Paper Mario (video game): Difference between revisions
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===Battle System=== |
===Battle System=== |
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Much like in ''Super Mario RPG'', the battles in ''Paper Mario'' relied on a cross between traditional turn-based RPG gameplay, and timed button presses (or other motions) for increased damage on enemies, or reduced damage taken from enemies; ''Paper Mario'' built on this concept, introducing more moves, and actions to go with them. Unlike in ''Super Mario RPG'', the size of a party in battle was reduced from 3 to 2, with Mario and one of the party members fighting against the enemies. However, partners were switchable, and it cost the partners their turn, unless equipped with a certain badge. Party members did not take damage like Mario did. Instead they were paralyzed for several turns depending on the damage they received, although it was ''very'' rare for enemies to directly attack them. If Mario ran out of HP, however, the game was immediately lost (unless a special item called a Life Shroom was in your inventory, in which case Mario was immediately revived.) ''Paper Mario'' also differed from its predecessor by implementing a more "common-sense" approach to battles. If you jumped or hammered an enemy in the area you were in, you would begin the battle by launching a preemptive strike. Keep in mind that many enemies also had the ability to launch a first strike themselves. Also, hammers were ineffective against flying foes, and jumping on a spiked enemy would only result in damaging yourself. All this made for what many believe to be slightly more involving battles |
Much like in ''Super Mario RPG'', the battles in ''Paper Mario'' relied on a cross between traditional turn-based RPG gameplay, and timed button presses (or other motions) for increased damage on enemies, or reduced damage taken from enemies; ''Paper Mario'' built on this concept, introducing more moves, and actions to go with them. Unlike in ''Super Mario RPG'', the size of a party in battle was reduced from 3 to 2, with Mario and one of the party members fighting against the enemies. However, partners were switchable, and it cost the partners their turn, unless equipped with a certain badge. Party members did not take damage like Mario did. Instead they were paralyzed for several turns depending on the damage they received, although it was ''very'' rare for enemies to directly attack them. If Mario ran out of HP, however, the game was immediately lost (unless a special item called a Life Shroom was in your inventory, in which case Mario was immediately revived.) ''Paper Mario'' also differed from its predecessor by implementing a more "common-sense" approach to battles. If you jumped or hammered an enemy in the area you were in, you would begin the battle by launching a preemptive strike. Keep in mind that many enemies also had the ability to launch a first strike themselves. Also, hammers were ineffective against flying foes, and jumping on a spiked enemy would only result in damaging yourself. All this made for what many believe to be slightly more involving battles. |
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===Heart Points, Flower Points, and Badge Points=== |
===Heart Points, Flower Points, and Badge Points=== |
Revision as of 16:35, 15 January 2006
Paper Mario, known in Japan as Mario Story (マリオストーリー), is a video game that was developed by Intelligent Systems and published by Nintendo for the Nintendo 64 and first released in 2000. The spiritual successor to Super Mario RPG: Legend of the Seven Stars for the Super NES, Paper Mario was the last major Mario game produced for the Nintendo 64; it was also one of the system's few role-playing games. Its title comes from the fact that it has a unique graphical style, reminiscent of the older Mario titles, in which the characters are flat, two-dimensional-looking paper cutouts inhabiting a three-dimensional world, with a full range of 3D movement, as in Super Mario 64.
The game's story premise involves King Bowser Koopa and his assistant, Kammy Koopa, stealing the Star Rod and imprisoning the Seven Star Spirits. They then use their castle to steal Princess Peach's castle, with the Princess still in it. Mario and his eight new friends must now save the Star Spirits and Princess Peach. Paper Mario was scored by Yuka Tsujiyoko, the composer for the Fire Emblem series.
A sequel to Paper Mario, entitled Paper Mario: The Thousand-Year Door, was released in late 2004 for the Nintendo GameCube.
