YoshiFlutterJump
Power Star
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Personally I always preferred M&L's more action-oriented battles to Paper Mario's more simplistic combat. Also no Paper Mario partner could ever hold a candle to Luigi
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it's basically the holy grail of speedrunning ttyd alongside blimp ticket skip and palace skip and all that, that's how speedrunners always kill the shadow queen with very few level ups. and they use a boo sheet so they don't need to rely on a superguard.The benefits of peril is largely situational in most gameplay and relies strongly on superguard though, so I don't think going into peril is really a common strategy in most playthroughs of Paper Mario.
m&l dodging may have some amount of strategy but i'd definitely say ttyd has more, whereas m&l is more about getting used to the timing, and in some attacks, reaction times. although some of them can be cheesed by pressing A and B at the same time so it doesn't matter if it hits mario or luigi.I guess the decision between guard and superguard adds to a risk benefit strategy but can't you argue that Mario & Luigi has some instances where you can either counterattack or dodge but are reliant on reaction time and maybe the window between the two have different risks/sweet spots? Isn't reading cues, something unique to Mario & Luigi, part of the strategy? And there are some enemies that also like to screw around with your options, such as Sharkbone/Sand Cheep hiding (Sharkbone has you jump to evade it while Sand Cheep can hit you if you try to jump to evade it, but you don't know what pops out until seconds before it hits you), and they shuffle their positions if they survive the turn.
i'm not really experienced with rpgs outside of paper mario and mario & luigi, and i would kind of agree that the item limit means that lesser items don't get a chance to shine, but they at least do so in the early game when you don't have access to the better items. i'd at least call it more interesting than just bounce bros, splash bros * 20, max syrup * 2, repeatNot sure about the item argument. Paper Mario's limited inventory means you just can't afford to replace your valuable syrups, mushrooms, life mushrooms (later in the game) with other kinds of items like Super Gel; there's mostly no reason to use Fire Flower, Dizzy Dial, or Sleepy Sheep because they take up slots and reserving syrups for FP attacks that do more damage anyway is better use of those slots. You can try to use recipes to clear up space but I don't recall the game being too demanding of item compression that necessitates use of those items I mentioned there. I've played other games that emphasize more on strategic item use like Chocobo Mystery Dungeon and I don't think Paper Mario has ever been that demanding as those.
i'd say it's a low priority. honestly i think it'd be hard to modernise it without taking away it's original spirit, like, either they make it super short or they have most of the the levels in the remake never having appeared in the original game. also, i'd be interested to see what nintendo do with the artstyle without the limitations of the game boy, but honestly it would most likely look something like new super mario bros u deluxeYou think there should be a modern remake for it?