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Mario FPS
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Play : Mario FPS ๐น๏ธ Game on Kiz10
๐ ๐๐ฅ๐๐ข ๐ช๐๐ง๐ ๐ ๐๐จ๐ก ๐๐ฆ ๐ ๐ฉ๐๐ฅ๐ฌ ๐ฆ๐ฃ๐๐๐๐๐๐ ๐๐๐ก๐ ๐ข๐ ๐๐๐๐ข๐ฆ ๐๐ซ
Mario FPS takes a familiar face and throws him into a world that does not care about mushrooms, pipes, or polite platforming. This is the classic Doom vibe wearing a Mario mask, and it works because it feels wrong in the funniest possible way. You load in, the corridors feel maze-like, the atmosphere feels tense, and your brain keeps expecting a jump-stomp solutionโฆ then remembers youโre holding a weapon and the Goombas are not here to be cute.
Mario FPS takes a familiar face and throws him into a world that does not care about mushrooms, pipes, or polite platforming. This is the classic Doom vibe wearing a Mario mask, and it works because it feels wrong in the funniest possible way. You load in, the corridors feel maze-like, the atmosphere feels tense, and your brain keeps expecting a jump-stomp solutionโฆ then remembers youโre holding a weapon and the Goombas are not here to be cute.
On Kiz10, it lands as a straight-up first person shooter with a playful parody twist. You move through levels, investigate corners, collect piles of coins, and wipe out every Goomba that crosses your path so you can reach the exit door in one piece. Itโs fast, itโs simple, and it has that old-school โkeep moving or get punishedโ energy that makes you lean forward without realizing it.
๐๐ข๐ฅ๐ฅ๐๐๐ข๐ฅ๐ฆ, ๐๐๐ฌ ๐ฉ๐๐๐๐ฆ, ๐๐ก๐ ๐ง๐๐ ๐จ๐ฅ๐๐ ๐ง๐ข ๐๐๐๐๐ ๐๐ฉ๐๐ฅ๐ฌ ๐๐ข๐ฅ๐ก๐๐ฅ ๐งญ๐งฑ
The levels have that classic FPS structure where hallways branch, rooms open up, and youโre constantly thinking, did I already come through here, or am I about to walk into a surprise? The game nudges you to explore instead of sprinting blindly. Sometimes the safest route is not the shortest one. Sometimes coins pull you into side paths that feel harmless until something jumps into your face and you start firing like your mouse button owes you money.
The levels have that classic FPS structure where hallways branch, rooms open up, and youโre constantly thinking, did I already come through here, or am I about to walk into a surprise? The game nudges you to explore instead of sprinting blindly. Sometimes the safest route is not the shortest one. Sometimes coins pull you into side paths that feel harmless until something jumps into your face and you start firing like your mouse button owes you money.
Itโs also one of those shooters where corners matter. Not because the game is trying to be tactical and realistic, but because tight spaces create sudden danger. You canโt always rely on distance. Sometimes youโre clearing a room at close range, your aim gets messy, and you win by staying calm while everything gets loud. Other times you spot a Goomba early and clean it up before it becomes a problem, and you feel like a genius for three seconds.
The pacing stays snappy because thereโs always something pulling you forward: another corridor, another stash, another door that looks like itโs hiding progress. The exit is the goal, sure, but the route to it is where the game actually lives.
๐๐ข๐ข๐ ๐๐๐ฆ ๐๐ฅ๐ ๐ก๐ข๐ช ๐ ๐ฆ๐๐ข๐ข๐ง๐๐ก๐ ๐ฃ๐ฅ๐ข๐๐๐๐ ๐
๐
Thereโs a weird little thrill in seeing classic Mario enemies treated like FPS targets. It flips your instincts. Youโre used to bouncing on them. Here, youโre aiming at them, and it turns the whole vibe into parody action. The Goombas become part of the pressure system: they force you to keep moving, keep scanning, keep reacting.
Thereโs a weird little thrill in seeing classic Mario enemies treated like FPS targets. It flips your instincts. Youโre used to bouncing on them. Here, youโre aiming at them, and it turns the whole vibe into parody action. The Goombas become part of the pressure system: they force you to keep moving, keep scanning, keep reacting.
Youโll notice that the game rewards players who donโt panic-fire. Panic-fire feels natural, especially when a threat appears close, but it usually wastes time and control. The better approach is short bursts, quick corrections, and staying aware of the space youโre in. The moment you lose spatial awareness in a maze shooter is the moment you start backpedaling into trouble.
