or 'wear' it.
Just unshelled piece cannot immeditally wear shell back.

I hope, i described it clearly enough...

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