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Mario Universe Paper Mario series general discussion!: Celebrating 10 years of TTYD memories!

aldelaro5

Paper Mario P
Joined
May 20, 2013
Messages
9,724
Location
Canada, Quebec (or Rogeuport if you want)
NNID
aldelaro5
3DS FC
3050-7721-6617
Use this thread to talk about all things related to the Paper Mario series. This includes everything from funny stuff to nostalgia memories :)

If you're new to this series, you should check the informative sections I wrote as you might like it if you haven't been introduce to it.

General description of the Paper Mario series​

The Paper Mario games are a Mario RPG series where the main appeal of it is that everything is made of paper. By that, it means that even though the objects and characters are in 2D models, the environment is made in a 3D space. There's several distinctions this artstyle offers like the abundance of bright and very simple colors, most of the textures being flat and clear delimitation of them with strong outlines. Not only does it gives a unique charm to the Mario universe visually, however, there is more to the series than that. The series is often remarked for its unique sound design, with unique sound effects and music it is memorable for all who play the games.

But the best part is definitely the way in which the game flows. In every game, you travel through a wide variety of locations and all have different quests to be explored. These are separated by chapters and in every chapter, there are memorable characters, plot elements and locations All this is are combined with the unique humor style that the series has. The humor style has some similarities to another somewhat popular Nintendo franchise, the Mother series. This humor style can be best described as silly and involves lots of 4th wall jokes which could get into IRL context.

Currently, the series has 4 games released from 2000 to 2012.

Paper Mario (aka PM64) released on the Nintendo 64

Paper Mario the Thousand-year Door (aka TTYD) released on the Gamecube


Super Paper Mario (aka SPM) released on the Wii

Paper Mario: Sticker Star (aka, SS) released on the Nintendo 3DS

Generally, the first 2 games are the most appreciated with the second being slightly more while the third game has a mixed reception. The fourth tough wasn't well received compared to any of the previous games.

Those differences in receptions has to do with the series concept being modified, removed or added.​


History of the series​
[collapse=The foundations: Super Mario RPG]
The series birth begins before the release of the first game or more precisely, in 1996. That's when Super Mario RPG (aka, smrpg) was released for the SNES and it was an RPG made by Square (now, Square merged with Enix to form Square Enix) in collaboration with Nintendo surrounding the Mario series. At the time of its release, it gave a new flavor to the Mario universe since Mario wasn't really the one to be expected in an RPG game. It offered a deep story and unusual gameplay for the franchise to suit the RPG style. This game will become the whole foundation of the Paper Mario series because of the collaboration with Square being ended. Indeed, because Square needed to use the CD media to store the data on their future games, it conflicted with the Nintendo 64 cartridges which can hold less data. This made the sequel called Super mario RPG 2 cancelled and so, this would have been the end of seeing Mario in an RPG context.

However, Nintendo decided to continue this concept with their own second party company: Intelligent System. Being recognized for the Fire Emblem series, they were the best suited to make a spiritual successor to smrpg as they couldn't use Square's Intellectual property, so it couldn't be a true successor.

Thus, that's how Paper Mario got released in 2000 on the Nintendo 64.​
[/collapse]
[collapse=The birth: Paper Mario]
The game used the foundations of smrpg style and this included several similarities. The most obvious one is probably the action commands mechanics which got a bit more deeper. This also included the Flower points system, shops and Inn, hammer as main weapon beside the jump, several items names and a developed story. All those became an important part of the heritage the series got as they became conventions that defined the series. Of course, that was not the main appeal: the paper artstyle. Even with the Nintendo 64 limitations, the game always try to make the player feel like it's a 3D world where all characters and objects were made of paper. That was the main attraction of this game as well as the unique design in the music.

However, one major mechanic appeared that wasn't emphasized in smrpg: the partners. Throughout the game and its chapters, you gain characters in your party that serves on field for accessing new areas or miscellaneous utilities and for battles moves giving you a partner turn to use them. It's important to mention that one of them, Gombario, was mostly used to tell information about anything in the game and in battle, this ability is called a "tattle". A tattle gives basic statistics of the enemy along with a general description of it mixed with the humor style of the game.

Now, even tough the game was well received and is still today pretty appreciated, there was console limitations that prevented the full exploit of the original concept in Paper Mario. For example, the animation wasn't fluid enough to reproduce the folding of the paper, but they were to reproduce the thickness. The music has a pretty low presence of sounds even tough they are enough present to be noticed. Finally, with the experiment of the battles mechanics, there could be improvements to make them better.

This was now possible to do on the Gamecube where several system limitations were removed and offered many possibilities for the series purposes. With how much PM64 was received, a sequel was worthy in this case for the Gamecube to appear.

This is where a big part of the full series potential unfolded. It was so big that a lot of ideas from that sequel became the new standards of the series and will probably remains for a good time...​
[/collapse]
[collapse=Unfolding: Paper Mario the Thousand-year Door]
In 2004, TTYD was released for the Gamecube and it became probably the most important game for the series history as it influenced the further games and will probably for future one. The game was basically the same as PM64, but mostly improved on every aspect by a very big margin. The design of the series got way more obvious then PM64 and so, was more appealing in that regards. The text now uses the font "Hey gorgeous!" and it became the official series font in further games. This font coupled with the text bubbles gave the feel the text flowed like a comic which is again, clearly reflecting the design of paper. It also came with text effects still present in the series like the shake or the dynamic effect giving an unique reading experience. But the quality was pushed to another level. The same humor style is there, but its capability is fully exploited during the whole game and it's really apparent that the text required a lot of work to be done.

The battle mechanics was also exploited as its best with the introduction of various partners and moves. Gombella, the tattle partner, has an enormous quantity of text probably fitting in a novel, but the quality of the tattles were greatly improved especially in 4th wall jokes department. But the most noticeable improvements is the audience mechanics. Your special bars depends on the audience reactions going from throwing throwing items that harms you to giving more special points as well as useful items. Not only action commands helps this bar, but now, new hidden commands were introduced to amplify this: the stylish moves. If you know the commands, doing them will make Mario performs acrobatics moves that is just satisfying to look at. Along with more random elements happening on the stage itself, bingo, audience doing events on the stage, it's pretty much impossible to predict any battle, but also makes them so much more enjoyable. There's a whole chapters exploiting this pros and even an optional dungeon composed of 100 floors! They don't feel repetitive in the long run as they are so much more diverse now.

The music also was reflecting a lot more the intent of PM64 and sounds. The series sounds design revolves around using noises or unrelated sounds in the background to enhance the main track atmosphere by giving it a mix. This made most of the music a lot more immersive and fitting to the area since it was now even more developed in the sounds department. Several music became memorable that way, but the most recognized track is by far "We believe in you Mario!" This track includes so much sounds that the flow of the melody just becomes more natural and so, you feel more IN the atmosphere. Most of the music revolves around the same convention and so was PM64 and the next game.

What made this game a masterpiece is definitely the chapters themselves. The locations were all different, have their own story, charms and memorable moments. Some of them are so much memorable that it was never forgotten by most people who played the game. And no one can forget Rogueport, the central location between chapters. The area made the feel of progressing via dialogues very apparent so you feel even more the game unfolding itself.

Lastly, once the game is started, it's mostly impossible to not wanting to beat it. From the first boot to the credits, this game was so much loved because of how it was very constant in quality and the peak being on the very end of it with a very slow ending until finally ending itself. It is reminiscent of the Mother philosophy: "no crying until the end".

Overall, there was so much improvements that in the end, not much was left to be done on the original PM64 concept. If the series would continue, there would need to renew it and that's exactly what happened some years after...​
[/collapse]
[collapse=Renewed bridges: Super Paper Mario]
Before its release, it was going to be a Gamecube tittle, but due to the Wii's release, the project got shifted to that console and only got released in 2007.

The game had a mixed receptions mainly because of how different the game looked compared to the previous installments. Indeed, the game core gameplay is no longer just an RPG, but it has now platforming elements without being a platformer itself. In fact, both genre got bridged together so closely that they made the gameplay unique without breaking too much the series consistencies other than slightly altering them to suit this gameplay decision. The most obvious changes is the flipping mechanic: the link between the usual 3D world from the series and the 2D world with the difference being that the 3D world is limited and so, not the main dimension you travel. This would normally be conflicting, but, because the game forces you to use it constantly and that the graphics being more centered on cubes and lines, they take minimal time to be appreciated.

Problem is, this game got some hate because of how it was too much a platformer and was drifting away from the turn by turn battle system to become more a real time battle system. Even if the former is technically false as the game can't live without the RPG elements, the later works the opposite way: because the battles are in real time, it helps to enjoy more the platforming. Normally, this would limit the attack diversity, but because those RPG elements are bridged by platforming one designed to help the RPG one to work more, this system doesn't make its cons obvious and also, its pros are more emphasized. It's quick like a level is in a platformer, but also mandatory as you need to fill up the score representing your EXP points while it wouldn't do much if it was just a platformer.

SPM is reputed to have a surprisingly deep story. The flow of it being a huge thrilling for a long time and unfolding quit, but slowly until finally knowing everything, it made a very memorable mark on the one who loved the game. The story was the most interesting part of the game as it becomes far more interesting as you progress through the game and it puts a lot of emphasis on emotions. It can be argued that it got way further than TTYD which already tried to have an original plot from the usual Mario game story about simply saving a princess. It's still the base of it, but expanded to go far away from being the main interest of it.

What is interesting to note is how much TTYD influenced this game in general. Several assets, design and conventions are heavily based and some time copy pasted from TTYD itself and from the very beginning to the very end, this is quite obvious from those who played it before. Font, text effects, graphics design, sound design, partners with a tattle like ability, etc... Even tough if this game got a pretty mixed reception from seeming to be too different, it's still similar enough to be considered an appropriate game from the Paper Mario series perspective.

However, even if this game got a mixed reviews with lovers and haters, what would happen next was not expected from most people. And that was all, but promising in the end...​
[/collapse]
[collapse=The downfall: Paper Mario Sticker Star]
Paper Mario Sticker Star got released in 2012 for the Nintendo 3DS and it's today the latest game of the series...and the most hated. The game is presented like it would be a good RPG to even show a trailer with partners mechanics, but the problem is that there was a shift of goal in the project that made those promising signs not reflecting the final game. The game involves using stickers to attack, but that is the only way to attack, there's no predefined attack, no EXP system and so, it lost most of the feel of progression. The text is no longer that good and funny and so, pretty much lots of concept and convention the series used to have from PM64 to SPM got broken except the visual design, but even there, there's a a decrease of details put into it. The music pretty much lost their sounds flavor and so, doesn't sounds like to be from the series. For those reasons, this game is to this day the most hated game of the series as it's not really reflecting the series as before, even SPM was doing it a lot more than Sticker star and it got mixed reception.

The reasons why those questionable decisions was made are even more questionable. An Iwata ask interview revealed that not only the game was like TTYD at the beginning and Miyamoto disaproved it because of it (which is actually the opposite of what most would want), but also that the reason the story wasn't deep is simply because several club nintendo members took survey on SPM to conclude that they would not be interested to the story which is actually the total opposite of most people who loved that game and the deepness of the story is one of its best pros. As for why not using Paper Mario characters or original, it goes into the same lines as the club nintendo surveys.

In short, for reasons that doesn't seem really good and true, the game broke most of what the series made awesome. The survey is something that bring up a lot of disappointment since it's known that SPM had a great stories so, it doesn't seem that the survey was reliable at all...

As of today, the series is still awaiting a potential game...that may happen.​
[/collapse]

The future of the series​

The series may very well have a fifth installment on the WiiU and there's even a leak that could suggest it. On September 2013, so, a year after sticker star release, James Anderson, an Intelligent system employee, claimed to work on an "unannounced WiiU game" and put a short list of tittles he got credits for. All of them has him in the credits and it includes Sticker star. Since this leak, no WiiU tittle from Intelligent system on WiiU had him in the credits and the only one announced was pushmo world and he wasn't in the credits nor worked on any game in this series. What this means is that it either may be any series from Intelligent system including Paper Mario, but because it just seems likely to get this series another game with how much it seemed to be pushed on the most recent console since the Nintendo 64.

Where it gets interesting is that even if it was a Paper Mario game, we wouldn't know its nature. Could it be a remake of TTYD? A port of it? Or a completely new game in the series? We don't know, but what is sure is that any game bringing back to life the conventions and design lost in sticker star in a new way would help the series a lot.

Which includes a remake. It's actually something that people seems to find interesting because remember, TTYD is by far the most appreciated game of the series and became very important to the future game since every game including sticker star is borrowing from TTYD. The best example is the design of Paper Mario, only PM64 was different, the rest were all made from TTYD. Also, with how much people still remembers that game, there's clearly an interesting to make such a remake. Masterpieces can get one and as far as I know, TTYD is mostly considered to be one.

If it's a new game tough, then, as long as it doesn't follow sticker star and get back like it was in any of the first 3 games, it should be good with the series. For the series to continue, that is very important because if it doesn't, then, the series would loose what made it so much unique and memorable to people.

For those interested, here's an article about the leak:

http://nintendoeverything.com/intel...-unannounced-wii-u-title-on-linkedin-profile/

Also, don't forget that with how much attention the series got in SSB4 (on 3DS version: a stage, a music and some trophies repped all games except SPM), it may very wel be enough to have a new game comming for the WiiU. It just might be a sign of being relevant enough for it.​


Contents for posting purposes​
[collapse=Full OST of the first 3 games in wav format]
https://www.dropbox.com/s/rwn0y4792cl9f6r/Paper Mario_TTYD_SPM OST WAV.7z?dl=0

This is a .7z files which contains 3 folders for each game. In each of these folders contains the full music data all in .wav format and these file is the output of a decoder that took the original music files from the original disc or cartbridge.

It's the best quality you can have. I assure you that you will never use youtube again if you download this. I actually feel bad that I have to use youtube to share music here, but it's just easier.

However you have to pay a price: 2.73 GB of bandwidth for the download and after decompressing with 7zip, it takes 4.9 GB of disk space. I know it's a lot, but trust me, it's more than worth with how much better it sounds. Especially if you use headphones.
[/collapse]
[collapse=Font]
The font of the series is called "hey gorgeous" and it's available to download here https://www.dropbox.com/s/9oe9592v4yycv3t/HeyGorgeous.ttf?dl=0 It's a full font except the character # If you can add it for some reason, feel free to PM me the new font.
[/collapse]
[collapse=Text window]
Those are templates to use with the font above to write text on them. They were directly ripped from Paper Mario The Thousand-year Door so that they have the original feel like in the game.








If you see transparency in your window, that's where you should put the text. All the window that has them are made of one color so you just had to fill the rectangle with the box color (eyedropper tool). If not, you could still open a normal one, put your text on the zone and switch the normal to the one you desired. All the window are the exact dimensions and the zone is at the same place except for the small one for obvious reasons. If you don't like that, tell me and I'll remove the transparency if necessary. Don't hesitate to play with the font size and spacing for a clean effect.

Also, even though it's optional, here are the triangles used to point the person talking:

Normal widow:
(grey should be the layer under the window while the white one should be over it).

And the shadow queen window:
(same as the normal one but the black one is under and purple is ovner)

Both triangles for the window are on the same dimensions so just align them with tools and put them at the appropriate layer and link them to move both of the triangles wherever you want. Rotate if necessary.
[/collapse]
[collapse=Words]
Those are some very colorful and lovely texts images to use with your posts like positive comments or just for fun:







[/collapse]
[collapse=Inputs icons]
Those are icons to express buttons inputs. Could be useful for moveset presentation and the are cleaner than the one on the forums with more icons. Use the hold icons as hold inputs.










Unfortunately, the Dpad can't be used for all directions so I'll give the Dpad only:

[/collapse]​

As for why I'm making this thread, please, refer to the second post.

 
Last edited:

aldelaro5

Paper Mario P
Joined
May 20, 2013
Messages
9,724
Location
Canada, Quebec (or Rogeuport if you want)
NNID
aldelaro5
3DS FC
3050-7721-6617
Why I'm making this thread?

During the SSB4 speculation period, I was the biggest Paper Mario supporters and I eventually became to manage his support thread as OP. For 4 months and a half, I was determined to make the support thread the most enjoyable for the supporters. It went into good and bad times, but I was still there to share my almost infinite love of its series. Now, because the thread got a lot more supporters since I became to manage it, I sort of became very happy to just see other's post and see their love of the series too.

With his deconfirmation, the thread has no longer its uses for now and so, I wouldn't be able to continue to do what I want the most: share my love of the series, and make an enjoyable experience for those who love it.

However, this doesn't prevent me to continue on this site as I do some times in various thread. Which is when this thread comes into play: I want to continue what I love so much with the reputation I've got with the previous support thread. It's not for support, not specifically related to smash, but a completely new thread about the Paper Mario series itself.

To show how much passion I had as a support thread, here's what I managed to do in the first post with the attention the thread got:

[collapse=Paper Mario support thread OP post]
"The last sprint"
By @ aldelaro5 aldelaro5

As the end of speculation come soon, I made an hype speech made to be encouraging. Everyone should read this.​
I EXTREMELY recommend to download this wav file of "We believe in you Mario!" and listen to it in loop. Size is around 20-25 mb and is WAY BETTER than mp3 in accuracy and quality:

https://www.dropbox.com/s/6m4vdrgosgq5hpl/evt_vce1_32k.wav?dl=0

If you don't want to use it (you'll regret it), here's the usual youtube link:


It's been a long time already.
We got rough so many hurdles.
So many risks.
With so many dreams.
So much ideas.
So much love.
And it still doesn't seem to end.

Why we got so far you ask?
Because of the strong bond we had for him.
Because of our past with him.
Because of our engraved memories that won't be forgotten.

Add all this together, it makes our ambition solid.

But those connection was in sleep waiting to be awakened.
One had to awaken them to unfolds those connections.
So they can be used with full potential.

As space was dying into the abyss, one came:

@ aldelaro5 aldelaro5

I had a very strong connection recently awoken when I came.
Strong enough to do everything to gather those connections.
And going through every possible challenge.

It started in dark times where belief was corrupted.
We know this time as "Sal".
But I went trough it by spreading my goal.
And it did awoken some.
Even with how difficult it was.
We slowly started to be more hopeful and dreams together.
The home was becoming longer and longer as ideas came.

Then, the E3 came.
Among dozens of figures and other hope crushed.
We stayed alive.
But it was close to end without warning.
So the hopes stayed and became slowly bigger.

Then, the "Sal" period was done.
So even more came.
That's where the home was becoming our dreams.
And making others envied.
I even got recognition among others.
As for being determined to guide you all here.
And awaken your connections.
As well as sharing loves everywhere.

But then, a miracle happened on July 29 2014.
A day that shall be remembered by all of us.
So many cheers.
So much joy.
And so much encouragement alerts.
It's the true form of excitement.
With a familiar location.
Lived in our connections.
Being the truth.

Since this day, it became crazy it our dreams.
Most of connections awaken instantly and came here.
And the home was just amazing.
To think we all made this.
Is just a proof of our determination.

Now, we're living the darkest time.
But with what I gathered in the home.
No one can stop us now.
Since I prepared us for this.
We can pass it easily.
Since we care so much.

It's the last sprint.
Let's give our best.
Because our bonds never dies.
With how much stronger they are.
We can don anything.

And to conclude, let me say it out loudly with my fist in the air:

We
Believe
In
You
Paper Mario!!!!!

No matters how it will end
We shall not cry until the end
Stay together my partners

Aldelaro5 said:
We were destined to live the end together.






Paper Mario is an incarnation of Mario made of paper. He's the protagonist of the Paper Mario series which is an RPG based on the main platforming series. With four games released starting on the Nintendo 64 and the last one being released in 2012 on the 3DS, he's still relevant today.

Not only that, but he has many unique abilities that differ him from Mario. Those include: the use of a wide variety of hammers, assistance from partners whom can do abilities in battles, and paper abilities which include: folding into an airplane, boat, or other objects. His potential in Smash is so large in every department that we could described it as "infinite" despite him being an incarnation of Mario.