And yes, you will absolutely backpedal into trouble at least once. Itโs basically tradition.
๐๐ข๐๐ก๐ฆ ๐๐ฅ๐ ๐ง๐๐ ๐๐๐ง๐ง๐๐ ๐๐ฅ๐๐๐ก ๐ง๐ฅ๐๐ฃ ๐ฐ๐
Coins arenโt just decoration here, theyโre bait. They give the run a greedy rhythm. You see shiny currency, you drift toward it, and suddenly youโre out of position. Thatโs the fun tension. Do you play it safe and head for the objective, or do you explore one more corner because you swear thereโs a stack of coins back there and you can totally handle it?
Coins arenโt just decoration here, theyโre bait. They give the run a greedy rhythm. You see shiny currency, you drift toward it, and suddenly youโre out of position. Thatโs the fun tension. Do you play it safe and head for the objective, or do you explore one more corner because you swear thereโs a stack of coins back there and you can totally handle it?
That โtotally handle itโ voice is how half your deaths happen in games like this. But itโs also what makes it replayable. Youโre not only trying to win, youโre trying to win while scooping up everything you can, which changes your route, changes your risk, changes your story each time. The best runs are the ones where you stay sharp while being greedy, which sounds silly until youโre doing it and you realize itโs actually a skill.
It becomes a loop of tiny decisions: grab, clear, move, check, grab again. When it flows, it feels smooth. When it breaks, it breaks loudly.
๐๐ซ๐๐ง ๐๐ข๐ข๐ฅ ๐ ๐๐ก๐ง๐๐๐๐ง๐ฌ: ๐ฆ๐จ๐ฅ๐ฉ๐๐ฉ๐, ๐ฆ๐๐๐ฅ๐๐, ๐๐ฆ๐๐๐ฃ๐ ๐ชโ ๏ธ
The goal is to reach the exit door safely, and that gives the game a clean sense of direction. Youโre not just farming enemies forever. Youโre pushing through a level like itโs a hostile puzzle box, searching for the path out. The door becomes the promise that the chaos has an end, which makes the middle feel more intense. You can taste progress, but you still have to earn it.
The goal is to reach the exit door safely, and that gives the game a clean sense of direction. Youโre not just farming enemies forever. Youโre pushing through a level like itโs a hostile puzzle box, searching for the path out. The door becomes the promise that the chaos has an end, which makes the middle feel more intense. You can taste progress, but you still have to earn it.
This is where exploration and aggression meet. You canโt just turtle up, because the level wants you to move. You canโt just sprint, because corners and enemies punish impatience. The sweet spot is moving with purpose: clear whatโs in front of you, glance into side spaces, grab coins when itโs smart, and donโt drift so far into curiosity that you forget the objective exists.
Itโs a small, classic FPS mindset, but it fits perfectly with the Mario parody flavor. Youโre basically speedrunning a weird alternate universe where the plumber picked a different career path.
๐ช๐๐ฌ ๐๐ง ๐ช๐ข๐ฅ๐๐ฆ ๐ข๐ก ๐๐๐ญ๐ญ๐ฌ ๐ฎ๐ฅ
Mario FPS is quick fun with a strong hook: Doom-style shooting mixed with Mario vibes, Goomba blasting, coin collecting, and maze exploration that keeps you scanning every corner. Itโs not trying to be a massive epic, itโs trying to be a sharp, replayable browser shooter you can jump into and instantly understand. If you love retro FPS energy, fast action, and parody game chaos, this one hits that sweet spot where the gameplay is simple, but the runs still feel tense.
Mario FPS is quick fun with a strong hook: Doom-style shooting mixed with Mario vibes, Goomba blasting, coin collecting, and maze exploration that keeps you scanning every corner. Itโs not trying to be a massive epic, itโs trying to be a sharp, replayable browser shooter you can jump into and instantly understand. If you love retro FPS energy, fast action, and parody game chaos, this one hits that sweet spot where the gameplay is simple, but the runs still feel tense.
Youโll start a level thinking youโll play โcarefully.โ Five minutes later youโre sprinting, grabbing coins, firing at Goombas, and desperately searching for the exit door like itโs the only calm thing left in the map. And when you finally reach it, youโll probably think one more run, but this time Iโll collect more coins and take less damage. Sure. Good plan. ๐๐ซ๐
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