Try to go in as much detail as possible, even to the extent of describing the control scheme and detailed stuff like that.
Okay but remember, you asked for it!
Mario RTS
System: Revolution
Genre: Real Time Strategy
Players: 1-2 offline, up to 8 online
Rating: E10+
Controls: Moving the Rev controller simulates moving a mouse on a PC RTS, with the A/B buttons working as the left & right mouse buttons. The D-pad is used to group selected units into teams. The start button brings up the pause menu (save game, quit game, adjust brightness [as if that ever makes a difference], etc.). The select button brings up a C&C-like menu of units & structures you can build. The a/b & Home buttons don’t do anything as of yet.
The control stick attachment is used to control the commander character. The commander is a special unit who is basically who you are playing as in the game. Controls for the commander resemble that of standard platformer controls (am I using that word too much?). Moving the stick in any given direction moves the character, Z1 makes him jump & Z2 makes him attack.
More on the Commander Units: The death of the commander will result in game over, however he provides boosts in stats to nearby units & is a powerhouse in his own right so you may want to take him into battle at times. There are at least 3 commanders to play as for each faction. At the start of a mission or multiplayer game, you select which 1 you want to play as. On some maps the other commanders may be found hidden somewhere, if you find them, you can choose to play as them instead of your starting character by walking up to them & pressing Z1. Mind you, neither of them can be allowed to perish & your only controlling 1 at a time, so there’s an increased risk of losing.
Gold coins: Gold coins are the only resource (well, other than people’s lives) to worry about in the game. Any unit may grab them & they’ll instantly be added to your stockpile with having to ferry the unit back to base. With base/unit building taking the Command & Conquer approach, this eliminates the need for worker types & hopefully keeps the games at a fast pace. Keeping in tradition with past Mario games (or Total Annilation & WC3, take your pick), coins will pop out of fallen units & may be picked up by anyone.
Power ups: Commanders can find items in ? blocks that’ll help them out.
10 coins: Self-Explanatory.
Super Mushroom: Doubles all their stats except speed & HP (the later is only increased by 50%)
Star Man: Makes them invulnerable for a short time.
Fire Flower: Gives those that don’t have a ranged attack a new fire blast technique.
Cape: Gives flight to those that don’t already fly.
1-up: Rare chance of appearing. Will resurrect a commander if he dies later on.
Civilians: In most campaign missions & less than half the multiplayer maps are local towns for at least 1 of the involved sides. If there’s a village on your side, then it’s kinda your civil duty to protect them. Civilians do have ways of repaying you for helping them out.
Adult male: Might take up arms against anyone attacking his home, but goes back to a normal life when the attacks over.
Adult female: May give stat boosting or HP restoring baked goods to the troops.
Child: Mostly helpless.
Town mayor: May donate a large sum of coins to you on behalf of the village.
Royal guards: only in missions featuring castles. They’re elite troops dedicated to protecting their keep & their ruler.
Toad houses: The dwellings of the locals. The frighten will bunker up in these.
Hospital: Will always offer complete medical aide to any hurt infantry units (including the commanders).
Bank: Destroy the enemy’s bank to steal a lot of coins.
Jail: Destroying the enemy’s will set free a small number of basic infantry & possibly a commander (don’t ask how they got there to begin with).
Those last 2 buildings open up possibilities in what strategies you can use. Go for a big assault on the enemy’s town maybe you’ll destroy enough of it to cause mission failure for him or use small strategic strikes to gain resources that’ll help in your long-term plans. Note that most multiplayer maps come with an option of whether or not it’ll even have civilians.
Factions: There are 3 main factions (who each have their own campaign) & additional unlockable factions that are only playable in skirmish & multiplayer. For now, I’ll spare you the extensive list of every unit & building.
#1 Mushroom MilitiaStory: For centuries, the Mushroom People have prided themselves on their peaceful ways. But for years now, they’ve faced many attacks from the likes of Bowser & his Koopa Troop. The kingdom became split on the issue of whether or not to properly defend themselves or if they should even go on the offensive against Bowser. Just recently, a compromised has been reached by opposing parties. A militia will be organized but only in times of dire need. However, the toads would be calling upon the militia much sooner than they expected…
Pros:
-Best ground units
-Toughest commanders.
Cons:
-Worst (& least) air units.
-Low population cap.
-1 commander is available only on specific maps.
Commanders:
-Captain Jon T. A toad hailing from Rose Town. He was the captain (& only member aside from his yoshi) of the town’s police force. He gives a major boost in the defense stat to allied units he’s close to.
-Mario. The famous hero doesn’t show up until a few missions into the MM campaign. He gives an attack boost.