First of all, despite him being an iteration of Mario, he SHOULD NOT be a clone of Mario. He has so much potential that it's practically unnatural for him to be a clone. The fact that he's literally a piece of paper allows him to do stuff that only he can do. Such as folding into an airplane, folding himself into a tube, falling very slowly, etc... Also the fact that his primary weapon is a hammer, but he can also use badges to modify his hammer. Examples include: throwing it, burning enemies, or having a wider range when used on the ground. Badges also work for jump attacks so you could do status damage to the foe.

Not to mention, the most unique gimmick Paper Mario has are his partners. They are companions that can do special abilities when Paper Mario desires (more details on those abilities in the moveset section).

His moves is mostly based on the word "versatility". He would be a character that could have moves for a wide variety of situation on the battlefield exactly like in his game. This playstyle is unique in the way that you would have to know when it's the best moment to use a certain move since it would be risky in other situations. Having such a playstyle really worth a playable character.

Lastly, he has EVERYTHING he needs to be in SSB4; even his dodge animation and victory poses. So, don't think he cannot bring anything new, because he has so much potential to bring something new.



Dur to recents events, it can go either way so, [in the dark]. As only a week remains, let's just put chances aside from now and enjoy what might be our lasts moments here in this thread.



I made a very complete moveset on him which includes several animations:​
[collapse=Moveset from the OP]
Normal moves
: Paper Mario swings his hammer horizontally from behind (he folds a little).
: Then, he swings his hammer horizontally on the other side.
: Finally, he swings his hammer with more power on the ground (he uses the super hammer in the combo).

: Using a tail sticker, he sweeps his tail in front of him doing a little damage.
: Using a spike helmet sticker, he puts it on his head and do a little hop at the same time damaging enemies above.
: Paper Mario summons Barry who appears instantly and makes a barrier surrounding Paper Mario which will spin and do damage.
Dash: Paper Mario spins on one foot while moving in front which will do only one hit, but it does quite some damage.

Smash moves

: Paper Mario uses a grey hammer with power smash (big starting lag, but very strong).
: Paper Mario uses an orange hammer which he will throw afterwards (little starting lag, but do quite a bit of damage and the hammer will only disappear after an enemy is hurt or if it touches the ground).
: Paper Mario uses a purple hammer with quake hammer attacking all enemies on the ground within 1 battlefield platform of range (little lag, but do little damage to each enemy).

Aerial moves
: Paper Mario puts his feet together trying to land on an enemy. You cannot double jump nor use any other aerial move in this state and you can only press left and right to control your landing. If he fails, he fell on the floor, laying down and being vulnerable before getting up. If he succeed, he jumps on him and gain another jump while the enemy is frozen in his damage animation for a tiny amount of time. This jumps acts like a second jump so you can't jump again in this one. You can use neutral A however you want, but it will be hard to do this multiple time and also tha neutral air only does a little damage so it's best to use on multiple enemies or using another aerial after.
: Paper Mario does his belly stylish moves hitting some opponents in his animation and does a little damage.
: Paper Mario does some back flip while moving behind like his stylish move and doing some damage. Because he moves behind, it can't be used well after a neutral air.
: Paper Mario spins while hoping above him doing some little hits to the enemies. Again, this one doesn't go well after a neutral air.
: Paper Mario ground pound and do quite a bit of damages, but it has some starting lag. It's best to use after a neutral air to do even more damage and since the enemy will be frozen, you have just enough time to do it.

Grab moves
: Paper Mario summons Thoreau which will try to grab in front of Paper Mario and has practically no lag, but has a low range. He will then bring the foe to Paper Mario.
: When used, Paper Mario won't be able to throw, but he will jump on the enemies head repeatedly and you will need to press A every time he stomps on him while Thoreau is still holding his foe. The pummel and the grab finish if either the foes escape (which is more difficult after every stomps) or if you miss your timing, which is again more difficult every time. As you jump, the damage given increases.
: Paper Mario uses an ultra hammer which he will charge for a short time to then smack the opponent. This opponent will then receive some knock back and if he comes into contact of another enemies, this one will receive little damage too.
: Paper Mario picks the foe as if he was a sticker and tries to "peel" him. This will throw the foe with some knock back behind.
: While Thoreau brings the foe a little higher, Paper Mario uses a thunder bolt that he will raise above him and after it, the enemy will be struck by a thunder which will do decent damage.
: Paper Mario folds into himself as Thoreau prevents the foe from escaping the grab by pushing him on the ground. Then, Paper Mario jumps and land on the enemy with great force doing good damage.

Special moves
: Paper Mario enters unto a thinking state where he looks thoughtful while being vulnerable. An horizontal scroll bar appears where his feet are with a little stick tilting from left to right under it. While still holding B, you will have to select the partner with your stick and releasing B once you're done (this includes menu sound effects from TTYD). If you are hit, you will have more lag than usual and instantly cancelling the switch. If you manage to get the switch, the icon will go near his HUD spot switching the one that was there before while you're exiting this state (very quick). By default, you always start with Gombella, the weakest partner and if you lose a stock, your partner will be switched to Goombella again. You will have to use this move while you're away from your opponents because it can become very risky otherwise, but the reward you get is a new special move. When the partner is attacking, Paper Mario can do whatever he wants, but some moves has some summons lag which only affects the partner. Every partner are all set to counter different situations. They are on the background of the stage, but doesn't move. You only see them after you use his attack. These are the partner with their respective actions:

Goombella
She will jump in front of Paper Mario and tries to land on an enemy. She will only be able to bonk one time and it does little damage, but she's also your default partner which means that you can use her right away without switching. This attack is really quick however. Works on ground and in the air.
Koops
This one has a little starting lag since Paper Mario has to hop a little when his shell appears and after he stomps on it, Koops will go forward hitting all the enemy with decent damages, but little knock back. It won't work in the air, but you can use it and wait for Paper Mario to fall down (because the shell will fall if you do this above the ground).
Admiral Bobbery
He will walk a little before stopping and charges before exploding with great force that can damage greatly enemies near him. However, it takes a lot of summons lag due to him charging, but if no enemies move, the reward is great damage to enemies with decent knock back. In the air, Paper Mario will throw it until he reaches the ground and then proceed to charge.
Lady Bow
With a fan, she will go forward and try to smack a foe multiple time with her fan. It has decent lag for her to charge, but you get a multi hit that do decent damages in total. It can be used in the air, but because of the lag, it's better to use it near platform and the stage.
Watt
He will go forward and tries to electrify and opponent which will paralyse him. Little damage, but only little lag. You can also use it in the air and since there's not much lag, it works pretty well for preventing the foe to recover.


: Paper Mario's partner uses his moves.
: Paper Mario transforms into an airplane which allow him to glide for a short time. The tip of the airplane does little damage and it has a little start lag so it's best as recovery, but not as an attack.
: Paper Mario holds his fist with an angry face for a tiny amount of time. If any foes attack him while in this state, he will spin with his fist up and the enemy receives strong damage. This is basically a counter, but it has good ending lag so this is risky to use, but the damage it gives worth the try.

Final Smash

Paper Mario summons the ruby stars and goes above on it out of sight. The camera will be centred and fixed and the text at the bottom in TTYD font will say: "Draw around the enemy as many times as you can!" and a little ruby star appears in the centre of the screen. This acts like a cursor and you need to do circles around the enemies, but the trick is if they touch your line, it will break, but the cursor has a fast speed. You can do this for multiple enemies at once and doing will make the text "nice" or such appears. The damage is strong and has a lot of knock back that has a high chance of KO on decent percentage. After 30 seconds, the final smash ends.

Situations moves

Get up: little jump which acts like an uppercut.
Edge: While getting on the edge, he smack his wooden hammer on the ground near.

Dodge moves

Shield: Paper Mario duck and cover in a ball.
Rolling Dodge: He folds himself into a tube to roll.
Sidestep Dodge: He turns himself from his side and dodge which makes him almost invisible.
Air dodge: Paper Mario goes slightly into the background while moving slowly in the direction pressed (in a paper fashion).

Animations

Entrance: He enters on the stage by flipping into the dimension.
Stance: Practically no movement and the eyes blink from times to time.
Idle: Yawn followed by snoring while looking asleep.
Walk: Only his feet move in walking speed.
Run: Same as walk, but his feet move 2x faster with a white smoke trail behind.
Crouch: Folds slightly into himself.
Jump: Exactly like Mario, but the second involves him folding a little while spinning.
Hurts: On one foot and his face behind looks like he's hurt.
Lying down: On his belly, face on the ground.
Swimming: He transforms into a boat and comes back to normal after jumping.

Taunts

Side Taunt: Paper Mario makes a thumbs up and face the camera.
Up Taunt: He wags his finger from left to right.
Down Taunt: He wags his hand and a heart comes near him (appeal from TTYD).

Victory and defeat

Victory Theme: Battle Victory from TTYD
Victory 1: While giving a thumbs up, and his partner being happy, the text "You got 50 star points!" appears and then, they walk in place.
Victory 2: He and his partner appeal to the crowd and we could hear cheers from the crowd.
Victory 3: Paper Mario raises the diamond star with all his partners surrounding him and cheering him.
Defeat: He and his partner run in place to run away, but they fell on the ground head first after trying.

Extra

Codec: If you press on the D pad left and right several times while Goombella is your partner on the Paper Mario stage with one opponent, Goombella makes a bubble of text appears and she describes the opponent while still having some humour. She will also tell the percentage the foe has.
Footstool: if Paper Mario footstool someone, he will receive a tiny amount of damage (even less than his neutral aerial). It's just a little reference not designed to be one of his main attacks.
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As I said earlier, he has a big moveset potential and the moveset above is just an example of it. More are listed below to give you an idea of his potential.

Make your move - moveset made by @SkylerOcon
(VERY complete and elaborated one but it does bring up cool ideas)​
[collapse=Partner specials explanation and ideas by Rockaphin]
Up-Special:
OR
(Ultra Boots)
Down-Special:
OR
Side-Special:
OR
Neutral-Special:
OR
OR

Here's a brief summary of each:
Up-Special,
Parakarry, grabs Paper Mario and pulls hauls him. Not a good vertical recovery move but excellent horizontal recovery.
Ultra Boots, a chargeable spring jump. While charging, Paper Mario folds down and launches himself up. This would cause excellent vertical recovery and a high damaging move if Paper Mario makes contact with anyone while springing up. Horizontal recovery would be below average.

Side-Special,
Kooper/Koops, Both would do the same thing. Paper Mario jumps on their shell shooting them to which ever direction he's facing. While out, the shell can pick up items and bring them back to Paper Mario. This also does some damage with relatively low knockback.

Down-Special,
Lady Bow/Vivian, they could make Paper Mario "disappear" avoiding all damage for an amount of time.

Neutral-Special,
Bombette/Admiral Bobbery, Paper Mario places them down. He could hold them in his hand while walking around to cook off the time to explode.
Flurrie, while holding the special button, Flurrie could cause a gust of wind. This would push characters back and blow items away.

Now the Flower Point System could be implemented into his special moves as well. In the games, his partners also have special attributes that could be used. For example: using some FP points for Paper Mario's Side-Special could result in Kooper's "Dizzy Shell" ability. Upon contact with another player, this could cause them to go into a dizzy state like when your shield breaks.

Here's a list of potential abilities that his partners could have via Mario Wiki(NOTE, these aren't all his partners either, just the ones I mentioned above):
Kooper - Joins Mario after he and Goombario recover his shell for him.
Shell Toss - Shoots Kooper's Shell at the closest ground enemy (0 FP)
Power Shell - Strikes all ground enemies with Kooper's Shell (3 FP)
Dizzy Shell - Makes all ground enemies dizzy (4 FP, Super Rank)
Fire Shell - Strikes all ground enemies with Kooper's Shell on fire (5 FP, Ultra Rank)

Bombette - After he frees her from the cage in Koopa Bros. Fortress, she joins Mario.
Body Slam - Body Slams the closest ground Enemy (0 FP)
Bomb - Bombs the closest ground enemy (3 FP)
Power Bomb - Bombs all ground enemies (6 FP, Super Rank)
Mega Bomb - Bombs all enemies (8 FP, Ultra Rank)

Parakarry - After Mario finds and returns some of the letters he's lost, Parakarry decides to ally with him and collect letters along the way.
Sky Dive - Parakarry, while airborne, kicks any enemy (0 FP)
Shell Shot - Parakarry, uses his shell for a more powerful attack against any enemy (3 FP)
Air Lift - Can lift any enemies out of Battle (3 FP, Super Rank)
Air Raid - Flies around at a hyper pace damaging all enemies (6 FP, Ultra Rank)

Lady Bow - Forces Mario to take a deal; if she and Mario defeat Tubba Blubba, she'll release the 3rd Star Spirit, Skolar.
Smack - Hits any enemy 1-6 times for 1 damage each (0 FP)
Outta Sight - Makes Mario invisible, making him unable too take damage (skips Bow's next turn, 2 FP)
Spook - Scares enemies away (3 FP, Super Rank)
Fan Smack - Hits any enemy 5 times with more power than Smack (5 FP, Ultra Rank)

Paper Mario: The Thousand-Year Door Partners

Koops - Koops's father hadn't been seen since he'd gone off to challenge the ferocious dragon Hooktail. After hearing that Mario and Goombella planned to launch a fresh assault, he decided that he wanted to join them to prove to everyone (particularly his girlfriend Koopie Koo) that he could be tough like his dad. Koops has a Defence of 1, but can be knocked on his back like enemy Koopas. He has 10 HP initially, 15 at Super Rank, and 25 at Ultra Rank.
Shell Toss - Shoots Koops's Shell at the closest ground enemy (0 FP)
Power Shell - Strikes all ground enemies with Koops's Shell (3 FP)
Shell Shield - Provides a temporary shell to defend Mario (4 FP, Super Rank)
Shell Slam - Attacks all ground enemies and penetrate their defence (6 FP, Ultra Rank)

Flurrie - Madame Flurrie was a retired actress, just dreaming of coming out of retirement when Mario and friends asked for her help with a small task. She found their stories of adventure alluring, and decided that she would come with them to help as much as she could. Flurrie has 15 HP initially, 25 at Super Rank, and 35 at Ultra Rank.
Body Slam - A heavy attack on any enemy (0 FP)
Gale Force - Attempts to blow all enemies out of battle (4 FP)
Lip Lock - Flurrie kisses any enemy, dealing damage that penetrates Defense and healing herself the same amount (3 FP, Super Rank)
Dodgy Fog - Makes Mario Dodgy for a few turns so that he may evade enemy attacks (4 FP, Ultra Rank)

Vivian - Once a member of the villainous Shadow Sirens, Vivian decides that Mario is much more deserving of her help than her sister Beldam is. She has 15 HP initially, 20 at Super Rank, and 30 at Ultra Rank.
Shade Fist - Punches any enemy and also burns the target (0 FP)
Veil - Vivian and Mario disappear into the shadows and can't be hit by attacks (1 FP)
Fiery Jinx - Blasts all enemies with fire damage that penetrates Defence and leaves them burned (6 FP, Super Rank)
Infatuate - Confuses all enemies (4 FP, Ultra Rank)

Admiral Bobbery - Admiral Bobbery had refused to go out to sea after a tragedy in his past. Mario must learn his secret to convince him to serve as navigator on a journey to Keelhaul Key, and he joins Mario's party shortly after the ship's crash. He has 20 HP initially, 30 at Super Rank, and 40 at Ultra Rank.
Bomb - Damages the closest ground enemy (0 FP)
Bomb Squad - Tosses three time bombs that explode later (3 FP)
Hold Fast - Damages enemies that attack Bobbery directly for a few turns (4 FP, Super Rank)
Bob-ombast - Deals serious damage to all enemies (9 FP, Ultra Rank)
I figured that the Paper Airplane would be used as a gliding mechanic and the boat would be used for his swimming animation and the roll form would be used when he dodges left or right.
That's one of the most basic movesets Paper Mario could have. As you can see, there are a TON of options.
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[collapse= by Vintage Creep (specials only)]
The Great Gonzales joins the battle



General overview
Paper Mario is obviously very different from his counterpart Mario. For starters, he's slower, and his normal jumps are shorter. Another difference from Mario is that his moveset his a lot more complicated and needs more time to master. Also, he's only in part skill-based, since some of his moves are luck-related, similar to Mr. Game & Watch playstyle.
For example, one of his more interesting ability revolves around meteor jumps. Paper Mario is the only character capable of damaging the opponent with this move, but that's not all. He's also the only one which is capable of doing more meteor jumps on a single opponent one after another. If the player is able to get three consecutive meteor (one causes more damage than the previous, with 2%, 5% and finally 10% with the last one) jumps on one or more opponents, a special ability is triggered. A roulette will pop out on the screen, like it happened in The Thousand Year Door. Three icons will appear randomly, trigging different effects if they're all the same. For example, three mushrooms will heal Paper Mario completely, three poison mushrooms though will boost is damage to 300%. The most rare effect will arrive with three Stars: Paper Mario will become invincible for 15 seconds.
Paper Mario is also able to glide, transforming into Paper Plane. He's not very easy to control in this form, but he can cover a big distance.
When he swims, he transforms into Paper Boat. This doesn't cause much, it's just a funny feature.

Special Moves

Neutral B move: Fire Hammer. From Thousand-Year Door. You can see it in action at 3:00 here: http://www.youtube.com/watch?v=s68brsIljVU
Paper Mario gets his Hammer and gets in position to hit a little flame which will appear over him and will slowly fall to the floor. The damage from this move depends on when you'll release the B button. In fact, if you simply push the B button once, Paper Mario will hit the opponent with a swing, causing little damage (6-7%). If you hold B, you have the chance to hit the flame, which will spin till the end of the platform in which you stand, causing more damage every opponent it touches (10% the first, 20% the second and 30% the third).

Up B recovery move: Spring Jump. From Thousand-Year Door. You can see it in action at 0:20 here: http://www.youtube.com/watch?v=s68brsIljVU
This recovery move it's incredibly useful when you have to come back vertically, but it doesn't move much to left or right. It's similar to Luigi's Up B in that way, but it can reach a much higher position. It can be triggered simply pressing the buttons, and in that case the jump won't be very high and fast, or by holding the buttons for max 4 seconds. If you do this, Paper Mario's Up B is absolutely the move that can get you higher in the entire game. If you hold B as much as you can though, it has side effects. For example, if jumping this way Paper Mario hits a platform which stands over him, he will crash against it damaging himself (5%). When this happens, he simply floats down flat and hopeless: he can't move till he touches the ground again. Funny thing though, if some opponent is on the platform in the moment in which Paper Mario does this move, the opponent will trip and get a damage of 3%. Also, Bo-bombs on the platform will explode and some other items will be activated this way.

Side B move: Party Help. This is probably the most random move in the game, since it has 8 different results. In fact, when you press it, a random party member from all Paper Mario instalments (2 for each game, including Sticker Star) will appear, all with a different move. Since Sticker Star is not out for now, I'll be able to explain the moves of only six of them, but I'll eventually edit the topic when I'll have the fourth game. Paper Mario can obviously use one member at a time.
Here are the members:



Kooper from the original Paper Mario. When he pops out, Paper Mario will jump on his shell and he'll move along the platform hitting the opponents. His damage is slightly lower than the normal green shell item, and he doesn't throw the opponents that far.


Bombette from the original Paper Mario. When she's thrown by Paper Mario, she does a few steps and then explodes. The damage is the higher from all the party members, but she's also the easier to avoid. If thrown off a ledge, she explodes only if she hits an opponent: this strategy could turn out pretty useful.


Yoshi Kid from Thousand-Year Door. Yoshi Kid can gulp an opponent like the normal playable Yoshi. When he's out, he'll run to the nearest opponent and try to gulp him (max twice, if he fails both he'll just disappear). After this, if there's another opponent on the ground, he'll spit the first towards the other. If he hits, the damage is pretty high for both opponents. The damage is double if one of the opponent is wearing a Metal Box. Also, the bigger the first opponent is, the higher the damage will be (for example, Ness causes 10%, King Dedede causes 17%).


Ms. Mowz from Thousand-Year Door. She acts like Yoshi Kid, pretty much. She'll run to the next opponent and kiss him. This does little damage (2-3%), but it will confuse the opponent, making him unable to move for 3/4 seconds. Also, if the opponent has an item, Ms. Mowz will steal the item and give it to Paper Mario. This can't happen with items like Bunny Hood or Metal Box though, but could be pretty funny to steal a Poké Ball, for example.


