Author Topic: Super Paper Mario General Discussion  (Read 7211 times)

WayoshiM

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Super Paper Mario General Discussion
« on: July 12, 2012, 12:45:44 PM »
The black sheep of the series as chuggaa probably said early in his LP, and it's true - it's not close to as good as the other two games. But it's still good and there is some depth. It's just a Mario game focused on story... and a good example why Mario games shouldn't be focused on story. This type of story in a Galaxy game though would complement it and really take it to another level... but maybe some other time.

Spoilers will be here, and Miles will be starting his LP as soon as SMI2 finishes (which may take until fall, be warned). Too bad this Pixl doesn't exist:























============================================

One thing I kinda wish there was in this case is a buyable item that goes in your permanent storage (like the Return Pipe), that's like a Challenge Medal in Bowser's Inside Story: in addition to halving attack, something that like halves all your earned points, or in a trade-off, doubles stylish points but eliminates / severely cuts down points for defeating the enemy. I love doing combos in this game but you get so overpowered easily, you start one-hit killing everything and there goes the fun combos! Chuggaa did an amazing combo on Wracktail in whatever video the Flipside Pit was, and some Dark Muths in his Finale pt 1 video that really made me lust for some mega combos again. Challenge Medal would also negate card effects.

The game is just too easy for its own good, Super Dimentio and Shadoo are complete jokes even if you don't use overpowered items like Lovely Chocolate (see my Shadoo video on that...). The Flopside Pit is this game's version PM2 Pit 80s levels, where the curve just jumps and there's chances for great combos even at the 75-90 HP / high attack level you will probably be at when getting there post-Ch 8, but the Pit's confined spaces sometimes make that sadly impossible.

One bit of trivia I did learn from chuggaa's LP: you have access to the map that produces Francis's card pre-Ch 8. If you fight Francis in 8-2, you actually do do double damage to Francis. The maps are a subtle way to provide boss cards after the fights were done, but welp, there's a way to OHKO a boss if you want!
« Last Edit: July 12, 2012, 12:49:35 PM by WayoshiM »
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jdaster64

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Re: Super Paper Mario General Discussion
« Reply #1 on: July 12, 2012, 03:08:43 PM »
Bonechill's the most ludicrously easy of them all, though; use Luigi's Super-Jump and you'll almost inevitably hit him two or three times for triple damage, meaning three barely-mediocre-timed attacks (two, if like me, you like mega combos and are ridiculously overleveled) and he's out.  I played it recently, but pretty much solely for the jump-comboing action.

At any rate, I'm going to miss random badge drops / badge hunting features in Miles's SPM walkthrough.
« Last Edit: July 14, 2012, 09:31:49 PM by jdaster64 »

milesluigi

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Re: Super Paper Mario General Discussion
« Reply #2 on: July 16, 2012, 12:06:21 AM »
I plan on giving my opinion of Super Paper Mario more when I start the LP; however, I will let everyone know what my plan is:

1) 100% minus catch cards (As in, I won't try to catch card every enemy. But I'll try to get everything along the way, and I'm certain someone will point out when I miss something.)
2) With Evilpoptart and Kiritora. Evilpoptart has NOT seen Super Paper Mario. Do not tell him anything about it. On the other hand, Kiritora has played through Super Paper Mario more than I have. Part of the reason she's tagging along LP SMI2 is so she's ready for LP Super Paper Mario.
3) Recorded on Dolphin. The game runs pretty good on Dolphin, there isn't any noticeable graphical errors I've seen in my testing, and I can get 720p footage this way. If something goes a wreck, I'll just record from the console for that part. The only consequence here is that I still can't figure out how to configure Dolphin to do "Good" combos. I can get "Nice" but not "Good"
4) :dashell: early. Why? Because :dashell:  :awesomedash:

jdaster64

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Re: Super Paper Mario General Discussion
« Reply #3 on: July 16, 2012, 11:31:33 AM »
Oo, hooray for low-level runs of not-really-difficult challenges.  How early are we talking about, post-chapter 4, or just before endgame?

milesluigi

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Re: Super Paper Mario General Discussion
« Reply #4 on: July 16, 2012, 02:29:38 PM »
Current plan is right after getting Bowser, to prove that Bowser is OP in Super Paper Mario.

WayoshiM

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Re: Super Paper Mario General Discussion
« Reply #5 on: July 16, 2012, 07:04:39 PM »
Do NOT use Bowser against Shadoo, especially his fire. chuggaa just abused his AI. =/
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jdaster64

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Re: Super Paper Mario General Discussion
« Reply #6 on: July 17, 2012, 10:53:17 AM »
Hmm, I always used Peach+Boomer as a backup, and I guess they're available at 2-1 (and near as I can remember, you can access the Pit after chapter 2).  Not sure why I said chapter 4.

WayoshiM

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Re: Super Paper Mario General Discussion
« Reply #7 on: July 18, 2012, 05:22:15 PM »
You can access the Pit as soon as you get Boomer, which is what I did for YT at Level 1.

For Flopside, it might be until you get Cudge or beat Ch 5, however.
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ORKAL

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Re: Super Paper Mario General Discussion
« Reply #8 on: July 27, 2012, 12:58:52 PM »
Posting this here in case you want to bring up certain things from the article. Or if you're just interested in cut content from the game.

http://tcrf.net/Super_Paper_Mario (Mild Spoilers)

Poor Shy Guys.

WayoshiM

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Re: Super Paper Mario General Discussion
« Reply #9 on: July 27, 2012, 02:20:22 PM »
Seems like they built up a lot of Mushroom Kingdom enemies (from PM1 in particular), then the direction changed and they were cut.

Interesting they actually were not scrounging for more cards to get to 256, they actually overfilled. These are just Fli/opside residents anyways.
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milesluigi

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Re: Super Paper Mario General Discussion
« Reply #10 on: July 27, 2012, 02:37:56 PM »
In case anyone was wondering, I changed my mind in regards to recording the game on Dolphin. The game runs around 60fps when I play it normally on Dolphin, but drops down to 50-40fps when I try to record with FRAPS. It's a case where my computer is *just* not powerful enough to record the game. It's really noticeable in areas like Gloam Valley (even the game played on the Wii hates Gloam Valley.)

So I decided to just suck it up and play on the Wii. Now I have to double check my recording settings, because my Wii is set to widescreen and the first part isn't widescreen. D'oh.

WayoshiM

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Re: Super Paper Mario General Discussion
« Reply #11 on: July 28, 2012, 09:16:38 AM »
Yay :)
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youtwo

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Re: Super Paper Mario General Discussion
« Reply #12 on: October 05, 2012, 10:12:16 PM »
To my amazement, look at this site that I just found. And yes, it is just as you would expect!  http://digibutter.nerr.biz/

It's so hi-technicaaaaal!

WayoshiM

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Re: Super Paper Mario General Discussion
« Reply #13 on: October 05, 2012, 11:46:03 PM »
That's existed since 2007.
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youtwo

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Re: Super Paper Mario General Discussion
« Reply #14 on: October 08, 2012, 03:47:50 PM »
Yeah. I kinda noticed that once I looked around a bit, can't believe that the place is still up and somewhat running though.