-Luigi. Gives an increase in the rate of attack to his comrades, effective accomplishing the same thing as Mario but in a different way (as it should be with the bros.)
-Sky Pop Mario: Available only in Sky based maps, He gives boosts to all stats but only to air units.
Note worthy NPCs:
-Chief Toadser, a noble who has overall command of the Militia. He’s the most vocal of those in favor of aggression towards the Koopas.
-Peach. Yes, she’s going to get kidnapped, what else is new.
Infantry
Toad Trooper: Basic grunt. Armed with a short sword. They’re quite deadly at close range.
Heavy Arms Toad: Carries a small warp pipe a baby Venus Fir Trap that’s less effective against infantry but more effective against armored units & is capable of hitting air units.
Yoshi Rider: Can slurp up enemy units & spit them at others. Upgrades make it faster & have the optional skill of swallowing instead (which some men prefer).
Field Nurse: Medical units that’ll heal infantry.
Vehicles
Kart Racer: High speed spellcaster. His spells include Ghost (become transparent & can’t be hit) & Lighting Bolt (Shrinks enemy commanders for a while, halving their stats). After being upgraded, they can carry a single infantry unit around as quick transport.
Toad Tank: Cheap tanks that are quickly produced but are relatively weak vehicles.
Star Tank: The most powerful ground vehicle in the game. Must be researched at Gadd Labs before it can be built.
Sea
Blooper Trooper: A trooper on a blooper carrying a hammer.
Cruise Ship: Civilian transport converted for Militia use.
Air
Bi-Plane: modeled after the Sky Pop in SML. A fairly basic & weak air unit.
Air Liner: A commercial plane drafted into service. It can carry a squad of units over otherwise impassible terrain.
Caped Trooper: A flying toad that can dive bomb the ground, sending shockwaves that damage nearby enemies.
Structures
Academy: An infantry producing building.
Workshop: Armored unit production.
Airstrip: Air production building. Can be built on water after upgrades. Must be researched at Gadd Labs before it can be built.
Sea Dock: Sea unit production. Must be built on shoreline.
Gadd Labs: unit & structure upgrades facility.
Fence: Provides an outer perimeter to the base. Can be given a barbed wire upgrade, which would hurt infantry that are too close.
Water cannon: Launches water bombs that’ll cause minor splash (no pun intended) damage to a group of enemies.
Dome cannon: Deals much stronger damage to a single target. Can be upgraded to propel infantry across far distances.
#2 Koopa Troop
Story: Bowser didn’t take too well to hearing the news about the MM. Fearing that they might make global domination too difficult for him, he plans to dismantle them before they become too large & powerful.
Pros:
-Best sea units.
-Highest pop cap.
-Most powerful base defenses.
Cons:
-Weakest ground units.
-Overly complex tech tree. Inferior commanders.
Commanders:
-Bowser Jr./Shadow Mario. He’s Jr. in the cut scenes, Shadow Mario during gameplay. Makes other units move faster.
-Bowser. Big Daddy himself. Gives average boosts to both attack & defense.
-Kammy. Every 5th attack from allied forces has a chance of stunning their targets.
NPCs:-The other Koopalings. They mainly serve as bosses to the other 2 factions.
Infantry
Koopa Troopa: Common Cannon Fodder. It have 2 methods of attack. I their target is a bit away, they’ll retreat into their shells & launch forward. The other attack is simply punching.
Hammer Brother: A much stronger Troopa with a permanent ranged attack. Must be researched before they can be trained.
Magikoopa: The most expensive infantry unit in the game & 1 of the most helpful. In addition to a ranged attack, it can use Shadow Shield (a dark dome covering ground units that reduces the damage they take), Hypnotize (converts an enemy unit to it’s side) & Teleport (quick movement over short distances). All of these spells use mana, which is restored by sending the Magikoopa back to a Magi Fortress.
Vehicles
Wooden Tank: Their tanks. They’re wooden. They haven’t seen action since SMB3 & there’s probably a reason for that.
Sea
Battleship: large wooden ship that’s heavily armed & can handle most anything it encounters.
Submarine: Slightly smaller ship that can go underwater. Can’t attack anything but other sea units.
Sub-transport: Underwater unit transporter.
Air
Airship: Flying battleship. While the wooden hull is relatively fragile, it’s still a force to be reckoned with. Can be upgraded to carry ground troops.
Jet fighter: Much smaller airship, crewed by a single Rocky Wrench. It’s attack is the pilot throwing the wrenches. Can be upgraded to have a cannon wielded on as a new, more powerful weapon.
Lakitu: A bomber type of unit. After upgrades, the spiny eggs it drops can hatch into spinys.