Barry from Super Paper Mario. When he comes out, he'll surround Paper Mario with a spike shield for 5 seconds. When in this situation, Paper Mario can still be hit by items or long-ranged attacks, but if an opponent tries to reach him he will be damaged (4%). Basically this party member gives Paper Mario the opportunity to quickly grap some item or simply stand still. He's the only party member which can be substituted in any moment: if you don't need him, just press side-B again and Paper Mario will use another member.


Thudley from Super Paper Mario. With this Pixl, Mario makes a ground pound vertically. When he touches the ground, a little earthquake will happen causing damage, similar to Bowser's or King Dedede's bomb but not that strong.


Down B move: Recovery / Level-Up. This is a special and complicate move. Basically, with this ability Paper Mario is able either to recover some health or increase his attack/defence stats. It can't be done every time though. To do this Paper Mario must obviously damage the opponents or kill them if possible. Also you can do this by taunting, like in the original games, winking to the audience. After doing this for a bit, he'll start to glow like Samus or Donkey Kong when they have charged their attacks. It's impossible to decide the effects, but essentially if Paper Mario has high damage (say 70%), he'll most likely heal (max 15%, the number is random but basically the more damaged you are, the more you recover). In that case, you'd probably prefer to wait after getting knocked-out, and when you'll come back to the stage with 0% damage, you'll use it obtaining a boost in attack/defence (always of 1% at a time for both). This effect it's endless. If you boost your stats of, for example, 3%, they'll stay this way till the end of the match. Anyway you can boost your attack maximum of 8% (reaching "level 8" max), same goes with the defence (max of 4%, reaching "level 4"). It's a move that requires strategy. If you boost your defence stat at max, and an opponent's move causes 3% damage, you actually won't get any damage. In this case, Paper Mario will simply stand still and vibrate a little bit, like the animation from the original games.

Final Smash

Paper Mario's final smash is NES Mario, from Super Paper Mario. He'll become bigger and invulnerable, destroying everything that touches. It lasts 10 seconds. You can see it at 0:38 here: http://www.youtube.com/watch?v=1mm_gg-mhnM&feature=relmfu
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[collapse= by ThatWasPeachy]
Stats and Attributes
I'm envisioning a character who's really light, and the attacks don't pack a huge punch. Paper Mario, instead, relies on combos to go places. To show off the Action Commands, each of his attacks can be cancelled into another upon landing them (like Lucario in Project M). This makes up for his lack of overall strength because he's now a combo savvy character.

Weight: 78 - He's a 2D character like Mr. Game and Watch, so he should weigh around the same.
Walk Speed: 1.3 - A little faster than Mr. Game and Watch since he doesn't walk frame by frame.
Dash Speed: 1.6 - Same reason as above
Run Speed: 1.7 - Again, same as above
Air Speed - 1.35 - Faster than Yoshi. It makes sense since he's literally a piece of paper.
Falling Speed - 1.35 - A little faster than Jigglypuff, due to being a piece of paper.

Moveset
Jab - Paper Mario sticks out his hand. A one hit jab that comes out very fast.

Dash Attack - Paper Mario runs and spins his hammer around him while doing so

UTilt: Spike Helmet Sticker - Paper Mario applies a Spike Helmet sticker to himself, and spins once
FTilt: Sombrero Sticker - Paper Mario pulls out a sombrero and sticks it in front of him
DTilt: Tail Sticker - Paper Mario applies a tail sticker to himself, and attacks with a sweeping tail strike around him before the sticker falls off

USmash: Hammer Throw - Paper Mario charges and throws his hammer skyward
FSmash: Power Smash - Paper Mario charges for a hammer smash. Has a 50% of having no added effect, a 25% chance of burn, 15% chance of freeze and 10% chance of causing sleep
DSmash: Quake Hammer - Similar animation to the FSmash, but anyone in the immediate range of the attack will trip 50% of the time.

Neutral Special: Charge - Paper Mario charges for an attack. His next attack will deal more damage and will have more range.
Side Special: Paper Tube - Paper Mario rolls into a tube and slides in the direction he's facing. Can be used for recovery purposes.
Up Special: Spring Jump - Paper Mario crunches down and springs upwards. Has a lot of range. Opponents hit on the upward portion of the move will be spiked.
Down Special: Dimension Flip - The box appears around Paper Mario and he flips dimensions. He can't move while in the dimension and the move only lasts for a shorter time than Dimensional Cape.

Grabs: Paper Mario pulls out Thoreau who he throws to grab.
UThrow: Very similar to DK's Cargo Throw. He does something like this in Super Paper Mario.
FThrow: Paper Mario throws the opponent forward
BThrow: Paper Mario throws the opponent downward
DThrow: Paper Mario throws the opponent downward and smacks them with his hammer

We can also call the Spot Dodge "Close Call".

On the Paper Mario stage, Paper Mario's partners from the first two games will be sitting in the audience. They can be activated with a codec call.
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[collapse=by ImaClubYou]
PAPER MARIO(I shall refer to him as PMario to save myself some time.)

JAB,RAPID JAB, FINISHER:
-PMario's signature hammer attack followed by rapid spins(Super Hammer tech) and a strong finisher with PMario facing the screen giving us a thumbs up.

FORWARD TILT:
-PMario performs a simple Hammer swing. It pops opponents at an upward angle setting up for Combo's.

DOWN TILT:
-PMario performs his Super Guard from the TTYD series. It has multi hit properties and a strong ending hit.

UP TILT:
-PMario performs Koops stylish move after the Shell Slam(spinning hand stand). Holding A will have PMario spin indefinitely. Pops opponents up for a next attack.

DASH ATTACK:
-Super Hammer spin. PMario performs the hammer spin while moving forward a moderate distance. Safe on shield as it passes your opponent.

FORWARD SMASH:
-Bow's Fan Fury. Bow brings out her fan and destroys anyone in front of her.

DOWN SMASH:
-Koopa Slide. Kooper or Koops will slide around Mario in a full circle. Strong knock back.

UP SMASH:
-Goomba Bash. Goombario or Gombella will jump from the ground Superman style while spinning. Similar to Olimar's Up Smash.

NEUTRAL AIR:
-Barry(Pixl). PMario spins rapidly with a circular spiked barrier. Single hit move. Invicibility on start up.

FORWARD AIR:
-Watt Shock. PMario holds onto Watt for a long time(Link's Dair) at a downward angle. Opponents caught in the attack are paralyzed for a moment. Pressing A while Watt is out will cause her to discharge hitting a little farther but weaker.

BACK AIR:
-PMario slams his hammer behind him(Ike Back Air). Kill move.

DOWN AIR:
-Ground Pound. Mario flips in the air and propels downward at lightning speed. Connecting hits will pop him back up ready for an attack.

NEUTRAL SPECIAL:
-Flare Hammer. Mario ***** back his hammer while a flame drops above him. Timing the shot will have PMario hit the flame lobbing it in front of him. Because of the difficulty and time it takes to perform and have the move connect, this is definitely a strong kill move. This move is a reference from TTYD.

FORWARD SPECIAL:
-Thoreau(Pixl). Mid Ranged command grab. If Thoreau connects with an opponent he will bring him/her to PMario's hands and Mario will be able to carry opponents DK style. Mario's movement will be restricted and will be limited to one jump. This move cannot be used as a tether.

DOWN SPECIAL:
-Bombs Away! PMario will lay down either Bombette or Bobbery. For 1 minute they will walk slowly where they were set before exploding. Pressing Down B again will have them explode immediately.

UP SPECIAL:
-Shell Shot. Parakarry appears and assist PMario in recovery. He holds PMario while hiding in his shell charging energy for a momentum boost forward and upwards similar to Wolf's Side B but at a sharper angle. Kill move.

GRABS:

Mario uses Flurrie to grab his opponents.
Flurrie kisses the enemy restoring PMario's HP by 1 point as a pummel.
Forward throw: PMario decks you with his hammer.
Back throw: Ms. Mowz throws you via back flip.
Up throw: PMario throws you up via hammer and Vivian finishes with a Fiery Jinx.
Down Throw: Baby Yoshi Ground Pounds. Holding down B will have Yoshi perform up to 5 extra Ground Pounds.

Idle stance: PMario's signature death stare. No movement at all and no wait animations.

Shield: PMario raises his fist with an angry expression.

Air dodge and Spot dodge: PMario becomes slim for a split second.

Walk: Only PMario's feet are animated.

Dash: Same as walk except clouds of 2D dust trail behind.

Fall: PMario's hat flows in the wind.

Special Fall: PMario spins very slowly.

Taunts:

Up Taunt: PMario looks to us, eyes closed, wagging his finger.
Down Taunt: Mario does a small hop and falls down VERY slowly.
Side Taunt: Mario performs the "item get!" animation. Both hands up.
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[collapse=by Kevandre (special only)]
Up Special - Parakarry or Spike quickly flit out of Mario's pocket and carry him up by a solid enough distance and then jump back into his pocket.
Side Special - Mario bounces on Kooper or Koops's shell and sends them forward. If Koops, Mario can hold Koops in place for a little bit before sending him back.
Down Special - Bow (Air) or Vivian (Ground) grab Mario and make him intangible/Underground for a bit to avoid an attack.
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[collapse=by PixelPasta]
Paper Mario is the master of hammers, so naturally most of his moves reflect that.
Jab: Hammer ~ Paper Mario attacks by thrusting his hammer forward. Does 6%.
Forward Tilt: Hammer Throw ~ Paper Mario tosses his hammer; arcs in a similar way to Yoshi's egg. Does 9% if it hits.
Up Tilt: Hammer Upper ~ Paper Mario swings his hammer upwards, knocking foes upwards. Does 7%.
Down Tilt: Hammer Thump ~ Paper Mario swings the hammer and slams the ground - his most iconic move from the game. Does 8%.
Dash Attack: Spin Attack ~ Paper Mario twirls around like he does in Paper Mario 64. This doesn't deal much damage, but has surprisingly nice knock-back. Does 3%.

Up Smash: Spring Jump ~ Paper Mario takes a few seconds to coil into a spring (he is vulnerable while doing this), and then launches himself upwards. It is much like the Super Dedede Jump, but instead of attack foes on the way down, Paper Mario's highest damage is on the way up. If a foe is struck by Paper Mario as he is launched upwards, they will be dealt 10% damage and are quickly whisked into the air. Note that this move does not function as a recovery, as it can only be initiated if Paper Mario is on the ground.
Side Smash: Power Smash ~ Paper Mario slams the ground with great power. This deals a nice amount of damage and will occasionally stun opponents. Does 11%.
Down Smash: Quake Hammer ~ Paper Mario turns to face the camera and pounds the ground with his hammer, causing tremors around where he stands. Anybody near him at the time will take damage and will trip. 10% if directly under the hammer, 5% from just the tremor.

Neutral Aerial: Twirl ~ Paper Mario spins around in the air, dealing low damage but good knock-back. Does 4%.
Up Aerial: Tornado Spin ~ Paper Mario spins quite rapidly, lifting himself up a bit. Not the best recover, but it can work in many situations. Does 5%.
Back Aerial: Hammer Flip ~ Paper Mario does a half backflip with his hammer extended. This move can fling foes behind him. Does 8%.
Forward Aerial: Hammer Slam ~ Paper Mario swings his hammer of his head and falls downwards for a few seconds, spiking any opponents caught under his hammer to the ground. Does 10%
Down Aerial: Ground Pound ~ Paper Mario does his iconic ground pound move. It deals good damage and knock-back to anybody caught underneath it. Does 12%.

Paper Mario's grabs are quite unique and require a different approach.
Grab: Paper Grab ~ Paper Mario latches onto opponent, turning them into a sheet of paper (the opponent's appearance doesn't change, it looks like it is printed on a piece of paper)
Pummel: Crumple ~ Paper Mario squishes the newly paper-ified opponent a little bit with each press of the button, slowly crumpling them into a ball, as well as doing 1% of damage with each crinkle. It takes 7-8 presses to turn them into a crumpled ball of paper. They must be a paper ball or they cannot be thrown. The challenge is crumpling them up before the escape your grasp.
Forward Throw: Trash Toss ~ Paper Mario hurls the crumpled opponent forward. Good for tossing off ledges. If they hit the ground, they are dealt 9%.
Back Throw: Litterbug ~ Paper Mario carelessly tosses the crumpled opponent over his shoulder. When they hit the ground they are dealt 8% damage and are un-crumpled.
Up Throw: Trash Bounce~ Paper Mario flings the crumpled opponent into the air. When they hit the ground they take 10% damage and are immediately un-crumpled and un-papered.
Down Throw: Paper Crush ~ Paper Mario slams the crumpled opponent on the ground and proceeds to squash their crumpled remains with his hammer. When Paper Mario initially slams them down it does about 5% damage - but his hammer does 10% with great knockback, and also un-crumples them.
The opponent can automatically un-crumple themselves by mashing buttons, if they ever need to save themselves from impending paper doom.

Now, his specials is where it gets exciting.
Neutral Special: Partner Cycle ~ Paper Mario cycles through his partners. (Goombario, Kooper, Bombette, Parakarry, Lady Bow, Watt, Sushie, and Lakilester)
Side Special: Partner Side* ~ Paper Mario's current partner uses their side attack.
Up Special: Partner Up* ~ Paper Mario's current partner uses their up attack.
Down Special: Partner Down* ~ Paper Mario's current partner uses their down attack.
Final Smash: Star Beam ~ Paper Mario's summons all seven Star Spirits and unleashes a powerful beam of star energy that can easily KO opponents. It cannot be aimed like Lucario's Aura Storm - it is always a vertical beam, but it can be moved back and forth. If an opponent is touching the beam, they will be dealt 3% damage every second. The beam is also partially solid, it works as a wall, so by moving back and forth you can push characters off of some stages.

Taunt 1: Faces the screen and gives a thumbs up.
Taunt 2: Turns sideways (paper thin) and then normal again.
Taunt 3: Changes depending on the partner.*


*Wondering about the partners and their abilities? Well here they are.
Paper Mario will always have a partner closely following him. It is hard for Mario and his partner to be separated; even if a partner falls of a ledge they will teleport back to Mario. They only way to kill a partner is by attacking it (as they are immune to any stage hazards such as spikes). A partner is easier to kill than Nana (from the Ice Climbers), but Paper Mario has eight to go through so he should be good for most of the battle. The partners can be cycled through by using Paper Mario's neutral special - this is achieved fairly quickly and uses the 'jumping out of Mario' animation used in the game. If all the partners die, Paper Mario is basically screwed - so managing your partners' health is of upmost importance when playing as Paper Mario. Its important to note that healing items affect both Paper Mario and his partners.

Goombario:
Side Special: Headbonk ~ Goombario jumps in the air and lands a short distance from Paper Mario, damaging any opponents in that spot. Does 8%.
Up Special: Multibonk ~ Goombario repeatedly bonks Paper Mario, launching him into the air (recovery move). Does 5% to opponents touched by this move.
Down Special: Charge ~ Goombario takes a few seconds to charge up. Goombario will have a red tint while charged, which wears off after a few seconds. If a headbonk is achieved while charged, it will deal 12% instead with higher knockback.
Special Taunt: Goombario grins and hops on the spot twice.

Kooper:
Side Special: Shell Toss ~ Kooper climbs into his shell, and Paper Mario kicks him forwards in the direction he is currently facing. Does 9%.
Up Special: Dizzy Shell ~ Mario sits on Kooper's shell, which spins around rapidly, lifting Mario and Kooper into the air (recovery move). This also has a slight vacuum effect on nearby opponents. Does 6% to opponents touched by this move.
Down Special: Power Shell ~ Kooper goes into his shell, and does a more powerful but less ranged version of 'shell toss'. Does 12%.
Special Taunt: Kooper smiles and waves at the screen.

Bombette:
Side Special: Bomb ~ Bombette lights her fuse and walks a few steps forward before exploding. Good damage and high knockback explosion. Does 10%.
Up Special: Power Bomb ~ Bombette explodes right underneath Paper Mario, launching him upwards (recovery move). Anybody caught in the explosion will be dealt 8% damage.
Down Special: Body Slam ~ Bombette Lunges forward, slamming into the ground and damaging opponents. Does 7%.
Special Taunt: Leans forward slightly and winks at the screen.

Parakarry:
Side Special: Sky Dive ~ Goes into shell and swoops down from above. Does 9%.
Up Special: Air Lift ~ Grabs Paper Mario by the arms and lifts him upwards. Controllable like Pit's Wings of Icarus, but a bit slower (recovery move). Does 2% damage to anybody touched by Parakarry's wings.
Down Special: Shell Shot ~ Climbs into shell and spikes down from above, dealing a good amount of damage. Does 11%.
Special Taunt: Takes a letter out of his bag, reads it, and then puts it back.

Lady Bow:
Side Special: Smack ~ Floats forward a bit and slaps opponent. Does 3%, can be spammed pretty easily.
Up Special: Fan Smack ~ Sweeps Paper Mario up into the air with her fan (recovery move). Will also sweep up any opponents. Anybody swept by her fan (including Mario) take 2% damage.
Down Special: Outta Sight ~ Makes herself and Paper Mario invisible. They cannot move while invisible, but cannot be seen or damaged and can be walked through. This lasts a maximum of 8 seconds.
Special Taunt: Winks and makes a kissy face while fanning herself.

Watt:
Side Special: Electro Dash ~ Charges herself up and rushes forward, electrifying anybody in her path. Does 8%.
Up Special: Turbo Charge ~ Electrifies Paper Mario from below and launches him upwards (recovery move). Does 5% to anybody who touches watt at this time.
Down Special: Mega Shock ~ Zaps opponents nearby. Does not do damage, but can paralyze opponents.
Special Taunt: Flashes brightly, lighting up the stage for a brief second.

Sushie:
Side Special: Squirt ~ Sprays water in the direction she is facing; functions just like FLUDD or Water Gun. Does 1% damage for every two seconds of being sprayed.
Up Special: Tidal Wave ~ Summons a large wave from below that lifts herself and Paper Mario upwards. (recovery move). The wave can also lift opponents. Does 3%.
Down Special: Belly Flop ~ Flops onto the ground below her, damaging opponents nearby. Does 7%.
Special Taunt: Smiles and flops at the ground three times.

Lakilester:
Side Special: Spiny Flip ~ Tosses a spiny in front of him. The spiny walks around, dealing 5% to anybody who touches it, until it disappears after around 10 seconds.
Up Special: Cloud Nine ~ Paper Mario climbs into Lakilester's cloud and is lifted upwards. (recovery move).
Down Special: Hurricane ~ Blows a gust of wind around him that can push opponents away.
Special Taunt: Grins and waves at the screen.

Victory Fanfare: An orchestral version of this: http://www.youtube.com/watch?v=3mdpDdwNRUg
Victory pose 1: Jumps up in the air, and then turns to face the screen and gives a thumbs up.
Victory pose 2: Closes his eyes and wags his finger at the screen.
Victory pose 3: Adjusts his hat and then gives the 'peace' sign to the screen.

If he does a taunt on a Paper Mario stage, he will have Goombario use 'Tattle' on an opponent. It will be like the Codec messages that Snake had in Brawl - complete with using the exact textbox and font from Paper Mario.
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[collapse=by NickerBocker]
Up-B: Paracarry lifts him slightly and moves him forward, anyone caught in front will be kicked by Mario.

Side-B: throws a hammer in an arc similar to the axe in castlevania, can be briefly charged to do a low bounce off the ground once.

B: Lady Bow charges the slap, and can be released to cause good damage, with no knockback

Down-B: Bombette/ Bobbery gets pulled out and explodes after a few seconds. Can be held to diminish some time or thrown overhead. The bomb walks forward slightly and explodes on contact or after the time is done.

Dash: quickly rolls up into a tube and rolls into the opponents feet.

AAA: jab, kick, hammer smack.

Side a: side hammer swing, spins opponent and knocks them back.

Down a: kooper appears slightly behind mario and slides in front.

Up a: spike helmet, or goombario jumps up and bonks the person above. He comes back down and disappears when he hits ground.

F smash: hammer. Can get up to 2 additional strikes if action command is done correctly.