Gameplay Elements
Battle System
Much like in Super Mario RPG, the battles in Paper Mario relied on a cross between traditional turn-based RPG gameplay, and timed button presses (or other motions) for increased damage on enemies, or reduced damage taken from enemies; Paper Mario built on this concept, introducing more moves, and actions to go with them. Unlike in Super Mario RPG, the size of a party in battle was reduced from 3 to 2, with Mario and one of the party members fighting against the enemies. However, partners were switchable, and it cost the partners their turn, unless equipped with a certain badge. Party members did not take damage like Mario did. Instead they were paralyzed for several turns depending on the damage they received, although it was very rare for enemies to directly attack them. If Mario ran out of HP, however, the game was immediately lost (unless a special item called a Life Shroom was in your inventory, in which case Mario was immediately revived.) Paper Mario also differed from its predecessor by implementing a more "common-sense" approach to battles. If you jumped or hammered an enemy in the area you were in, you would begin the battle by launching a preemptive strike. Keep in mind that many enemies also had the ability to launch a first strike themselves. Also, hammers were ineffective against flying foes, and jumping on a spiked enemy would only result in damaging yourself. All this made for what many believe to be slightly more involving battles.
Heart Points, Flower Points, and Badge Points
Unlike many other RPGs, Paper Mario does not use large numbers of HP. The most Mario's HP can go up to normally is only 50 (although a few special badges can raise this total to 65), and enemies' HP tops out at 99 (for the final boss, Bowser, and an optional boss, the "Master"). Also unlike most RPGs, damage never exceeds two digits; in fact, an attack that does 10 points of damage can be considered lethal. The uniqueness of Paper Mario's battle system lies in both these small numbers and an addition/subtraction system for calculating damage and level-up increases. For instance, Mario using his basic hammer against an enemy with zero defense will do 1 damage, 2 if the Action Command is successfully executed. If the enemy has 1 defense, then the aforementioned attack would do no damage or 1 damage, respectively.
Flower Points, introduced in Super Mario RPG, are a shared resource between all characters, used for pulling off special techniques and other miscellaneous functions. Mario's special attacks require FP, as do party members'. Unlike Super Mario RPG, though, enemies do not need FP to perform special attacks. Like HP, FP maxes out at 50, with a few badges increasing the total to 65.
Badge Points were a method of limiting the amount of badges Mario could equip. Different badges use up a different amount of Badge Points, which effectively limits the amount of badges that are able to be equipped and forces strategy to be used in different situations. Mario's BP goes up to 30, and there are no badges that increase this amount.
Similar to the leveling system in Super Mario RPG, a levelup allows the player to choose between raising HP, FP, and BP. Unlike in Super Mario RPG, however, this was not a bonus to a set increase beforehand; this increase was the only method of raising the maximums. BP and FP could each be raised 9 times, to a maximum of 30 and 50, respectively, and HP only 8, placing Mario's maximum level at 27 (although it can reach higher, no stat increase takes place). It should also be noted that Mario's attack and defense could not be increased by leveling up; instead they can be increased by using badges (and, in the case of attack power, weapons).
Badges
Badges replace the traditional RPG staple of armor, accessories, and other such things being equipped on Mario. Badges provided a wide range of effects, such as bestowing powerful new abilities like the Ultra Smash or Mega Quake, allowing Mario to jump on enemies that would normally damage him when he did so, increasing attack or defense power, or temporarily increasing the maximum FP/HP. Different badges are effective in different situations, and many badges were hidden in hard to find places, providing a sidequest for completists who wanted to have all of the badges. There are 80 badges in all, many of which are hidden and very difficult to find.
Star Points
Mario earns these points when he and his team win a battle. If the Star Point meter goes up to 100, Mario can boost his HP and FP by 5 and boost his BP by 3. The player cannot get higher than level 27. At this point, Mario will not recieve star points.
Star Spirit Powers
Mario can use these powers after he rescues the first Star Spirit in the game. These are special powers that require Star Power to use. When the first Star Spirit is rescued, the player will have one bar of Star Power. The more star spirits the player rescues, the more bars of Star Power the player can have at maximum, and the more moves the player can use. When a power is used, it uses one, two, or three bars of star power, depending on the move. To gain more star power, the player has to use the Focus command in battle or rest in an inn. The Star Power bar can also fill up as a battle progresses.
Characters
Main Characters
The lead member of the team. Mario is defeated by King Bowser, but he did not lose completely. He goes around Mushroom Kingdom, gaining useful allies, to retrieve all the Stars in order to get the Star Rod back from Bowser, and to save all of the people kidnapped by Bowser and Kammy, including Princess Peach.
The damsel in distress of the game (and many other Mario games.) In this game, however, she often sneaks around the Castle to complete various tasks, and uses her Star friend, Twink, to send Mario messages. But she possesses an unimaginable power that might aid Mario later in the game...