Structures
Fortress: Infantry training facility.
Mega Fortress: Wooden tank production. Fortress must be built 1st.
Magi Fortress: Magikoopa school.
Flying Fortress: A fortress on a cloud. Air production. A Mega Fortress & Technological Fortress must be built 1st.
Floating Fortress: Sea production. Mega fortress & technological Fortress must be built 1st.
Technological Fortress: Upgrades center.
Artificial Warp Pipe: Provides quick infantry transport between the 2 end of a built pipe. Must be researched at a Technological Fortress.
Venus Fire Trap: Fire spewing base defense. Effective against infantry. Can’t attack those that are right next to it. A Fortress must be built 1st.
Bullet Bill Launcher: Strong defense against Vehicle units. Can’t attack those that are right next to it. A Mega Fortress must be built 1st.
Torpedo Ted: An underwater Bullet Bill Launcher. Has to be researched at a Tenological Fortress & then not until after a Floating Fortress has been constructed.
#3 Four Kings Alliance
Story: General Guy, Goomboss & Big Bom-Bomb are fed up with Bowser’s constant failures & the many, shy guys, goombas & bom-bombs that died because of them. Feeling that they can do better, the 3 of them revolt against their former master. They later join forces with Tatanga, thus forming a 3rd side in the coming conflict.
Pros:
-Best air units.
-Most commanders.
Cons:
-Worst sea units & base defenses.
Commanders:
-General Guy. Ground armor & shy guys get increased HP.
-Big Bom-bomb. Bom-bombs have a larger blast radius when they self-destruct.
-Tatanga. Air units get increased speed & firepower.
-Captain Shy Guy. Pirate from a Mario Party title hired by General Guy to help improve the 4KA’s meager naval forces. Captain Shy Guy provides large boosts to all stats but only to 3 naval units at a time.
-Wario. A greedy merc hired by Tatanga to take down rival commanders. Units (all of them, not just the player’s) sprout more coins when they die when he’s around. Wario himself fights more effectively against other commanders.
NPCs:
-Goomboss. Mainly in charge of the 4KA’s civilian population.
Infantry
Shy Guy: Armed with a slingshot, which does more damage than you’d think. Shy Guys can be transformed into more advanced variants when the needed prerequisites are met.
Bom-bomb: Kamikaze unit.
Medi Guy: Advanced shy guy that can heal other shy guys.
Vehicles
Catapault: Flings bom-bombs from far away.
Toy Tank: A solid fighting unit.
Sea
Big Bass: Large fish that’ll carry a couple of infantry unit.
Sea Guys: Shy Guys in inner tubes.
Pirate Ship: Small frigate crewed by Shy Guy pirates that launch bom-bombs.
Air
Fly Guy: A flight capable shy guy. Can now breath fire balls.
Starfighter: Speedy & mighty air unit.
Starcruiser: Overall most powerful unit in the game, but also extremely expensive & time consuming to produce.
Starcarrier: ground unit (both infantry & vehicles) transporter. After upgrades, it can hold Starfighters & Fly Guys as well.
Structures
Toy Box: Shy Guy home.
Weapons Factory: Bom-bomb birthplace.
Chain Chomp: the sole defense structure of the 4KA.
Science Facility: Upgrades center.
Warp gate: Where ships from Tatanga’s fleets arrive from.
Pirate base: Sea-unit production.
Terrain
The many campaign & multiplayer maps are divided into 9 different kinds of terrain. Maps with the same terrain also share common characteristics like general amount of coins, rarity of power ups & how dangerous the local monsters (hostile NPCs) are.
Grass: A nice relaxing area with lots of hills & question blocks & not so many monsters. This is the main home of the Mushroom Kingdom.
Desert: Harsh sandstorms can cause gradual damage to organic units. The local monsters are also more dangerous here. There’s very little water here, which is probably why the 4KA has their main base here.
Water: Pretty much the opposite of Dessert. There are no land-based monsters here.
Giant: Like Grass, only bigger (you really shouldn’t pick a fight with the monsters here!)
Sky: Battles are fought on big, flat clouds. Ground units will need air transport to get from 1 cloud to another.
Ice: The slipperiness of the icy floor can make moving units tricky.
Pipe: Huge pipes block off sections of the maps, forcing player’s to use warp pipes with unknown destinations. Piranha Plants often lay in wait to ambush units.
Dark: The home field advantage to the Koopas. Monsters are very dangerous here & coins & power ups are relatively scarce.
Castle: A specialty terrain for missions inside of an enemy’s fortress. They tend to be full of traps & guards.
I'm still working on unlockable factions & individual campaign missions so you'll be spared of those for the time being.