D smash: spin/dizzy attack

U smash: Holds up Watt and shocks the player above. Lightning bolts go to his sides to initially protect, but has huge lag

Final Smash: 2 ideas.
Showstopper: large stars rip through the back of the level like its a canvas causing massive damage to those hit. 6 stars total.

Star beam: PM jumps off the screen like Snake and has a time limit to select as many opponents as possible. After that, the Star beam from the first game blasts the opponents selected.
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[collapse=by Sonicguy726]
Size - 4/10 – He is slightly smaller than regular Mario
Strength - 5/10 – He has decent strength
Speed – 6/10 – He is slightly faster than regular Mario
Weight - 2/10 –Being made of paper, he is extremely light
Entrance – He flies onto the stage as a paper airplane and then unfolds
Taunt 1 – He will turn on his side and float to the ground
Taunt 2 – He will pull out a random sticker and then put it away
Taunt 3 – He will face the camera and give a thumbs up
Victory 1 – He will spin around and wave his finger reminiscent of his victory pose in Paper Mario
Victory 2 – Kooper will fly him onto the screen ending with him giving a thumbs up
Victory 3 – He will roll onto the screen as a scrunched up piece of paper and then will unfold revealing himself
A – Slap – He will perform a quick slap
A + A – Slap + Hammer – He will perform a small hammer swing
A + A + A – Slap + Hammer + Hammer Pound – He will slam his hammer onto the ground
Dash Attack – He will spin around while moving forward like he does in Paper Mario
Forward Tilt – Tail Sticker – He will use the tail sticker and attack swinging his tail
Up Tilt – Block Jump – He will jump upwards like he’s hitting a block
Down Tilt – Low Kick - He will perform a low kick
Forward Smash – Hammer Throw – He will charge up and then throw his hammer forwards at an angle
Up Smash – POW Block Sticker – He will use the POW block sticker to jump up and hit a POW block stunning enemies around him
Down Smash - Hammer Slam – He will slam his hammer onto the ground
Neutral Aerial – Paper Float – He will lay on his side and float down to the ground
Forward Aerial – Chillhammer Sticker – He will use the chillhammer sticker to spin around launching Ice forwards that will freeze opponents
Up Aerial - Burnhammer Sticker - He will use the burnhammer sticker to throw his hammer upwards while it is alight damaging opponents
Down Aerial – Hopslipper Sticker – He will use the Hopslipper Sticker to fall towards the ground homing in on the nearest opponent and bouncing off them
Back Aerial – Boomerang Sticker – He will throw a boomerang backwards that will come back to him
Grab – He will call Tippi to grab the opponent
Pummel – He will hit them with his hammer
Forward Throw – Spike Helmet sticker – He will use the Spike Helmet sticker and ram into the opponent
Up Throw – He will call Carrie who will carry the opponent upwards
Down Throw – He will throw the opponent to the ground and use thudley to ground pound them
Back Throw – He will call lady bow who will sneak up behind the opponent and launch them backwards
Neutral Special – Kooper – Mario will call kooper who will retreat into his shell allowing paper Mario to hit it and send it across the floor causing opponents to trip as well as small damage
Side Special – Paper Airplane – He will turn into a paper airplane and will start flying, this can be moved upwards slightly but that causes it to stop earlier than usual
Up Special – Parakarry – He will call Parakarry to lift him up into the air and will damage opponents with his wings
Down Special – Bombette – He will call bombette and she will charge up and then explode, disappearing
Final Smash – Star Beam – Paper Mario Calls the 7 Star Spirits and they will fire a beam down at the stage straight down the centre, anyone caught in this will receive large damage and knockback
Victory Theme – Paper Mario: The Thousand Year Door, Battle Victory Theme
http://www.youtube.com/watch?v=yap5o_shL1c
Extra Details – He uses some Pixls in his regular attacks as well as randomly during gameplay.
He uses Thoreau when picking up an item
He uses Barry when Shielding
Cudge when using hammer attacks
And Slim when dodging, Air-Dodging and Rolling
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[collapse=by Relax Alax (partial)]
Paper Mario is just as his name implies - paper. What does this mean for the character? Well he is incredibly light and incredibly evasive. This will mostly cater to his B moves. Also, please note that my move set won't highlight his partners AS much as past ideas, as those require a little more knowledge of the game. Mine will focus on more shallow traits he represents that make him unique.

Neutral B - Flip

Being the most primary puzzle ability in Super Paper Mario, and subsequently big to in game mechanics in following games, I feel it should be his most important special move. All this move does is allow Paper Mario to flip. As in the game, people in the other dimension cannot see him. He is able to move wherever he pleases and cannot attack until he switches out. So to the player, he looks virtually invisible. Although this is the case, he can still be damaged if the player can find him. Simultaneously, if the B button is just pressed instead of held, PM will just flip, causing opponents to phase through him his they are attacking. Like in Super Paper Mario, when you flip, there is a meter for how long you can do it. If PM exceeds this, he'll go into a shield break type animation

Side B - Airplane

As the name suggest. I'm sure this is common to be had on Paper Marios moveset. However, many don't see how intricate it is. Firstly, he becomes a paper airplane. He could gain momentum by doing a tiny hop before and he would glide in one direction with little mobility. If he hits the ground, he stops and is vulnerable. If he hits opponents, they'll get caught in it, building damage, and shot out. It also is worth mentioning that his hitbox becomes extremely smaller, so although he is vulnerable, he is hard to hit. Can be applicably in recovery.

Up B - Super Jump

Used in Paper Mario 2 and Super Paper Mario (although Luigi uses it) , Mario folds himself into a spring and builds up tension. When lets go, he springs high into the air. It takes time when trying to recover, but the height achieved is well worth it.

Down B - Partners

Paper Mario has had many partners in his games over time. Instead of compiling a move set based on all of them, I figured on having one move to highlight and tribute them all would be all the more fun (and in Paper Mario's style, quirky) to implement. You would have a G&W type move (Judge) that would be a random attack by one of your partners. This could include:
  • A koopa shell being fired
  • A bob-omb being placed down
  • A rare one where a goomba reads about your opponent
  • Flurrie, where she blows your opponents away (FLUDD type move)
  • Barry, providing a shield
And so on. Note that these are random, and like G&Ws judge, hard to implement and truly. I kinda thought that it'd be interesting if you could bring up a menu as Paper Mario does when he fights that scrolls left and right and choose from that what to do. But i digress

Now Basic Attacks.

Side Smash - Hammer (and have the cool little countdown timer too like in PM:TTYD; when it reaches the third beep, the attack is at it's strongest)
Up Smash - Jump Punch (Very simple, very basic, but also one of the most common sprites you see in the game)
Down Smash - POW block

Dash attack - Spinning Run from Paper Mario 1
Jab - 3 Hole-punch: Basically a punch combo, but with a clever name xD

Final Smash: You Struck First!

As it implies, it would require you to have the Smash Ball and be next to an opponent. When done correctly, the text 'You Struck First' would appear and the curtains would go down. You go into the stage fight in Paper Mario 1 and 2. You're foe would have 1hp left and Paper Mario would decide (random) what to do. It could vary from Showstopper to just jumping on the opponents head. When defeated, it switches back to the actual stage and the opponent gets KO'd. It would be about as fast as Peaches Final Smash but wouldn't ruin the flow all that much, as when you return everyone can see what their doing.
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[collapse=by Bowserlick (partner specials ideas)]
Down B: Partner Swap
One of four partners follows Mario. A hit can cause the partner to burst into stars and quickly reappear behind Mario. Down B swaps one partner for another quickly.

B: Partner's Special Move

Goombella: She jumps high in the air toward the near opponent, flips upside down, and falls with homing ability toward her target. If she connects, she springs back in the air (although not as high) and repeats her attack. She can be knocked away with an attack.

Koops: Mario jumps on the koopa, sending him in his shell a set distance forward. He then spins in place for two seconds. Can be suspended in the air. At the end he bursts into stars and appears behind Paper Mario.

Madame Flurrie: Chargeable. Mario squeezes her causing her to blow a gust of wind. Deflects projectiles, puts out fire, and can move foes.

Admiral Bo-Omb: Mario kicks him forward. He can do damage and bounce. When he is stationary, he flashes red for seven seconds and then explodes. High attack and knock back. Cannot swap partners when he is out.
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[collapse= by youngsora1]
AAA Combo - Ms.Mowz slaps opponent rapidly.
Walk Attack - Sushi squirts water.
Run Attack - Vivian uses veil on Mario while Mario spins with his hammer.
Up Tilt - Barry shoots a sound wave up.
Down Tilt - Mario swings his hammer.
Up Smash - Lakilester throws a spiny egg.
Side Smash - Madame Flurrie shoots wind hurting/pushing opponents away.
Down Smash - Watt paralyzes enemies in electrivity.
Down Air - Ground Pound with Thudley.
Neutral Air - Flips through dimensions with flip.
Forward Air - Meteor Smash enemies with hammer.
Up Air - Parakarry flies upward to attack and flies out of sight. Cannot use again until Parakarry is off screen.

Neutral Special - Hammer - The longer you charge the more damage the swing does. But you cannot hold onto this charged move.
Side Special - Kooper - Kick Kooper forward. (Air is Parakarry)
Down Special - Admiral Bobbery - You place Admiral Bobbery on the ground and the next time you down special he explodes.
Up Special - Paper Airplane - You transform into a paper airplane and glide the rest of the way.
Final Smash - Star Spirits - You summon the star spirits and they create a beam of energy.

Pummel - Lady Bow smacks opponent.
Forward Throw - Goombario headbutts.
Back Throw - Throws back and uses shooting star.
Up Throw - Uses thunder.
Down Throw - Uses sleepy sheep.
Taunt 1 - Swings finger back and forth.
Taunt 2 - Flips back and forth.
Taunt 3 - Goombella whispers in Mario's ear.
Win - Mario tips hat.
Lose - Claps.
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[collapse=by mini paincakes]
Final Smash- I think the earth tremor star power would be the best choice for an original move, but peach beam, supernova and showstopper could be used as well.

Neutral Special- Ultra Hammer: Paper Mario Twists his entire body and charges his ultra hammer. There is a meter that looks like the meter from TTYD, which is similar to little mac's power meter. The meter charges quickly as you hold down the special and resets completely when the special is released. The meter can reach its max charge in about 1.5-2 seconds. If the hammer is released when at max charge, the damage will be significantly higher ( I think about 30% damage with knockback between the falcon punch and mr. G&W's judge at 9). If you delay using the ultra hammer while the meter is at max charge, the hammer will be released and do pitiful damage (1%, no knockback)

Side Special- Koopa Throw/ Bomb -throw. Basically, Paper Mario would use either koops/kooper's shell dash or bombette's/bobbery's special.

Down Special- Watt/Superguard Paper mario would use Watt to counter an attack. He could also use the superguard to counter an attack. Either move would work. They would both basically work as a copy of marth's counter

Down Special- Vivian/Lady Bow. Paper Mario would have either of these characters drag him into the shadows and then reappear for a brief attack. This move is similar to meta knight's cape and greninja's shadow sneak

Up Special: Ultra Jump. Mario twists his entire body and springs upward. This moves utilizes the same meter that the ultra hammer would used and does more damage and jumps higher when timed correctly with a full meter. The move itself would work similar to fox's fox fire move

Neutral Jab- One Punch, AA- Punch + Kick AAA- Punch + KIck + Hammer

Dash Attack- Mario uses Dashell to ram in the enemy quickly.

F- Tilt- Vivian's Shadow Fist

D- Tilt- Mario hits the floor with a sticker

Forward Smash/ Down Smash/ - A simple hammer smash from 64/TTYD. I think it would act similar to mr. game and watch's forward smash.

Up Smash- Kersti appears and rams upwards.

Neutral Air- Barry surrounds mario for a brief second to deflects projectiles and deals damage for a brief second

Down Air- Thudley's Ground Pound

U Tilt- Mario uses sushie to spray water into the air.

Forward air-Paper airplane attack

Back Air- Flurrie's wind blow

Up Air- Lakilester appears and throws a spiny upwards. The spiny will fall back down onto the stage and deal more damage to foes, but can be defeated as easily as a pikmin.

Grab- Thoreau obviously. I think this grab range would need to be the highest in the game, in order to reflect how thorau worked in super paper mario. Since Thoreau is not connected to Paper Maio's body, Thoreau can't be used to tether recover, which is unlike other characters with long grabs.

Throw- Throreu throws the opponent in any direction

Pummel- Thoreau Squeezes the opponent

Helpless animation- Mario falling to the ground like a sheet of paper. Based on the animation when paper mario hits his head on the sealing with an ultra jump in ttyd.

Roll/Crouch- Paper mario rolls his entire body into a tube and rolls around. Based of the tube mode ability from TTYD

Taunt 1- Something with Tippi/ Tiptron
Taunt 2- Something with Kersti
Taunt 3- Mario faces the the screen and does the "appeal" thing from the first two games.
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[collapse=by SpaceJell0]
Paper Mario!!
Entrance: Paper Mario flies in as a Paper Airplane
Jab: 1st Hammer Swing, then 2nd Hammer Swing
FTilt: Vivian uses Shade Fist a little in front of Paper Mario!
UpTilt: Goombario or Goombella (Random but same attack power) use Headbonk!
DownTilt: Paper Mario pulls out a sticker from beneath the ground in front of him!
Dash Attack: Spin Dash from Paper Mario 64!

SideSmash: Paper Mario uses Ultra Hammer while twisting himself up!
UpSmash: Paper Mario uses an Item and the Item's appearance hits for massive damage! (Weak Hit=Mushroom, Decent Hit=POW Block, Full Power Hit=Thunder Rage)
DownSmash: Tube Mode activates and hits on both sides!

NAir: Paper Mario does a Stylish trick! Hits on all sides!
FAir: Lady Bow uses Smack once to hit quickly and do decent knockback!
BAir: Parakarry does Sky Dive for a finishing blow!
UAir: Lakilester (aka Spike) appears above Paper Mario while holding a Spiny above himself!
DAir: Paper Mario uses his Spin Jump for a Spike and travels downwards!

Neutral B: Paper Mario uses his Super Guard which is a Counter Attack that has an animation involving Barry!
Up B: Paper Mario uses Spring Jump! This is chargeable and does damage!
Down B: Paper Mario can hold and then throw either Admiral Bobbery, Bombette, or Boomer horizontally, which then arcs down (The damage is the same for each)
Side B: Kooper or Koops use Shell Toss and then return like a boomerang!

Grab: Like Olimar, Paper Mario sends out a buddy to grab, the buddy being Thoreau!
Pummel: Thoreau jabs the opponent in his or her gut
DThrow: Kersti holds Paper Mario and Paperizes the opponent
UThrow: Paper Mario holds the opponent over his head and can walk around like DK with the opponent and throw him in any direction!
FThrow: Paper Mario allows the baby Yoshi from TTYD to use Gulp and spit the opponent out in front of Paper Mario to set up a combo!
BThrow: Paper Mario throws the opponent backwards into Watt who uses Electro Dash!

UpTaunt: Paper Mario straightens his cap and gives a thumbs up!
SideTaunt: Paper Mario slightly lowers his cap and wags his finger at you!
DownTaunt: Tippi and Kersti float over Paper Mario's head and he gives an intrigued look (The one where looks surprised and points his finger at his mouth) and looks around for the opponent (The one where puts his hand to his forehead and goes on his tiptoes)

Custom Moves to make up for ones I couldn't use:
Custom SideB: Paper Mario sends out Flurrie or Sushie to use Gale Wind or Squirt to push the opponent away! (both have equal power)
Custom Down B: Paper Mario teleports by flipping dimensions from one area to another like Greninja's Side B!
Custom Custom Neutral B: Ms. Mowz comes in and uses Love Slap and then Tease to make the opponent Dizzy (requires timing of Love Slap to connect with the opponent first)
Custom Up B: The baby Yoshi appears and Flutter Jumps with Paper Mario on his back for a distance and when B is pressed, he does a Ground Pound!
Custom Up B #2: Parakarry carries Paper Mario for a bit and then does Shell Shot at the end when Paper Mario gets off as a projectile!
FINAL SMASH!!!
Paper Mario summons the Star Spirits!, Pure Hearts!, and Crystal Stars! to trap an opponent in it's wrath to use Peach Beam!, Supernova!, and ends off with the Pure Hearts all coming together into the opponent to make the killing blow!!!

Winning Animations:
-All the Pixls dance around Paper Mario like at the end of a chapter in Super Paper Mario!
-Paper Mario holds up a Crystal Star like his end of chapter animation in TTYD!
-Paper Mario swings his hammer around triumphantly and then holds it in front of himself!

Extra Animations:
Helpless: Paper Mario flails his arms around while falling to the floor flipping around vertically!
Hit: Paper Mario flinches backwards like he does when he gets hit in his battles!
Ledge Attack: Paper Mario rolls across the floor from the ledge in Tube Mode!
[/collapse]
[collapse=Special moves using customisation ideas by Kevandre]
Neutral B:
1) Mario spins around holding Watt in front of him. Not a lot of range but deals electric/burning damage that is nothing to sneeze at.
2) Yoshi Kid pops out and gulps an enemy in front of him, similar to Yoshi's neutral B. However, instead of laying them as an egg, he spits them back out, dealing low damage but being a fair launching move.
3) Mario hits using Cudge as a hammer, dealing moderate damage.

Forward B:
1) Mario flings Bombette forward. She doesn't fly very far and the windup is a bit long but her damage output is spectacular.
2) Koops flings forward and hits for moderate damage. If the shell doesn't hit anything, holding B will keep him in place until it is released, very similar to how he behaves in TYD.
3) Barry places a protective field around Mario during a small dash ahead of him, dealing moderate damage and acting as a shield against projectiles.

Up B:
1) Mario jumps onto Spike/Lakilester's cloud and shoots upward quickly. Small damage output but good recovery.
2) Mario grabs hold of Madame Flurrie's... hand? She blows a strong gust of wind downard, propelling them up. Good recovery. No damage, but opponents underneath will be pushed downwards.
3) Carrie zips up with Mario holding on. No damage output but fantastic recovery.

Down B:
1) Bow turns Mario intangible for a a bit, making him invulnerable & immobile with semifast windup
2) Vivian pulls Mario underground, making him invulnerable, immobile and invisible, very quick windup but not usable in the air.
3) Slim turns Mario sideways, making him all but invisible for a small time. Able to be attacked but also able to move around.
[/collapse]
[collapse=by Paper Maribro]
A - Bow comes out and slaps the opponent. Seeing as I believe I read somewhere that all A combos have a finisher, Bow will retract back into Mario and then he will finish off with a hammer blow. Low damage an knockback for the slaps. Medium/low damage and knockback for the hammer.

Up tilt - A simple upwards swing of the hammer over PM's head. Sort of like G&W's flag move. Medium damage, decent knockback.

Forward tilt- Jabs the hammer out a la G&W's chair attack. Decent damage and knockback but quite laggy.

Down tilt - Swings the hammer around low down. Knocks opponents up but has low damage.

Dash attack - Mario's Spin move in the original game. Kind of like Peach's dash in terms of knockback and damage but a little bit laggier when ending but a little bit faster in starting.

Up Smash - picks up Bombetter/Bobbery and holds her/him over his head. Very powerful move as starting lag is low, but if mistimed can be deadly as there is high ending lag.

Forward Smash - a charged hammer swing. Fairly powerful killer move.

Down Smash - Ground pound. Jumps slightly before crashing down to Earth. Not as powerful as other ground pounds but is harder to predict.

Neutral air - Strikes a jumping pose and his entire body becomes a hit-box, especially strong at the feet. Kind of like G&W's Parachute Melee attack, but with Paper Mario's style. Good combo finisher.

Up air - Lakilester shoots a spiny straight up. Nice short hop aerial if the opponent is on a platform. Not especially damaging, however.

Forward air - PM swings his hammer down. Meteor Smash, great kill move but has medium start lag and, if timed badly, bad landing lad.

Down air - Barry makes a spiky barrier underneath PM. Not a meteor Smash but it's fairly decent in its damage.

Grab - Thoreau is thrown out like a grapple to grab the opponent.

Grab attack - Simple hammer attack. Low damage.

Up throw - A very unique throw indeed. Parakarry picks the foe up and carries them up until the opponent either mashes out or Parakarry takes them off the top blastline. Easier to break out of at lower percentages and if used carelessly could just end up taking the opponent to safety. Deadly at high percentages though.