The main villain of the game. Bowser and Kammy broke into the story, and stole the Star Rod from them, trapping all of the Stars. He uses the Star Rod to make himself stronger, and has all of the Castle's occupants, including Princess Peach, held captive.
Bowser's right-hand Magikoopa and sister to Kamek (from Super Mario World 2: Yoshi's Island). Often overconfident in herself, she prefers to let Bowser's flunkies deal with Mario, choosing to accompany Bowser everywhere he goes. Her magic blocks deal considerable damage, as the Goomba family discovers in the beginning of the game.
Twink
A small Star that appears when Princess Peach makes a wish. He helps all throughout the adventure, mostly for Princess Peach. He helps Peach by delivering messages to Mario and his comrades, giving them information on where the Star Spirits are being held.
Jr. Troopa
A young Koopa Troopa that is still stuck in his egg. He seems to resent Mario and his team for breaking into his "territory" at the start of the game, and chases them every which way. He has many upgrades. At first, all he has is his egg shell, but the more times you fight him, the more abilities he gets. He gets the ability to duck into his shell, raising defense, gains a spike on his shell, protecting him from jumps, gains wings to protect from hammer attacks, gains the ability to use a wand, and eventually, combines all of these abilities in the final stage of the game.
The underdog of the two brothers. He is often bugged that he can't tag along, and wants to hear all about Mario's adventures. He has a diary underneath the floor in their house under a camouflaged Spin Jump panel. Players can read it throughout the adventure for humorous stories.
Merlon is one of the wizards in the game. He helps Mario at various points in the game, and can be consulted anytime (for a price) for guidance as to what to do next.
Party Members
The first member of Mario's party. When Mario is knocked out of the castle, he loses consciousness, and wakes up in a Goomba Village, where a Goomba family lives. After some misadventures, one of the family members, Goombario, a big fan of Mario's, will join Mario's party. Out of battle, he has the ability to tell Mario about people and the area he's in and give him hints. In battle, he has the ability to tell you about the enemy.
The second member of Mario's party. He is an adventure-loving Koopa Troopa with a Blue Shell, and he needs Mario's help in order to get it back from the Fuzzies, who invaded his hometown and stole the villager's shells. Once Mario defeats the Fuzzies and brings Kooper's Blue Shell back, he puts it on, and joins your party. He has the ability to hit switches or retrieve items that Mario can't reach and can attack enemies outside of battle.
The third member of Mario's party. She is a Pink Bob-omb, modeled after Super Mario 64's Bob-omb Buddies, and is being held captive in the Koopa Bros' Castle. Once Mario falls into the prison where she is kept, she helps them all escape, joining your party soon afterwards. She has the ability to explode, destroy weak walls and boulders, and attack enemies outside of battle.
The fourth member of Mario's party. He's a mailman, the same mailman from the introductory cutscene of the game, and he lost several letters at Mt. Rugged. When you meet him, he asks for Mario's help in finding them. Once Mario obtains them all, Parakarry joins your party. Parakarry can carry Mario over pits and fly for a short period of time.
The fifth member of Mario's party. A distinguished Boo. She has one of the Star Spirits held captive, and refuses to give it to Mario unless he defeats Tubba Blubba, a giant monster that eats whatever boo he can get his hands on. She joins Mario's party to assist in defeating him. She has the ability to conceal Mario, hiding him from enemies. Her attacks possess the power to do more damage than other partners' regular attack, but since she deals many blows at a time, she is not a good choice to attack enemies with "defense."
The sixth member of Mario's team. Watt is a young female Lil' Sparky, an enemy from Super Mario World. She is being held captive in the Big Lantern Ghost's Lantern. Defeat him, and she will join Mario's party. Watt has the ability to lighten up dark areas and can reveal invisible blocks. Her basic attack ignores an enemy's "defense" factor.
The seventh member of Mario's team. She is the babysitter of several Baby Yoshis, but when they all run off, she joins Mario's party to find them. Mario can swim in water using her, and dive down in it too. She attacks with water, which is makes her a good choice to take down fire-based foes.
The eighth and final member of Mario's team. At first, he attacks Mario under his nickname "Spike," but when he defeats him, his girlfriend, Lakilulu, flies down and inadvertently reveals his true name. He joins Mario's team to defeat Huff N. Puff. Mario can hover safely across certain areas, such as spikes, without being hurt.