Forward throw - PM throws the enemy forward slightly before Watt comes out and zaps them away. Fairly powerful.

Back throw - PM throws them back and then does a golf like swing away. Lower knockback but decent damage.

Down throw - A chaingrab move. Flurrie comes out and body slams the opponent, knocking them up.

Neutral Special - Koops/Kooper is kicked away. Not especially powerful but can be used to grab items just like in the game and return them to Mario.

Forward Special - Bombette/Bobbery is sent forward to attack. Can be remotely detonated. Powerful move but high starting lag.

Down Special - A counter. Like Marth's, it does a set damage, but the damage is fairly high with this one. Vivian pulls Mario down but leaves herself open to attack. If attacked, she uses Shade Fist almost instantly. High ending lag, however, so if a foe uses a ranged weapon on Vivian, PM is stuck unable to move for a few frames.

Up Special - Spring jump. This move is charged, high vertical recovery with low horizontal gain. If overcharged, doesn't go as far as perfect, just like in the games when battling. High power if caught off the start of the move, but low if at any other point. When landing, there is high lag.

Final Smash - Tink comes out of PM's pocket and flies away, the Seven Star Spirits then appear and general everyone except PM's butt gets kicked happens.

Up Taunt - Kersti and Tippi fly out and around Mario.

Side taunt - PM adjusts his hat before looking like he is about to run off, just like he does when he wins a battle in TTYD.

Down taunt - the classic turn to the camera thumbs up from our favourite paper plumber. Can be used for tattle info on PM's stage.
[/collapse]
[collapse=by Wizela]
Paper Mario

Weight: 1.5/5
Height: 2.5/5
Speed: 2.5/5
Jump: 3.5/5
Power: 3/5
Range: 3/5
Throw: 3.5/5

All of Paper Mario's special moves can be chained together (with proper timing) up to three times in any order, kind of like Marth's Forward B special. After using a Step 1 move, the next special will be the Step 2 move of the Special you inputted, and another input will chain into a Step 3 move.

For example, you could do any of the following combinations and more: B>-B-B^ OR Bv-B>-Bv OR B^-B^-B.

These combos would produce Watt-Barry-Airplane, Dashell-Koops-Kersti and Carrie-Parakarry-Bobbery respectively.

Neutral B – Teamwork Counter

Step 1 – Bow – Paper Mario becomes incorporeal for a split second, making him invincible to all attacks.
Step 2 – Barry – A spinning spike shield appears briefly around Paper Mario, damaging and repelling enemies at close range.
Step 3 – Bobbery – Paper Mario places Admiral Bobbery on the ground, who walks forward for a 3 seconds before stopping and exploding. If someone touches Bobbery during his walk, he will immediately stop and prepare to explode. Great knockback.

Forward B – Teamwork Shot

Step 1 – Watt – Watt swoops from behind Paper Mario and flies forward, damaging any opponent he strikes once, before disappearing. Can hit multiple opponents.
Step 2 – Koops – Paper Mario fires Koops forward by jumping on him, traveling the same distance as Watt, before launching back towards Paper Mario, pulling any opponents he hits closer to him. If the player holds B when summoning Koops, he can be held in place at the furthest distance from Paper Mario and fired backwards when B is released (you cannot chain after doing this). While B is held, Paper Mario can move freely, but cannot attack until B is released. If Koops does not make contact with Paper Mario on his return trip, he will continue moving in the same direction until he goes off screen.
Step 3 – Thoreau – Paper Mario shoots Thoreau forward, grabbing one opponent and returning him to Paper Mario. This is a long-distance grab attack that can connect in mid-air, but it cannot be used as a tether.

Up B – Teamwork Boost

Step 1 – Carrie – Carrie appears beneath Paper Mario's feet, and Mario jumps a short distance off of her. Touching Carrie damages enemies.
Step 2 – Parakarry – Parakarry appears and lifts Paper Mario a short distance into the air. Parakarry's flapping wings can damage enemies.
Step 3 – Airplane – Paper Mario folds into an airplane and flies forward with a slow descent. While in this form, Paper Mario can angle his trajectory somewhat, similarly to Brawl's glide mechanics. Flying into enemies does continuous, minor damage and knockback.

Down B – Teamwork Power-Up

Step 1 – Dashell – Dashell flies around Paper Mario, spinning his body, giving him a speed boost for 7 seconds.
Step 2 – Goombella – Goombella kisses Paper Mario, reducing all damage taken by 1% for 6 seconds. If Paper Mario is hit by any attack that only does 1%, he takes no knockback from the attack.
Step 3 – Kersti – Kersti flies around Paper Mario, boosting all damage done by Paper Mario by 2% for 5 seconds.

Jab – Paper Punch – Paper Mario punches with his right hand.
Jab Combo – Paper Kick – Paper Mario punches with his left hand and then kicks.
Dash A – Paper Tube – Paper Mario rolls into a tube and hits the enemy. Hits low to the ground.

Forward Tilt – Spin Smash – Paper Mario swipes his hammer in front of him like a baseball bat.
Up Tilt – Head Rattle – Paper Mario lifts his hammer up into the air and spins it for multiple hits.
Down Tilt – Quake Hammer – Paper Mario hits the ground with his hammer. Hits anyone standing on the ground within a limited radius of Mario for minor damage.


(All of Paper Mario's Smash attacks also make the wind-up noises the Hammer makes in PM64 and TTYD when charged. If the attack is released with the correct timing, the attack does its maximum damage and knockback. If the attack is released after, or the attack releases on its own, it will only do the damage and knockback of an uncharged Smash.)

Forward Smash – Hammer Smash – Paper Mario raises his hammer above his head and slams it into the ground.
Up Smash – Spring Jump – Paper Mario compresses his body before springing up with an raised fist. Paper Mario jumps higher the longer he charges the attack.
Down Smash – Super Hammer Spin – Paper Mario holds his hammer like a baseball bat, before swinging and spinning in place, hitting both in front and behind him.

Neutral Aerial – Star Spirit Spin – Paper Mario spins in place, showing off his paper-thin . Little stars fly out on contact.
Forward Aerial – Sticker Star Strike – Paper Mario kicks forward with his foot. Glitter flies out on contact.
Back Aerial – Pure Heart Punch – Paper Mario swings his hand backwards. Little hearts fly out on contact.
Up Aerial – Crystal Star Crash – Paper Mario raises his first above his head. Sparkles fly out on contact.
Down Aerial – Super Stomp – Paper Mario does a quick spin in midair, doing minimal damage, then ground-pounds. If it hits, Paper Mario bounces off the opponent. Meteor Smash.


Ground Attack – Origami – Paper Mario folds himself around until he is standing upright.
Ledge Attack – Fold Over – Paper Mario folds himself upwards and then back onto the stage.

Grab – Paper Clip – Paper Mario grabs his opponent with one hand.
Grab Combo – Paper Cut – Paper Mario strikes his opponent with his free hand.
Forward Throw – Paper Spin – Paper Mario spins into his opponent a short distance before launching him.
Back Throw – Paper Flip – Paper Mario spins around a few times before tossing his opponent in the other direction.
Up Throw – Paper Shredder – Paper Mario spins in place, sucking his opponent in, before launching them straight up.
Down Throw – Paper Flatten – Paper Mario throws his opponent on the ground, then rolls over them as a paper tube.
Down Throw (midair) – Paper Crane – Paper Mario bounces off his opponent's head, launching them downwards.

Up Taunt – Paper Mario waves his hands above his head, like when using the Appeal command in TTYD.
Down Taunt – Paper Mario gets on one knee and prays, as sparkles fly upwards around him.
Side Taunt – Paper Mario spins in place, making the spinning noise from PM64.

Victory Pose A – Paper Mario gives a double-thumbs up with one hand, then the other.
Victory Pose B – Paper Mario waves with both hands as the spotlight shines on him, with an invisible audience throwing him coins and flowers.
Victory Pose C – A paper airplane flies in, which folds into a boat, a tube, and finally into Paper Mario, who poses with arms outstretched.

Costumes – Mario colors, Luigi colors, Wario colors, Waluigi colors, Ice Mario colors, Fire Mario colors. (Mr. L alternate costume)

Entrance – A paper airplane flies into the stage and lands nose-first before unfolding into Paper Mario.

Idle Animation – Paper Mario will drink a Honey Syrup, check his e-mail on his Mailbox SP, or start snoring with a snot bubble forming.

Final Smash - Art Attack

Paper Mario holds up the Crystal Star map, causing the seven Crystal Stars to fly out, all meeting together at the center of the map, overlapping each other. Paper Mario then turns sideways using the Pixl Slim, rendering him invincible and invisible for the duration of the Final Smash.

Now the Crystal Stars become a cursor which the player moves with the control stick. As the cursor is moved, a magical, rainbow-colored line appears behind it - this line drawn by the cursor is solid and cannot be passed through by other players. If a player touches the cursor, they will take minor damage and be pushed away.

If the cursor makes a closed area with its line, the inside of the area will explode and all players inside will take damage. The smaller the area, the higher the damage and knockback will be.

This Final Smash lasts for 20 seconds, or after seven closed areas have been made by the cursor. Each time an area is closed, the color of the cursor changes: it starts white, then turns green, yellowish-brown, red, blue, orange and finally multi-colored. Each time the player closes a circle with a player inside, words will flash up on screen: first Nice, then Good, Great, Wonderful and finally Excellent.

After the time limit or use limit has run out, the Crystal Stars fly off into the sky and Paper Mario returns to the fight.
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jab: slaps foes with slipper
strong side: hammer strike
strong up:
strong down:

side smash: spin hammer
up smash: minature spring jump
down smash: ground pound
dash attack: dash attack from dashel

neutral air: spins hammer around once
forward air: throws sumbrero
back air: throws wrench
up air: spins around similar to tornado jump
down air: throws snow ball

grab: throua (surprise surprise)
pummel: smacks with bone
forward throw: yoshi swallows then spits them up
back throw: throws them into a bomb left by bobbery
up throw: get thrown up by jet of water from sushie
down throw: flurries pounds foes

neutral special: barry, works as a close range temporary shield that damages foes (like nyaru's love)
side special: shell shot, shoots koops across the stage and he returns to mario
down special: veil, vivian pulls mario into the shadows allowing him to doge moves
up special: parrykarry, mario is lifted up by the mailman

final smash: show stopper, massive crystal stars come bursting through the stage at random places

and of course on his stage he can use smash taunt where either goombario, goombella or tippi will tattle on opponents
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[collapse=by Jubileus57]
NB with every hammer attack, the hammer is randomized etween the hammer (common), the super hammer (uncommon) and the ultrahammer (like, really rare) from ttyd. Of course, the ultrahammer is far more potent than the super hammer, etc.

Neutral A: Hammer. A small combo of some plain hammer swings.
Forward A: Bow: Lady Bow slaps opponents with her trademark fan. Good for combos.
Up A: Thudley: Mario Summons Thudley the Pixl that ground pounds over opponetns. Powerful but kinda laggy.
Down A: Spike Helmet: Mario uses the spike Helmet sticker and gets the spike hurts every opponent that comes from above.

NAir: Multibounce: If used on an opponent, launches PM upwards and meteor smashes the opponent. Otherwise, it will not be useful, save for slowing PM's fall for a tad.
Uair: Watt: Summons Watt above his head. Watt electifies opponents. A move that is both powerful and fast.
Fair: Flashlight: Uses the Flashlight thing from Sticker Star. Charges up with time. When fully charged, the flashlight can stun grounded enemies (like a shield break) or renders aerial foes helpless. Otherwise, it does some minor damage.
Dair: Basin: Throws the Basin Thing from Sticker Star downwards. A powerful projectile to say the least.
Bair:Gale Force: Flurries blows strong gusts of Wind behind Mario and pushes opponents aways. Useful for edgeguarding but not a damaging move.

Grab: Thoreau: Mario launches the Thoreau Pixl from SPM and the latter catches the opponent.
Pummel: Mario summons Kersti while she hits the opponents with her spikes.
FThrow:Billard Ball: Hits with the Billard Ball thing from Sticker Star that send opponents flying. The ball continues Rolling so it is also a rather potent projectile. One of the only projectile throws.
BThrow: Hammer punch: Mario hits the Opponent with his hammer backward. Similar to Dedede's.
UThrow: Uses the little Yoshi from TTYD that kicks the opponents upwards.
DThrow: Power Bounces: PM jumps on the enemy several times. Just like in the original Paper Mario games, if the Player press the A button at the right times, PM jumps on Mario more times.

Side Smash: Hammer Throw: the badge from TTYD. Mario throws his hammer, and the distance covered gets longer the longer the button is held.
Up Smash: Hurlhammer: the Sticker from Sticker Star. He throws it upwards with tremendous force (enough to throw it out of the screen)and some time later, the hammer gets back down. The longer the button is held, the bigger the hammer wil be once it comes down.
Down Smash: Shell Toss. Mario summons either Koops or Kooper and the latter uses shell toss.

Neutral B: Barry: Mario uses Barry to counter any projectile. It also damages opponents. Similar to Nayru's love.
Up B: Lakilester + Plane: Lakilester carries Paper Mario upwards for a short times and then, PM folds into a plain and can gain some horizontal recovery. Loosely similar to Mr. Game & Watch's Up B.
Down B: Explode: Mario uses Bombette or Bobbery. The living bomb then starts to walk around for a bit before exploding.
Side B: Tidal Wave: Mario Summons Sushi, and the latter launches a big Stream of water toward enemies.

Shield/ Dodge: Mario uses Slim to Flip and become untangible. (Or Dottie so he shrinks instantly, disappearing.)

Final Smash: Too much possibilities. My favorite being Supernova, from TTYD;
Taunt 1: Kersti flies around Mario.
Taunt 2: Tippi orr Tiptron get on Mario's hat like in their sleeping animaion in SPM.
Taunt 3: Mario does the "victorious battle" pose from one of the games. My favorite being TTYD.
Special Taunt: Goombella Tattle. Of course.

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Forward Smash - Power Smash: A powerful spiked hammer that has 3 stages while charging, each more powerful than the last. Does great damage to enemies in front of Paper Mario, as well as some damage to enemies above.
Up Smash - Hammer Throw: Paper Mario throws a hammer above his head. Can be thrown farther when charged further. Similar to Yoshi's Up Special, but is harder to aim yet more powerful. Useful for ranged edge guarding.
Down Smash - Quake Hammer: Using an iron hammer, Paper Mario smashes the ground below him after charging. Sends shock waves dealing damage to nearby enemies to both of his sides.

Neutral Combo - Hammer: Paper Mario does 3 quick swings with his normal hammer. Each hit does more damage than before, and the third has potential for a Meteor Smash. Extremely useful for close edge guarding.
Forward Tilt - Electro Dash: Paper Mario summons Watt, who moves a couple feet in front of him, paralyzing any grounded foes that get touched. This sets up Paper Mario for another attack, be it a Smash attack or otherwise.
Down Tilt - Sticker Pull: Pulling off a small layer in the shape of a square from the screen, any enemies in front of Paper Mario will take damage. Not a powerful attack, but sends them in a diagonal direction.
Up Tilt - Spike Helmet: Paper Mario quickly slips on a Spike Helmet, causing damage to anyone above him, even if they are attacking. Has little range and must be timed well.
Dash Attack - Spin Dash: Paper Mario spins, increasing his speed. If this out-prioritizes the opponent's move, it does damage. This move has no vertical priority, however.

Neutral Aerial - Spiked Barrier: Paper Mario summons the Pixl Barry to do damage to unsuspecting foes. Keeps Paper Mario's momentum, but leaves him vulnerable for a short time if he misses.
Forward Aerial - Pebble: Paper Mario throws a pebble out in front of him, doing some small damage, but leaves opponents defenseless for a short while, making it possible to keep up combos. 2 can be onscreen at the same time.
Back Aerial - Smack: Paper Mario summons Lady Bow to slap any opponents behind him up to 3 times.
Up Aerial - Headbutt: Paper Mario summons Goombella to provide a headbutt from below. While this move has some startup lag, it's quite powerful and great for top-of-stage KO's.
Down Aerial - Ground Pound: A ground pound is performed with the help of Thudley the pixl. Much quicker than many would think, having little startup lag. This performs a Meteor Smash.

Grab - Thoreau: Paper Mario throws Thoreau in front of him, grabbing the nearest opponent and bringing him in closer.
Pummel - Super Jump: While Thoreau is holding the enemy in place, Paper Mario proceeds to jump on them.
Forward Throw - Spin Hammer: Paper Mario charges up his hammer, then hits his opponent forward.
Back Throw - Headbutt: Goombario comes from the other side of the enemy, providing a headbutt sending them backward.
Down Throw - Fiery Jinx: Paper Mario summons Vivian to do damage to the enemy. Comparable to Ness's down throw.
Up Throw - Air Lift: Paper Mario summons Parakarry to lift the enemy into the air, not dealing damage but setting up Paper Mario for an aerial attack.

Neutral Special - Bob-ombast: Paper Mario summons Admiral Bobbery, whom he sets in front of him to walk forward. While this attack is very slow, if you can manage to get an opponent within radius of his explosion, the power is almost measurable to the existing bob-omb item.
Up Special - Paper Plane: To provide a little bit of vertical recover, Paper Mario first performs a third jump, following with transforming into a paper plane. While this attack does no damage, it's a great recovery move.
Side Special - All or Nothing: Paper Mario holds in his hand the All or Nothing badge. If he is touched by any projectiles while this attack is in use, His attack power will slightly increase. If no projectile is absorbed, he must wait a while to use it again, and this leaves him open for attacks.
Down Special - Shell Toss: Paper Mario summons Koops, who comes from behind, and Paper Mario jumps on top of him. He is sent forward, dealing damage and causing knockback to the first enemy that is hit.
Final Smash - Ruby Star/Art Attack: Paper Mario calls upon the 4th Crystal Star he comes across to do his bidding. He can draw lines around opponents, causing massive damage to anyone unfortunate enough to get in his path. This Final Smash lasts a fair amount of time, though shorter than how it appeared in the original game, due to it moving faster in Smash Bros.
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[collapse=by TCT~Phantom]
Paper Mario
A: Bow comes out to do Slap, 2% per hit
A>: Quick hammer swing, 7%
A^: Does a quick jump, 6%
A\/: Paper Mario Kicks Kooper/Koops a short distance (about bowser sized), 5%
SMASH>: Paper Mario summons a Scissor Sticker, does good damage but subpar knockback, 12% uncharged, 20% fully Charged
SMASH^: Paper Mario Summons Thudley who goes up and crashes down, great range and power, 13% uncharged, 19% Charged
SMASH\/: Paper Mario has Bobbery and Bombette come out on each side and explode, extremely powerful, but a tad hard to hit, 15% uncharged, 22% Charged
Dash A: Paper Mario does his spin from Paper Mario, 6%
Nair: Paper Mario summons Barry who creates a spiky shield for him, 7% Damage
Fair: Paper Mario Does a quick hammer swing with Cudge, 8%
Bair: Paper Mario has Sushi spray water behind him, 6%
Uair: Paper Mario has Lakelester throw a spiny above him, 9%
Dair: Paper Mario does a Power Bounce style ground pound ala Ultra Boots, 10%, will bounce him back up if it hits
Grab: Paper Mario has Thoreau Grab an opponent
Pummel: Paper Mario has Thoreau grasp tighter, 1% per hit
F Throw: Paper Mario has Fleep flip opponent into another dimension quickly and then sends them off, good kill move 9%
B Throw: Thoreau holds the opponent in front of a fan sticker and blows them away 6%
Up Throw: Mario has Watt Electrocute the enemy and sends them up 8%
Down Throw: Thoreau just slams the enemy into the ground and sends them forward 7%
(not doing customizations yet)
B: Bowling Ball Sticker: Paper Mario holds out a Bowling Ball Sticker and rolls it towards hits opponent, 7% per ball, balls have a slight bounce, max distance 3/4 Final Destination
Side B: Boomer: Paper Mario Summons Boomer, and has him fly forward in a straight line to detonate, can detonate early tho for mindgames, max distance 1/2 of Final Destination, explosion 8%
Up B: Parkarry: Parkarry Grabs Paper Mario and Flys him upward. If hit, Parkarry will Drop Paper Mario, Very Versetile Recovery However, can be cancelled with b, no damage
Down B: Veil: Vivian will drag Paper Mario on the ground for short invinsibility, can travel about 1/3 of Final Destination, cancels at Platform edges and cant work in the air, cant use for about 7 seconds after, No Damage
FINAL SMASH: Supernova: The Paper Mario Player must Mash A as fast as they can to deal massive damage. No Knockback, but extreme damage if sucsessful. Min 25% 1/2 Sucsessful 40% 3/4 Sucsessful 60% Max 80%
Taunts
Up Taunt: Has Tippi Fly around him.
Side Taunt: Wags his finger like after battles in Paper Mario
Down Taunt: Has Gombella come out with be book, nothing will happen normally, but on a Paper Mario stage, she will use tattle
Attributes
Dodge:Flips into Background quickly
Roll: turns into paper roll and moves away
Speed 7/10 Paper Mario is reasonably fast, but is no speed demon, a little on the floaty side
Power: 7/10 Paper Mario hits reasonably strong, and can combo well to an extent.
Weight: 1/10 Paper Mario is extremely frail, and can easily be KOed around 80% tops
Size 2/10: About the size of Pikachu
Recovery 7/10: While with Parkarry Paper Mario may be versatile for his recovery, getting hit in it will cost him dearly
Uniqueness: 9/10 By using Partners, Stickers, and Pixls, Paper Mario becomes a unique summon character who can hold his own in battle
Victory Screen 1: Looks at a treasure map and then looks at the screen
Victory Screen 2: Dusts off his overalls and looks at the screen
Victory Screen 3: Uses a Jelli Ultra after the battle to heal up
Defeat Screen: Sadly claps with a fatigued look
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[collapse=by Pikablu Pikachu (includes customisation)]
He is fast and strong, but he is very light (duh).

Specials

Neutral Special (Tattlers):
Custom 1:
Custom 2:

Side Special (Shell Toss):
Paper Mario summons Koops, who jumps into his shell and rolls forward for mild damage, but doesn't disappear when he hits an enemy, which is great for free for alls. At the end of the attack he spins in place for a bit. (9% Intial; 3% Spinning)
Custom 1 (Dizzy Shell):
Custom 2 (Shell Toss):

Down Special (Bombs Away):
Custom 1:
Custom 2:
Up Special (Parakarry Flight):
Custom 1 (Carrie Me Home):
Custom 2 (Super Jump):

Final Smash (Stampede):


Smashes
Forward Smash:
Down Smash: Paper Mario spins in place with his hammer, contorting his paper self
Up Smash: Paper Mario puts this on


Tilts and Jab Combo
Forward Tilt: Vivian appears and uses Shade Fist
Down Tilt: Sushie is summoned to use Squirt, but with much less range
Up Tilt:
Jab Combo: This uses the Slaphammer


Aerials
Neutral Aerial:
Forward Aerial:
Back Aerial:
Down Aerial:
Up Aerial:


Grab
Thoreau appears and gives Paper Mario an extended grab range along with a tether recovery.
Pummel: Paper Mario whacks the enemy with his hammer (3%)
Throws
Forward Throw: Thoreau throws whoever he is holding forward (7%)
Back Throw: Paper Mario hits the enemy with his hammer like this:
Down Throw: Paper Mario jumps on the enemy, sending them upwards (8%)
Up Throw: Thoreau throws whoever he is holding upwards (7%)

Miscellaneous

Shield: Paper Mario uses his Guard move when he shields
Dash:
Spotdodge: Paper Mario uses Paper Mode.

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[collapse=by 08skidoosh80]
Weight:Light
Speed:Normal
Jump Height:Normal
Archetype:Glass Cannon
:GCA: Swings hammer :GCA: swings again :GCA:swings one last time sending opponent flying
Dash :GCA: Paper Mario spins while swinging his hammer
Tilts
:GCU: Paper Mario does an uppercut that looks like his jumping animation
:GCR: Smacks the opponent with a slaphammer
:GCD:Paper Mario uses the iron jump to jump and land sending out a small shockwave
Smashes
:GCCU: Paper Mario uses a spike hat sticker and jumps upward(if held becomes shiny)
:GCCR:Pulls out a iron hammer which twists Mario back the more he charges(if held becomes switches to ultra hammer causing massive damage and knockback)
:GCCD:Paper Mario pulls out a quake hammer and smashes the ground creating a large shockwave
Aerials
:GCA: Paper Mario stretches his feet downward which can sweetspot if the feet hit the opponent
:GCU:Paper Mario does a spin in the air which attacks enemies on both sides
:GCR: Paper Mario throws a hurlhammer forward which moves in an arc
:GCL:Paper Mario smacks behind him with his wooden hammer
:GCD:Paper Mario does a butt-bounce, but if he lands on an opponent, he bounces like in Toon Link's down-air from Brawl
Specials
:GCB: Appeal- Paper Mario would put his hands in the air and face the crowd(you), as stars fly into him. If you appeal 5 times, Paper Mario gets a buff to all his attacks and he gets stronger partners (This buff lasts for 30 seconds).
:GCU::GCB: Paper Mario jumps on Baby Yoshi who flutters upwards. While Baby Yoshi flutters, if it connects with an enemy, each kick from the flutter would do 3% and could hit up to 6 times, earning 18%.
[After Buff]- The Partner switches to Flurrie whom Paper Mario holds onto. She flies diagonally and does 24% damage if you hit someone while doing the attack. She would also slam downwards doing a body slam after flying. The attack would be like Ike's aether.
:GCR::GCB: Paper Mario would jump on Koops who go into his shell and would be sent out a good distance from him. The attack would do 8% if hit, but if you're hit by the sweet spot(The farthest Koops goes out) it would do 20%.
[After Buff]- Koops would be replaced by Bobbery as Mario throws him forward. Bobbery would then walk forward until touching someone where he would who explode and do 30% damage.
:GCD::GCB:Paper Mario would tuck into a stunned position, and if someone strikes him, he would get pulled underground by Vivian, and the opponent would get burned and fly back with 8% damage.
[After Buff] Vivian would be replaced by Ms. Mowz who would jump at the attacker knocking them away, and then would walk up to Mario and use Smooch, healing him by 10%.(Attack would do 10% damage)
Grabs
Grab-Paper Mario throws out Thoreau who traps an opponent in a box and brings them close to Paper Mario.
Pummel-Paper Mario bashes the opponent with Cudge.
Throws
:GCU:Paper Mario places Boomer down who blows the opponent into the air
:GCR:Paper Mario uses Thoreau to throw the opponent forwards
:GCL:Paper Mario uses Thoreau to throw the opponent behind him
:GCD:Thudley appears in the sky and drops on the opponent
Final Smash
Bingo!- A lottery appears on the screen where you must press A to stop the wheels. Matching at least two Mushrooms will restore the players health.(2 Mushrooms=100%, 3 Mushrooms=Full Heal) Matching Flowers will put Paper Mario in his buff mode.(2 Flowers=Buff mode for 30 seconds, 3 Flowers=60 seconds) Matching stars will drop stars on the stage like Ness' Final Smash.(2 stars= normal amount of stars, 3 stars=double the amount of stars) Finally, matching Sprites will give you all of the above!(2 Sprites=100% heal, buff mode for 30 seconds, and stars/ 3 Sprites= Full heal, buff for 60 seconds, and double the stars). However, if you don't match two of any type, nothing happens, like a missed Final Smash.
Paper Mario Colors
1.Red/Blue(Normal)
2.Red/White(Fire Mario)
3.Yellow/Purple(Wario)
4.Purple/Black(Waluigi)
Paper Luigi Colors(Alternate costume)
5.Paper Luigi Costume
6.White/Green(Fire Luigi)
7.Red/Pink
8.Mr.L costume
Taunts
:GCU:Paper Mario Faces the screen and gives a thumbs up
:GCL::GCR:Paper Mario grabs his hat and tilts it forward like when he wins a battle in TTYD
:GCD:Tattle- Goombella pops out beside Paper Mario and gives information about the opponent
Example::4tlink: HP: 120 ATK: 20 DEF:10
A shorter and younger version of Link. He may be shorter, but he is faster so watch out!
Side Notes
Entrance-Paper Mario jumps out of a paper pipe
Victory-Paper Mario gives a thumbs up to the player
Victory theme-First 17 seconds of this video http://www.youtube.com/watch?v=t1qSnOhYWUA
Wii-Mote SFX-Does Paper Mario's jump sound
Stage Music
Battle Theme: http://www.youtube.com/watch?v=QPYki-9eO4Y
Rawk Hawk Battle: http://www.youtube.com/watch?v=N-lmaPnnD4g
Doopliss Battle: http://www.youtube.com/watch?v=8tx6h2lDw4I
We Believe in You: http://www.youtube.com/watch?v=LOlPX8MrqhY
*Spoilers for Super Paper Mario*: http://www.youtube.com/watch?v=cvmfyJw1IOU
Assist Trophies
Count Bleck-Opens cape and sends out shockwaves like Tabuu
Doopliss-Runs at enemies and uses Head Missile on them(Flies at them head first) and can shapeshift into shadow versions of the fighters.
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[collapse=by Tepig2000 ]
Stats: Paper Mario is light like Mr. Game & Watch. His other stats are pretty balanced, like regular Mario.
Neutral Combo: Two punches and a hammer swing.
Side Tilt: A hammer swing thar reaches farther.
Up Tilt: A punch upwards.
Down Tilt: A low sweep with his hammer, can make the enemy trip.
Side Smash: Sushie appears and jumps forwards, damaging enemies by slamming into them.
Up Smash: Vivian appears and punches upwards with a flaming fist.
Down Smash: Watt appears and circles around Mario, damaging enemies that come into contact with her.
Neutral Aerial: Barry appears and forms a barrier around Mario.
Forward Aerial: Mario uses a POW Block sticker and kicks a POW Block in front of him.
Back Aerial: Mario uses a Tail sticker to grow a tail and spin, damaging enemies with his tail.
Up Aerial: Carrie appears. Mario uses her to jump a third time and damage enemies if he jumps into them.
Down Aerial: Cudge appears and Mario performs a ground pound.
Grab: Mario uses Thoreau to grab enemies from a distance.
Pummel: Mario headbutts the enemy.
Forward Throw: Mario kicks the enemy forwards.
Back Throw:Mario jumps in front of the enemy and kicks the enemy back.
Up Throw: Mario delivers a powerful punch that sends the enemy into the sky.
Down Throw: Mario throws the enemy to the ground and sits on top of it.
Neutral Special: Hammer
A hammer attack. If it is charged for some time, Cudge appears and the move deals double the damage.
Variation 1: Headbonk
Goombario/Goombella appears and uses the headbonk attack. It hits enemies from a distance but deals less damage.
Variation 2: Smack
Lady Bow appears and smacks the enemy. Does less damage than the hammer but is faster.
Side Special: Shell Attack
Mario kicks Kooper/Koops forwards to deal damage inside it's shell.
Variation 2: Shell Sticker
Mario uses the shell sticker from Sticker Star and kicks a shell forwards. It is kicker but weaker than the first move.
Variation 3: Yoshi Egg
Yoshi appears and throws a egg forwards. The egg isn't affected by gravity and is much faster than the shell, but deals very little damage.
Up Special: Parakarry
Parakarry carries Mario upwards. Mario is invincible during this move.
Variation 1: Lakilester
Lakilester carries Mario upwards. Mario is not invincible during this move, but you can throw Spinies downwards by pressing the special button.
Variation 2: Flurrie
Flurrie appears and creates some fog for Mario to ride on. Carries Mario much farther but he doesn't have any of the benefits from the other moves.
Down Special: Bomb
Bombette/Bobbery/Boomer appears and explodes after some time.
Variation 1: Dizzy
Fleep/Ms. Mowz appears and makes the enemy dizzy.
Variation 2: Piccolo
Piccolo appears and cures Mario of any effects such as being dizzy or buried.
Final Smash: Mega Star
Mario uses a Mega Star and transfroms into a giant 8-bit Mario. He can damage enemies just by touching them in this state.
Extras: Mario's spot dodge animation is shinkring with Dottie's power, his front dodge animation is using Dashell to run past the enemy and his back dodge animation is using Slim's power to become invisible and appear at a different spot. One of his taunts involves Tippi, Tiptron or Kersti appearing and talking to him.
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This is BY FAR the most used argument against him and it should be reconsidered.

Most people who think this logically didn't like Toon Link because of how he was another Link that ended up being a clone. It's true that Toon Link is a clone of Link and it can be explained why.

It doesn't have to do with the fact that Toon Link IS Link, but rather of where Toon Link and Link come. They come from the same series and since Toon Link is presented as an incarnation of Link, they both share most of the same abilities, which make sense because they are part of the same series. You can try to give Toon Link new moves, but because of his origins, you cannot change how he plays in general (he will still feel like Link). In fact, he was added mainly because his design began to be very important to the series; so much to deserve recognition.

So, by saying that Paper Mario is JUST another Mario would mean that it would be the same case as Toon Link, a clone only because the character himself has similar abilities as his counterpart. However, that claim is totally FALSE: he IS another Mario, but the character himself DOES NOT have similar abilities as Mario.

Why? Remember when I said that the fact that Toon Link plays like Link is because they were in the same series, being the same base character following a very similar formula, therefore sharing similar abilities? Well, Paper Mario comes from a BRANCH of the main series and this said series is not even the same genre. What this means is that even if Mario and Paper Mario are the same person, they DO NOT FEEL THE SAME AT ALL. Mario has many abilities from his platforming series, while Paper Mario has tons of abilities from his series. If you look at the moveset section above, you could see many differences between Mario and Paper Mario, but also there's EXPANSIVE potential, hence the title "Infinite Potential." Both series are based on the same Mario universe, but not represented in the same way, which also would include that Paper Mario would have to be represented differently in SSB4.

The argument was that he is JUST another Mario, but since I can apply this for Toon Link, and that I have already proven how this is definitely not a Toon Link situation. He isn't JUST another Mario, but rather a Mario who has immense potential in every department such as uniqueness and even gimmicks. This doesn’t even include the potential of a Paper Mario stage. In the RTCD thread, a Paper Mario stage received a high “want” rating.

This argument doesn't make any sense and it should die. Even if uniqueness is subjective, ignoring him just because he's a side version is flawed ESPECIALLY due to how it's not the same level as Toon Link. You can create things based on something and make it look unique. Look at Smash Run, which isn't the same as City Trial mode even though it's based on that (and we all know how Sakurai can do that).

TL;DR He isn't JUST another Mario like Toon Link was, but rather a Mario that has a unique potential. If you disliked Toon Link because of the lack of potential, Paper Mario should not be hated because of this argument due to Paper Mario shows to differ more from his counterpart.


Who said there was a limit? No one. So, it doesn't have anything to do with the amount of representation a series has, it has to do with the most obvious thing: Is the character worth a place in the roster?

What defines this question is Sakurai's words; he clearly said that he wants every character to bring something new to the roster and makes people want to play the game. Paper Mario contains enormous amounts of potential and the fact that he is a paper object. I don't know about you, but playing as a piece of paper sounds interesting. There’s a difference between Mr. Game & Watch, a 2D object, and Paper Mario, a paper object. (G&W is animated by frames in pure 2D to reflect the LCD screen while Paper Mario is very fluid and can even fold himself into a tube).

Also, remember Pokémon received six characters in Brawl (Sakurai considered each Pokémon a separate character) and it would have had seven if they had time to finish Mewtwo. But here, the same logic applies: Pickachu and Jigglypuff are given due to their importance in Smash, the Pokémon Trainer introduced a new unique mechanic, Lucario introduced a new mechanic, and Mewtwo is the most requested veteran. So, if you think that the Mario franchise is fine, that doesn't mean you should refuse any other addition to Nintendo’s number one franchise.

There are some characters that should go before him, but I think there will be enough places (we're talking about a 50-55 roster). After all, four games since the Nintendo 64 is enough to be considered "relevant".

TL;DR For you maybe, but that doesn't mean you should avoid any addition. Also, it's possible and it already happened for another series.
But the fifth rep leads me to my next point...


I'll agree that it does affect his chance like any other potential Mario newcomer, BUT not to the same extent as some may think.

The counterargument above stated that there's no limit on the amount of reps a series can receive. So, a 6th character is possible. Rosalina adds Super Mario Galaxy content to the roster; Paper Mario would add the RPG side of Mario. Some may be satisfied without the character, but for a series that has been around since 2000 (2001 for US), I think the series reached a point when a character would make sense.

But the latter is mostly why he still could be there. Paper Mario’s partners would more than likely function differently than Luma, because there's multiple partners that do different tasks. Also, Paper Mario’s partners would more than likely be a part of his moveset rather than on their own. You could even alter the customization system to possibly implement more gimmicks like badges or a point system.

Paper Mario being a Mario character isn’t overkill. If Sakurai finds potential in a character then I don’t think it matters where they are coming from.

TL;DR With series not having a limit on the amount of reps and Rosalina having a different gimmick; Paper Mario has a chance to become playable. Sakurai could see Paper Mario’s potential worthy enough to implement him into the final roster.

But, there's still one thing that needs to be told about him, something that is discussed quite often...


The question about him being a Mario rep or a Paper Mario rep actually matters, but not for his chances.

The question about him being a Mario rep or a Paper Mario rep actually matters, but not for his chances to become playable.

The fact that he's Mario is a fact and thus, undeniable so, you might think that he would rep the main Mario series. However, it goes a lot deeper than this. The Paper Mario series is very different compared to the platforming series.

Allow me to explain further; what defines a series is a little something that in one sentence could describe how this particular series tries to do as a game experience. Paper Mario introduced many new things to the series as a whole. The series introduced many new characters and species that never appear in the platforming series. Gameplay wise, the main Mario series focus more on the platforming aspect of the series, while Paper Mario focuses more on battles and diverse missions from each chapter (not to mention the in-depth story).

It's so different that it doesn't match the main series which it normally should because we are still talking about Mario here. Because it's the same Mario and it feels different from THE Mario, he shouldn't be considered a Mario rep, but rather has a Paper Mario rep.

However, it doesn't end there. I could say the same for every other branch like Mario Kart or Super Mario Strikers. So, what this means? Should we consider Striker Mario as a good addition for SSB4?

Not really, because you would face a bigger problem; how well would the character’s playstyle translate into Smash? Sakurai already mentioned his criteria about adding characters, but I could say that most of the characters would apply to those so it doesn't give a clear way to tell.

However, if you look at a game that inspired some elements in the series, Kirby Air ride, you will realize how the "roster" of the vehicles looks similar to how an SSB roster would be made. Every vehicle has a sentence in the game that describes how they work and how it is different to use than the others. It's like a signature you recognize the vehicle by it and so, if every signature is different, you would have a unique roster. The same thing is happening in smash. I could get the signature of most of the characters in brawl while some serves as a base like Mario being balanced.

What I'm trying to tell is that for another Mario character to be in smash, you would have to get a signature that the character should have that would feel natural for him. But the problem, is that you would need to do a whole moveset based on this and most of the moves has to respect it. If you take the striker Mario as an example, it's obvious that he would use soccer moves, but how does this can be done in a whole moveset? You could get some moves, but you would face a problem at one point because you would need to do some moves that has nothing to do with this signature. For example, how do punching makes sense here if he can't use his hands?

That's the same reason Sakurai didn't include the exciteboker because he wouldn't know how to make him jump. Those things sound dumb at first, but they aren't because smash is all about representing the character via a signature that is true for his game and if the signature of the character isn't enough, well why include him?

Also, yes even C falcon had a good signature in the first place. All Sakurai had to do is follow the signature, but in a more creative way since he didn't have anything to be in. For example, his kicks in the air are really quick even if we never saw him jump. It still follows the signature of him being quick, but can be annoying to control if not mastered.

So, how do this makes Paper Mario suitable for SSB4? Because he's one of the few Mario that not only I can get a good signature (which would be diverse, versatile, but light), but also because I can do this for a whole moveset. Remember: "Infinite potential". The moveset section all respects this signature, but they are very different from each other. So not only I could do a moveset, but I can also implement them in different ways; how is that not enough? He's one of the few Mario that has that and therefore, is perfectly suitable for SSB4. The important thing here is that a character isn't unique because of his moves, but because of how he works GENERALLY.

Sakurai even stated something on that matter when he included Robin and he seemed to like how easy it was to figure how he could be implemented:

Conversely, when the idea of including Robin came to mind, conceiving the character was so easy that I immediately saw how it would work. From standards to specials, grabs to throws, all aspects of his moveset just fell into place. Not only did he possess characteristics unlike other fighters, but he also captured the essence of the Fire Emblem series. It was perfect!
Source: http://m.neogaf.com/showpost.php?p=121384840&postcount=8201

But don't think that it helps his chances. It doesn't matter because he won't be added due to his series, but by how he would be unique as a fighter and the need to see elements from his series in smash. This need is true no matter how you consider what series he would rep. That's like saying Yoshi rep the Mario series how does that matter if we are talking about the same character with the same signature? It doesn't and it's the same for Paper Mario.

TL;DR Since Paper Mario doesn't feel like Mario, despite being Mario, he would rep his own series and since he has a unique signature that has big potential, he's one of the few Mario suitable for being in SSB4. This doesn't change his chances because he won't be added due to what series he would rep.

As for what would be his series icon, I tough of his wooden hammer, his trademark weapon:





Bright Red: Original
Green: PM:TTYD Luigi Emblem
Yellow: PM:TTYD Wario Emblem
Purple: PM:TTYD Wario & Luigi Emblem
Blue: PM:SS Ice Flower
White: PM:SS Fire Flower
Dark red: PM64 design
Dark red with overall: 8 Bit design





The theater from Paper Mario the Thousand-year Door
This is the battle stage you see in Paper Mario the Thousand-year Door when fighting any
enemies. Because there's so much stuff that happens in this stage, it has, like Paper Mario a huge potential especially in the hazard department. Here's a list:
  • The audience can throw good (healing items) or bad (damaging items like bones, rocks, cans and hammer)
  • A boo can appear to make a player invisible
  • A shy guy may appear to go offstage and make a projector fall on the player for damage
  • The audience can leave or come randomly. They can also make the audience sleepy and make people run away
  • There's decor in the background and they can fall on the player randomly for damage
  • Fog may appear. It could act like a smoke ball, but on the lower part of the stage (and it takes the whole scene)
  • Fireworks may damage player randomly
  • This stage appears with many backgrounds in the game depending on the environment you trigger the battle. This can be translated by having the curtains closing and opening to change the layout of the stage and the background. This can also be a way for boss hazard to appear and damage the player.
And if that doesn't make this stage awesome enough, I made an entry on the stage contest that was decently received (minus his playability since my goal was to put as much hazard as possible and let the reader implement them however he would want).
Name of Stage: The Theater

Game of Origin: Paper Mario The Thousand-year Door


Description: It is a theater for watching fights. There's some chair in front for the audience to watch the fight. Players will fight on the scene and it has walk-off blast zone on both sides. In the original game, this is where all the fights against any opponents occur.

Gimmicks/Hazards: However, this isn't just a stage with a flat platform. In the original game, A LOT of stuff could happen most of them being random. It would be an hazard-fest due to how big the potential of this stage has in the hazard department.

First, let's talk about the audience. The audience are characters from the Paper Mario series. They leave, come or cheers depending how intense the fight is. Some of them can throw items at the fighters for instance, a dry bone can throw a bone and a hammer bros may throw a hammer while others might throw cans. These items harms the fighters, but they can also throw items that helps them like healing items or any attacking items like the fire flower. If a fighter taunts, the audience will cheers and so, more people can come here. Since the audience can help you by giving you useful items, it might be a good strategy to taunt when you can.

Some of them however, does more than that. A shy guy may come on the scene and go behind the scene to make a projector falls which can do some damage if anyone is hurt by it. A boo may go on stage and if he touches a player, this one will become invisible like the cloaking device.

The stage itself also provides some hazard here. These are, having fog covering the bottom part of the scene which hinders the sight of the players or some decor in the background failing randomly and doing damage. Fireworks may also appear in the foreground which damage and may burn the fighters.

Speaking of the decor, it will change to another location in the original game after a set amount of time. Depending on the location, the audience might change and even boss can make appearance! When a switch comes, the curtain will fall and every player will freeze before the curtain opens with the new area. Here's all the layout possible (in order that they switch):

Petal Meadows

This is the starting area. Not much is going here. Koopa troopas might come from a shell which will make the players trip. Help items are more likely to be thrown by the audience.

Keelhaul Key

A jungle so, the decor might annoy the sight of the player because of how dense it is. Piranha plants may come from the ground and bites the fighters which might poison them. Fuzzies may also come and suck life to the characters.

Glitz Pit

Just a battle ring with a screen behind almost like the punch out stage. What is special about this is that, Rawk Hawk is an hazard here. He will jump on the corner to body slam brutally the players. He can also jump kick them which does deadly damage.

Rogueport Sewers

This area is from underground where harmful audience is more likely to appear. Enemies also appear (magikoopa firing magic projectile, bandit running into you and steals any items you had and rarely, a big blooper will come to spit black ink).

X-Naut Fortress

This is a fortress made by the X-Naut, an evil organisation in the original game, on the moon. Because of that, the X-Naut are more likely to appear in the audience where they may throw rocks at the fighters all at the same time. They also appear on stage where they may body slam and throws potions that burn, poison or makes dizzy depending on the colour of it (red is burn, green is poison and blue is dizzy).

Cortez's ship

This area is inside a pirate ship full of treasures. But the owner of this treasure, Cortez, will protect it by fighting the players. He can uses one of his weapon which are a hook, a rapier, a sword, and a sabre. This skeleton is stationary due to the pile of bones that fixes him.
And then you go back to Petal Meadows and the cycle repeats.

Unlockable?: Yes it is unlockable and to unlock it, you would have to unlock Paper Mario as a playable character.

Extra: All the enemies and the audience are the same model from TTYD which means that they are papers. If Paper Mario uses 5 side taunts in quick succession while having Goombella has his partner, she will give a description in a text bubble like TTYD of the other fighter. Also, luigi may appear in the audience.
As you can see, for a simple walk off stage, you can do A LOT it's crazy. So, why not for ssb4? (but of course, the hazards would need be to reasonable...)

On July 29 2014, a Paper Mario stage named "Paper Mario" on the 3DS has been confirmed and it seems to be a general Paper Mario stage representing Sticker Star and TTYD, but more may still be unknown.

The sticker Star segment is Hither Thither Hill:


In the original game, this location is the world 1 - 4. It is said to have strong winds which is probably caused by the fan that would act as an hazards. It's said to blow up the stage, but the way it would do is unknown. Also, there would be a transition when "it transforms when it folds over and opens up again." to the TTYD segment. It's unclear, but it may be like castle siege in brawl with more aesthetic. Tough, it's known that it would look like a "pop out book" which may means that it would involves the page being turned.

Then, this is where you would see the TTYD segment: S.S. Flavion:


This ship was from the Chapter 5 of TTYD and the blooper, while not appearing in the oceans from the same game, has the same appearance he had in the said game. It's not clear what he would do, but it probably has to do with him slapping the ship or the fighters with his tentacles which is what he did in the prologue of the original game. Having 2 tentacles out leads to believe this, but nothing can be confirmed.

There's another section from Sticker Star that is in front of Bowser's castle, but we don't know when it appears. The only picture available is really small:


No details is known on this section.

Since it's a 3DS stage, it's implied that there would be 2 music, but none of them is known so far. With TTYD being mentioned in the musician section of the site for one of the original composer of it, it means that it's very likely that we will at least see one music from TTYD.





As an easter egg, there could be codec on his stage like snake and fox in brawl. In TTYD, the first partner you get is Gombella who has the main purpose of telling you useful informations. In a battle, she has an ability called "tattle" which would tell you basic informations on the enemy (how he attacks and general statistic).

What is special about those texts is that she has a very special way to tell those info and some of them are very funny. She could pay attention to the reason that Hammer Bros has infinite hammer or she could complain how not creative any enemy name can be. Along with her complaining about lots of stuff that she could find awkward or scary and it could even be 4th wall jokes.

As a nice refference to this humour, Paper Mario could have a special taunt on his stage where you would see in the original text bubble the text of the enemy tattle scroll automatically. Here are some ideas:
[collapse=by Rockaphin]
Sonic:

That's Sonic the Hedgehog, his ATTACK and DEFENSE aren't really high but he makes that up with his incredible SPEED! However, if he collects all the Chaos Emeralds, He can transform into a stronger form called, "Super Sonic." While in this form, his ATTACK, DEFENSE, and SPEED go off the charts! Yikes!

I've studied diamonds and all kinds of other gems while attending University of Goom, but I've never seen anything like the Chaos Emeralds! We should totally look for some in the near future!

Little Mac:

That's Little Mac, he seems to be a very balanced fighter with more power to spare! I feel sorry for anyone that comes in contact with his fists. I mean, did'ja see those muscles?! He's such an amazing ground fighter but as soon as he's in the air, it's anyone's game. That's when you attack!

He may train to be a great boxer but you're no slouch in the ring either, Mr. Gonzales! Don't forgot, we've taken down things that he wishes he could! . . . But, would you get me an autograph? Pretty please!

Olimar & Pikmin:

That’s Captain Olimar! By himself, he doesn’t have much attack power or defense. However, he discovered the ability to command these cute little creatures called Pikmin. Each Pikmin has a unique ability so watch out for that, especially the Purple Pikmin!

This reminds me of our visit to The Great Boggly Tree. Remember the Punies? So yeah, you should definitely know what this guy is up to before he even gets the chance! Just don’t hurt the Pikmin, I don’t think my poor little heart could take it.

Meta-Knight:

You're fighting Kirby! Why's he wearing a mask? Oh wait, that's Meta-Knight! His defense is poor, but his attack and speed are above average. He's very quick with his sword and he can fly around the stage. I remember hearing how well he fought in Brawl, some even claimed that he was the best! Pfft, fanboys obviously.

I hear he has a flying ship called the Halberd. Flying or not, I bet Cortez's ship would take it down in no time!
[/collapse]
[collapse=by Paper Maribro]
Tattle for :gw:

"Look, it's Nintendo's very first character. You must be honoured to be fighting such a historical figure. Nobody has appeared in more games than Mr. Game and Watch and who knows, he might even be older than you, not you Mario, they know who I mean.

He's also 2D just like you, but don't let that make you think he's weak. Game and Watch packs a punch and his aerial game is very good."

Tattle for :mario:

"Wait, who is that!? Mario, why are you over there? Wait! I know who this is, you remember Twilight Town? Doopliss fooled us all and made us think he was you! This time his disguise isn't as good, he's so much chubbier than you Mario. Time for us to get our revenge!"

Tattle for :toonlink:

"That's link, but he's smaller, lighter and looks like he's stepped straight from a cartoon. I wonder what I should call him...

Wait, how about Toon Link? I'm not just a pretty face you know that Mario? I also know how to name things.

Anyway, he's lighter and weaker than Link but don't let him come from above and drop that sword from above. You might get a paper cut."

Tattle for :4bowser:

"Mario, look! It's your arch nemesis, Bowser. He looks a bit different to usual, I wonder what poorly defended object he's stolen to gain more power this time…

Anyway, I checked the rumour board and read that after two mediocre appearances in the last two Smash games, Bowser has been training hard. Watch out for his new move, Bowser Bomb. If he catches you with it in the air or on the edge, he's gonna take you down with him. Try not to get burnt by his fiery breath now!"

Tattle for :4myfriends:

"That's Ike. Hp is 50, Attack is 9 and Defence is… wait. Sorry, wrong game.

That's Ike, he carries Ragnell, the two handed sword, with one hand. His strength is unparalleled. However, due to the weight of his sword, he is quite slow. His sword also produces flames, reminds me of another, forgotten, swordsman…"

Tattle for :4lucina:

"Lucina joins the brawl!? Wait, why is that a question…

Anyway, Lucina is the daughter of Chrom, the king of Elyse. An expert swordswoman, she represented the West Khan in the Arena Ferox. Lucina traveled in time to save her kingdom. An inspiring story indeed. Her father is highly protective of her, however, strangely, is nowhere to be found right now. Where do you think he ended up Mario?"

Tattle for :4pacman:

"Is… Is that Pac-man!? Wow, one of the most iconic video game characters in the world. He's slightly older than you, Mario, but don't let that stop you whupping his butt. Pac is strong but his hitbox is quite large so you can probably combo and punish him fairly easily.

His strength is in his fire hydrant. He can use it as a projectile or as a barrier, pushing away anyone that is trying to attack him. He also turns into his arcade version in his dash attack. That's so cool! Wagga wagga"

Tattle for :4megaman:

"Wow Megaman has made it to the biggest gaming celebration in the world. Megaman's strength is in his projectile game. His buster shots aren't high ranged, but get hit by a charged one and it's lethal. His Leaf Shield acts a barrier too. Pretty sure you had something like that once upon a time…

But, what makes him so Mega, Mario? Pretty sure you're a lot stronger than he is. Show him who's boss!"
[/collapse]
[collapse=by Jubileus57]
Tattle for Peach

Omigosh! That our beloved Princess Peach! Or rather a weird, 3D version of her. That's kinda disturbing...
Wait... You're going to FIGHT her? Why? You always try to RESCUE her! Talk about inconsistency...
Anyways, if that clash is necessary, be extra careful of her Turnips. If she's Lucky she can pull out a special one that could do, like, up to 35 DAMAGE! That's whopping. And scary. Oh, and she can also float.
But are you sure you want to fight her? Really?
[/collapse]
[collapse=by SpaceJell0]
Charizard's Tattle Log:

"Woah! That's Charizard! THE COOLEST FIRE TYPE POKEMON EVER!...Sorry.
It has a super weird mix of heavy weight and surprising speed on the ground while having a similar weird mix of hard-hitting and quick attacks! Also watch out for his Mega Evolution! He turns into a Fire/Dragon Type!
You know what? Why don't you try playing cricket sounds when it- oh wait...sorry it reminded me of another dragon we fought before...actually several dragons we fought before."

Yoshi's Tattle Log:

"Hey! Is that our little Yoshi we hatched in Glitzville?!...Oh I don't think he is our Yoshi...awkward...
This Yoshi has an average weight and possesses similar Flutter Jump, Egg Throw, and Gulp Attacks. When he gets the Smash Ball he...TURNS INTO A DRAGON?! How can something soooooo cute be super terrifying?!
Ugh I hate these kinds of surprises! Sorta like the time we were tricked into- whoops! Don't want to spoil anything for these nice players out there!...Whaddya mean you don't know who I'm talking to?
[/collapse]


From Paper Mario
Normal Battle
Toad town
Tubba Blubba
Crystal king
King of the Koopas
A Kingdom in Chaos
Huffin' and Puffin'
Sad Sun
Petunia Under Attack!
Over Shiver Mountain

From Paper Mario The thousand-year door
Title theme
Rogueport, Town of Thieves
It's Battle Time
The Breeze of Petal Meadows
Rawk Hawk Rock
Fight Against Mario... No, Doopliss
Ship Battle with Cortez
Fire up the Cannon and Blast to the Moon!
Storm the X-Naut's Fortress
Big Bowser Koopa Krush
We believe in You, Mario!
Shadow Queen Final Battle

From Super Paper Mario
Title Screen
Flipside
Lineland Road
Fracktail Battle
A Powerful Enemy Emerges
Francis Battle
Floro Sapien Caverns
Battle Time
The Underwhere
Underchomp Battle
Castle Bleck
The Ultimate Show

From Paper Mario: Sticker Star
Normal Battle
Kamek Battle
Tower Power Pokey
Final Boss(Phase two)


[collapse=by Relax Alax]
Link appears walking into a dungeon. It is a dark underground area with ruins all about. Jail cells with bars can be seen, and darkness plagues the background. Somewhat resembling a sewer.

Link heads in deeper. Water droplets fall from overhanging pipes. As he heads in deeper he notices a weird star door in front of him. Curious he steps on through it. He enters out of the door on top of some sort of tower! Confused, he's looking around for answers and is a bit reluctant. However, he sees a giant wooden chest further out on the tower. Delighted, he rubs his hands together and he waltz over to the chest. He goes forward to opening it. As it opens, the traditional music plays:


BUT on the last note, the music gets interrupted and cuts like a record. It appears to be a map rolled up.

As this happens, the map rustles and Link steps back drawing his sword and this song plays as the paper unravels. It stands before Link


PAPER MARIO SLIPS IN!

(Still in CG, but moved to Paper Marios stage, Flipside Tower, ala the Little Mac trailer) Link standa looking confused. He eventually snaps out of it and goes forward to attack him. Paper Mario transforms paper thin to dodge Link with ease. He then gently floats to the ground. Link is slashing everywhere to no avail. Paper Mario transforms into the cylindrical paper roll behind Link, and moves forward to make Link trip and fall to the floor.

Link tries to sit up, shaking his head. He looks left and right for Paper Mario but is greeted by a beep.

Beep (He's frantically looking)
Beep (He turns around . Paper Mario is holding a hammer over him)
.... BEEP (Paper Mario brings down the hammer and Link is launched in the air for a star KO)

The trailer begins with this music , but a more fast paced fighting theme.


He's shown flying in on his paper airplane to Battlefield. He goes into a idle animation where it appears he's choosing what to do like in his games. The first scene shows him attacking several characters with his Hammer attack. His dash is his spinning run from the first Paper Mario. A few funny situations show his special move where he goes completely thin and can move around nearly invisibly. A scene occurs where Bowser is in the middle of the real Mario and Paper Mario. He looks at PM, then at Mario, then at Paper Mario, who then retracts into his flat form. This causes Bowser to Smash Attack Mario and send him flying off. A few scenes show him roll dodging with his paper roll, him running unsuccessfully as Kirby is trying to suck him up and him laying completely flat on the ground after being hit . He then shows his final smash where he summons show stopper and tears through the screen with the Crystal Stars and KO's his opponents.

The trailer ends with Mario running to save Peach and randomly getting hit by a bomb. Paper Mario unravels out of his flat form beside Peach as she taunts.

The usual Logo comes up with release date and all that jazz.

At the very end it shows Luigi on a stage with PM appearing. Luigi looks at him and he looks at Luigi. Luigi dash attacks away in fear and PM looks at the screen gesturing "I dunno ...."

Ahhh if only if only.
[/collapse]
[collapse=by SpaceJell0]
First, The logo slashes through the screen and burns as always. Then, the screen goes white, and the Mario Paint Title Screen shows up.
Cue a more energetic and modernized version of the Mario Paint Main Theme

There's just one thing, it's all in a 3D and CG! A fly starts buzzing and the iconic hand shows up to swat it (The hand looks strangely like Master Hand...). It proceeds to pull down the Mario Paint UI over the title screen and then taps it's fingers, as if it was pondering what to draw.
Suddenly, the hand snaps it's fingers! It had an idea! It grabs a paintbrush and the camera shows several shots of the hand making brush strokes, but the full screen is never shown.
The camera pans out to show that it was never Mario Paint at all! It was all simply the hand in an artist's room drawing on paper and the UI was his tools! The hand gives a thumbs up and the camera focuses on the drawing...
IT'S PAPER MARIO!!
Suddenly, the music stops and the room begins to rumble! The hand "runs away" as Paper Mario peels off of the paper. He stretches and jumps into the air as the Splash Screen says:
PAPER MARIO FOLDS IN!
*cue the rock remix of TTYD Main Theme
The screen tears in half to show Paper Mario's entrance animation, which is him flying in as a paper airplane.
The real Mario shows up and does his Down Taunt (The Donkey Kong death animation)
Peach and Luigi both crouch, Luigi shows fear and Peach shows curiousity
Bowser looks back and forth between Mario and Paper Mario and Side Smashes Mario right as the music gets energetic!!
Bowser does a FAir against Paper Mario and PM airdodges (which is a STYLISH! pose) and then uses his BAir on Bowser which is Parakarry's Sky Dive.
Cut to Paper Mario using his Neutral B to hold and throw Bombette, Admiral Bobbery, and Boomer.
Next scene shows Paper Mario using his Spin Dash from Paper Mario 64 as his Dash Attack against Mega Man's Top Spin and out-prioritizes it.
Paper Mario then uses his FAir, which is Lady Bow, against Luigi, ironically.
Yoshi is shown running away from Paper Mario as he uses Thoreau, his ranged grab, on him and uses his FThrow, the Baby Yoshi from TTYD using Gulp.
Paper Mario then uses Koops on Greninja in front of him and Kooper on Diddy Kong behind showing off his Side B.
PM then uses Barry, his Down B Counter, and uses his Superguard animation against Lucina's Side Smash.
Paper Mario then taunts by wagging his finger at the screen with his cap slightly tipped down.
He then uses Vivian as his FTilt to hit Pit in front of him, causing a fiery hit!
Villager goes after PM with his Net as PM spot dodges, folding towards the screen like in TTYD and SPM, and Side Smashes with Ultra Hammer.
Paper Mario then taunts with Toon Link and Samus as they all use their taunts that involve looking around, PM's being putting his hand to his forehead and "searching".
PM then uses his Final Smash to call upon all the Star Spirits, Crystal Stars, and Pure Hearts to entrap Mario and release Peach Beam (Star Spirits), Supernova (Crystal Stars) and finish the move off with the Pure Hearts "breaking" a section of the screen off!!
PM shows off his final taunt, being holding up either a Star Spirit, Crystal Star, or Pure Heart, while this plays:
The Super Smash Bros for Wii U/3DS logo shows up and, like most of the trailers, shows off one final cutscene.
The Final Scene shows Master Hand painting, the camera pans up to show Popo and Nana posing for the picture as a drawing of Paper Mario floats in front of the camera.
[/collapse]
[collapse=by Paper Maribro]
Shot of Dreamland from space before cutting into Kirby fighting Bowser. Watching the fight is a lone figure who is heard gasping. The figure is then revealed to be a nervous looking Adeleine in front of a canvas. She has an idea and hurriedly starts painting. Close up shots of reds, blues and browns before Adeleine steps back and looks at the painting, pleased with herself. The painting comes to life and Bowser, now distracted looks over in horror. Cut away to Paper Mario putting his patented wooden hammer on his shoulder.

"Paper Mario Tears in!"


This starts playing as Paper Mario strolls across a stage. Goombella then starts tattling;

"You've finally made it! The Great Gonzales has made it to the biggest fighting stage in the world. The foes here are quite tough though"

Paper Mario starts hitting foes with his hammer, using a variety of moves;

"Your patented hammer, use it to your advantage, whether you're throwing it, or smashing enemies to Underwhere with it, you'll always be remembered for your hammer."

Paper Mario shoots Koops/Kooper out into an enemy, grabs a foe with Thoreau before using Watt to zap them away, finally, in a counter style move, Vivian ducks with Mario before using shade fist and burning the enemy:

"Don't forget about us Mario, we've always been here to help you and Smash Brothers is exactly the same."

Paper Mario is Donkey Kong Punched off the stage and KO'd

"Don't forget you're made from paper and as such you're very light, try not to take too much punishment."

Some more gameplay of Paper Mario is shown before cutting back to Dreamland where Bowser lay defeated. Paper Mario spots something in the distance and runs off. Kirby and Adeleine watch on, confused. Paper Mario is then shown with Mr. Game and Watch, the two start taunting as they are both pleased to find out they aren't the only flat character in the game.
[/collapse]
[collapse=by Paper Maribro (second idea)]
My second trailer idea

Cut to an entirely black screen which slowly lights up with various different coloured spot-lights. A mysterious arena (to some) is shown and a female toad announcer calling the fighters.

"For our next battle we have the Tiny Terra-firma Terror, yes it's Little Mac against the Golden Hawk, the champion, yes it's a Championship match with the RAWK HAWK."

Rawk Hawk and Little Mac begin to fight with Little Mac appearing to have the upper hand before Rawk Hawk jumps up to the top of the arena, hangs off it and drops down on LM, KOing him. Rawk Hawk begins celebrating when all of a sudden his expression changes to one of dismay. The camera pans over to the Great Gonzales with the crowd going wild before the announcer says that this is the true championship battle. Splash art of the Great Gonzales "The Great Gonzales joins the fold". The Great Gonzales' gameplay is then shown with the Glitz Pit stage being confirmed for Wii U. The Glitz Pit stage uses Aldelaro's theater ideas but puts into the Glitz Pit location. Final cut back to the Glitz Pit where a defeated Rawk Hawk laments his lack of appearance in this game before being shown as an AT.
[/collapse]
[collapse=by MegaMarioMan9]
Smash logo appears in flames, as always. Suddenly, the scene from the first reveal with the Animal Crossing Villager appears on the screen. He opens his letter, and runs off exactly as he did in the original trailer. This should confuse many people watching the reveal, making them think that Nintendo accidentally showed off the wrong trailer, possibly causing them to leave. (Ha, just like when you mess up in battle causing the audience to leave :p) Suddenly, something new happens. Along with the Smash Bros. invitation that the Villager got, another piece of paper slips out. It transforms into a paper tube and begins rolling down one of the village's many paths. Then, the screen cuts to all of the previous newcomer reveals (in very short clips) going along with the offbeat parts of the main theme in the first trailer, while you-know-who's movements are on the jumpier beats. Villager! (Forms into paper tube) MegaMan! (Rolls along path) Wii Fit Trainer! (Rolls off cliff into paper airplane) Rosalina! Little Mac! Greninja! (Lands into water and turns into a paper boat) Palutena! (Boat sailing in day) Pac-Man! (Boat sailing at night) Robin! (Boat in day again) Once the buildup of the song is over, the song continues to the main tune, with gameplay on Tortimer Island. After the first 2 parts of the song, the music suddenly stops as if it were a screeching record player. The fighters have stopped what they were doing and are looking toward the edge of the island where they see a paper boat floating toward shore. One of the fighters, Mario, is peering over the dock at the flimsy boat. Suddenly, it jumps up out of the water and knocks Mario back toward the island, and as it unfolds... Paper Mario Folds into Battle!! The screen transitions to the S.S. Flavion where Paper Mario is simply jumping around, avoiding other fighters' attacks. When he slams his hammer into another player, the screen transforms into the WiiU stage, The Theater! Paper Mario is now ready to battle, and uses his many abilities and partners to aid him against the other enemies he faces. These scenes also show off the remaining 2 transformations on the 3DS stage, from both Paper Mario and Super Paper Mario, as well as a majority of his moves. Once Paper Mario defeats his enemies, his victory screen shows up with the Battle Victory fanfare music in the background. Fade into Paper Mario checking his Mailbox SP in Hither Thither Hill. A sausage hits him from the back of the head, interrupting his E-Mail checking. As he looks behind him, Mr. Game and Watch appears on screen and waves his flag above his head, while Paper Mario gives a thumbs up to the camera. Fade to black as they walk offscreen.
[/collapse]



@ aldelaro5 aldelaro5

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Want to join him? Just asks in this thread!



Put those in your signatures if you support Paper Mario and spread the word!





Those are just stuff from the series for your personal use.
[collapse=Font]
The font of the series is called "hey gorgeous" and it's publicly available to download here: http://www.ffonts.net/Hey-Gorgeous.font It's not a full font but it has most characters needed.
[/collapse]
[collapse=Text window]
Those are templates to use with the font above to write text on them. They were directly ripped from Paper Mario The Thousand-year Door so that they have the original feel like in the game.








If you see transparency in your window, that's where you should put the text. All the window that has them are made of one color so you just had to fill the rectangle with the box color (eyedropper tool). If not, you could still open a normal one, put your text on the zone and switch the normal to the one you desired. All the window are the exact dimensions and the zone is at the same place except for the small one for obvious reasons. If you don't like that, tell me and I'll remove the transparency if necessary. Don't hesitate to play with the font size and spacing for a clean effect.

Also, even though it's optional, here are the triangles used to point the person talking:

Normal widow:
(grey should be the layer under the window while the white one should be over it).

And the shadow queen window:
(same as the normal one but the black one is under and purple is ovner)

Both triangles for the window are on the same dimensions so just align them with tools and put them at the appropriate layer and link them to move both of the triangles wherever you want. Rotate if necessary.
[/collapse]
[collapse=Words]
Those are some very colorful and lovely texts images to use with your posts like positive comments or just for fun:







[/collapse]
[collapse=Inputs icons]
Those are icons to express buttons inputs. Could be useful for moveset presentation and the are cleaner than the one on the forums with more icons. Use the hold icons as hold inputs.










Unfortunately, the Dpad can't be used for all directions so I'll give the Dpad only:

[/collapse]​
Special thanks to @Xenoblaze for originally making this thread.

I'm open to any suggestion about the OP just post your ideas in this thread.

[/collapse]

Even if the thread is for now done, I still kept my passion for sharing my love on this site and with how much people I gathered in it, doing a new thread for that purpose was the best thing I could do to continue my goal.

I have played the first 3 games and I loved them all, but TTYD was probably the game that made me love the series that much. I even got to the point of glitch hunting this game for 6 months and that is why I can also do my contributions for posting here. Fun fact: my avatar is the weirdest glitch I found on TTYD as those are an upscaled version of Mario (or Paper Mario)'s arms and they appear underneath the map as you fall into the water.

I actually wrote my memory on this game with how much it meant for me (those are very long):

[collapse=TTYD Memories - I SPOIL THE WHOLE GAME SO DON'T READ THIS SPOILER TO AVOID SPOIL!!!]
[collapse=Before]
So, I didn't know the series before a long time. It's actually weird that I never heard of it as I recently discovered that I love RPG. I only started to know about it 2 years ago when I saw a progressive an increasing popularity for speedruning Paper Mario (aka, PM64). One person made this game more and more popular as I was frequently watching speedruns. It increased so much after time that it is today VERY glitchy.

That's how I got interested and bought it on the Wii virtual console (aka, VC). Thing is, I heard about Paper Mario: The Thousand-year Door (aka, TTYD) at the same time. There's one person (Almolicious on twitch.tv) who run this game a lot and he's still today the record holder. I will tell you that just looking at the game with clueless informations, just that made me want to have it. I noticed this in some games, But this one has a little something I couldn't get.

So, I beat PM64 and found overall that it was a great game. This is actually ironic as it was the opposite when I was a kid. But then, I keep hearing about TTYD by most people being an improvement over PM64. I did speedrun a game: Zelda minish cap just for fun and feel what speedrun is. I'm telling this because that's how I knew someone who just kept telling me to buy the game (who would be relevant later). I know it seems good and I keep hearing about it, but can it be THAT good?

I usually don't tend to find a lot of game to be so good that it's a mind blower. When I heard about a game being great, I usually end the game with a very enjoyable experience, but not as memorable to be the second best one (being the best is impossible). For example, I played zelda a link between world and I agree, it's really good, but will I remember my experience years later? Probably not since it's wasn't notable enough (except Lorule castle's theme that one was epic).

So, I didn't expect that I wouldn't end up like PM64 because I had my expectations at normal. However, with how much praise this game got, I finally decided that it was worth the 40$ on Ebay.
[/collapse]
[collapse=First playtrough: mind blown]
I received it in November 2012. As silly as it sounds, since I already watched enough speedrun to tell, My first time I played the game was during what in speedrun is called a "blind race". It's not a typical race until goal because the concept is that you have to be clueless when you play which means you need to not have started any save file and go trough the game as fast as possible to reach the goal. It's silly, but mine was just for ch1 so I agreed anyway. I can only tell you one thing: I was bad since I accepted 2 tutorials.

I erased the file to now TRULY starts. I never expected to start the very same file that has today a stuck time counter at 99:99.

Right when I boot the game, the intro was neat. BUT THAT TITLE MUSIC IS ANOTHER SCALE!!! I literally danced in my chair for around 15 minutes on it. I was honestly very doubtful because you do not expect ANY game to have a music that is so catchy and good on the title screen BEFORE YOU START YOUR FILE ON THE MEMORY CARD!!! That's probably the quickest way I saw to make a game awesome. That's when I started to think that I might just find this one particularly good. I still don't why I just loved so much to even look at the screen though.

So, at the beginning, I was introduced to elements that on the moment, wasn't relevant, but became to be as I play. That's the reason you have to play it to feel it. I didn't even noticed that the Rogueport music was very good until I kept hearing it and found it very fitting. Same goes for the text style and window: you only get why they are there after playing some time. Even if I found them appealing before, I again, couldn't tell why because you really need to play it to know.

And then, it became to be quite different on the second map with the Gombella cutscene. I just found that for any Mario game and even games in general, the humour seemed to have his own style too. Details like the pianta with the accent in the background while in the foregorund, texts about vital plot informations was just silly and funny. It actually is the whole humour: "silly". It just turns out that it's my favourite humour type so I liked jokes. But it became to be really weird compared to PM64 with Rogueport itself; dark. I just love how it got to the point when it was really obvious especially with the text. Just seeing graffiti in a Mario is already unusual, but seeing real life stuff with credits card fraud was totally unexpected. To remind you, I haven't played Earthbound until last February, but the feeling was pretty similar. I even think it might have inspiration from it, but I'll tell you later. It's also why the music fits so much: it sort of feel like a contrast between good and bad which is the whole contrast of the East and West side of the town.You can only notice that visually after beating Chapter 2, but you already can read text before. Again, you need to play it to know.

Then, I really enjoyed the frankly's theme. I figured it out later that it was a good way to get your attention to read vital informations so getting stuck is more unlikely. Actually, seeing the text in the bubble was already appealing that I just wanted to read for the sake of seeing texts effects. That's quite neat since it helps for those who dislike reading in games.

So, I think so far you're seeing a pattern, every thing so far was detailed with elements to just make the game look good. Normally, contents that are very good don't necessarily look so. The title screen music however, has to announce something amazing in that regard. Details like animation when you enter a pipe or just basically seeing anything folds was just enjoyable to see. It's purely aesthetic, but it just pushes you more and more to play. That's the whole game right there: you started; you can't give up before the end. Hey! that reminds me of this: "No crying until the end". I don't think it's a coincidence if it's just happens to share the same philosophy.

And then, it actually started to be good as it looks. The black chests... the best tutorial joke ever that became a running gag. I know some game likes to explain in a funny way, but not to the point of even making you believe the total opposite of any conventions in games: power up. You agree that it helps? I mean there's the word "up" so it must improve at least. The chest acting in pity and literally calling you a "fool" as soon as you open it was just "WTH?". To even push it further by trying to act like a villain that tricked you to give a curse, just seemed so random. But giving the power up is like you don't understand any more. It's a scale of irony that is so high that it is laughable. It's not even done, he even enjoy the fact that he would have done something nasty while he did the total opposite.

And the question... ah the question just killed me. In tutorial, it happens often to ask something like "Do you need to see the explanation again?" or anything that confirms you're understanding. This was the best: he asks you if you got how terrible his curse is. He even assumed that it was, but the true funny part is having to tilt the stick and press A to answer that it was. Doing the opposite doesn't just redo the tutorial, but you get insulted by him saying that you're an idiot to not get it. You have no choice, but to answer "yeah it was terrible" which is not the default choice. That, is an impressive way to break the fourth wall...like earthbound and the rolling HP meter.

So, after trying to understand if I just lived a tutorial, I continued. Honestly, as average as the Chapter 1 is, I enjoy it mainly because of more aesthetic. You just have to play more since the games prompts you every time to be hyped at any moment. Just seeing a text bubble makes you want to see them more; same for the environment. I found petal meadows and Petalburg lovely. And the battles...oh the battles was like a festival of effects every single time. This is why I want so much this stage: if it can make me want to trigger a battle for the sake of doing it, it would certainly makes me want to choose this stage again and again which is what Sakurai wants in the first place. Really, it became to a point when the meaningful action of just doing a single jump was hype for the stylish! moves. Add partners and badges and it's just as crazy as it sounds and maybe even more with audiences. Just the music speaks for itself it's so quick and catchy while the battles are quick and hype. It's fun for a short time, but in multiple instances.

So, I realised that the game not only do the unexpected, but also make the most usual action not that usual. Seriously, how can doing a normal jump, the same you do hundreds of times can even SOUND interesting? Earthbound had to use an auto fight system which was appreciated, but this is the first RPG I played that skipping most of the fights or using an auto fight would be LESS ENJOYABLE!!! I'm telling you, I tried FF7 and I couldn't stand the fights, but Pokemon was fine because of the repels (tough, X/Y look appealing because 3D animations). It's not even the same thing with how random these battles are so it doesn't expire. Actually, why RPG has to use a random encounter system while you could make the battle random to get over the encounter system?

I know, RNG is easily programmed compared to multiple npc. But I realised that so much details was there that they wouldn't mind to do anything possible as I played more.

Just one thing neat about the POW block because I died here: that's a great hidden tutorial. Telling how to use items is one thing, but making you realise that they are useful is a good idea to NOT think that they aren't.

Hooktail castle was pretty usual, but with a neat theme. Speaking of the theme, why I feel they are better while they look like normal vgm music? It took me a long time to figure this out, but if you listen to a music with the volume maxed, you will just feel the music as it was the real setting. Not only surround sound helps, but there's so much sound in the background that it improves the immersion of the music. "Answer the question!" is the best example of 20 seconds that with the background sound, increase the level of pressure. Along with a unique sound style, the music were quite different than other games. It makes simple cutscene like every ms mows encounter feels to be owned by the character. I actually found that some music were remixes way after I finished and let me tell you, the final result was some time just NOT the original and very far from it.

Just a little thing though, I found the spike labyrinth out of there. Maybe it was a hidden tutorial for time limits? Seems kinda of pointless, but I get a curse joke after so I said nothing. Oh, they change the way to insult you so the joke is still good. I found the 3D view very nice to see even though I ask why here? Maybe the game wants to tell you if it wasn't obvious that it's boss, but anyway.

Hooktail was standard for a boss and I really have nothing to say EXCEPT that lie joke. Just something I found nice to have even for a first boss. Btw, "Can't flee this fight!" is just... that feel.

The music and sounds here when you finish a Chapter just feel like happiness and, again, prompts you to play even more. Where does this end?

I'm now completely clueless on how I would find this game because so much details was there after the most average chapter. When honestly would I start to not like the game?

I'm just going to mention the intermissions: for making you NOT want to stop to play and if not the case, to make you look forward to continue, that was the best combination. Firs, the Peach one. is actually more deep than what it sounds. The TEC story is very deep if you pay a very close attention to the text. The best part that just really makes you love TEC is the quiz. Ok, the dumb choices was funny and the xnaut had hilarious jokes, but let me tell you that that moment needed serious though to be made. At the beginning, he says that he can't "answer that question" about grodius's secret plan. When he realises that he wants that peach is safe, but being a computer, he's in the absolute impossibility to answer the question. Problem? It's a computer so he was in the possibility of being 100% "working" but he could be "glitchy" to what was not told to him. No one told him to not PROMPT the question to someone with answers that are dumbs but the good one.

In fact, it became to a point when this story tried to say a well hidden message: love is like a computer glitch; if you have it, you will react intentionally, but unusually in your life. Not to mention that how honestly would the only way that he could "feel" love? See, if we told a computer that a particular style of person is fun to be with, but also to keep that person locked and isolated, really, what would happen? The absolute instructions doesn't make sense and are even contradictory, but again, what would happen if we didn't used an handler for such an exception? It will run, but erratically. Making his diagnosis report to tell him that he wants to know more on Peach would actually be a bug because no one told him to do so and it would clearly not be intended.

I don't know for you, but this story was really deep. To see it in segment between chapter is even better since it acts like a reward.

Now, Bowser. EVERY intermissions has just one word in mind: hi-la-rious! The joke quality here are just absurd. He looks pity every time and it's just so satisfying to see him NOT be the main villain, but the dumbest. Btw, enjoy this because that's not going to happen a lot. Really, to not use him makes this game more original. Yeah Peach is kidnapped (though they joke about how recurring this is), but with a deep story.

So, you have a love thriller intermissions with an hilarious one (not even going to comment on that mario bros game with freaking STAKES AS MUSHROOM!!!). Great rewards and you just want more...again.

Just going to speed this up because I already talked about the recurring elements so, get ready...

Intermission to ch2 isn't notable, but we still have the town getting worse every time.

Ch2: The artstyle is unique yet, consistent with keeping you to look forward to go further. Music is calm (I see this fitting with wii fit trainer btw). THAT MOMEMT WITH FLURRIE THOUGH!!! For those in the Ridley thread, that's why I made flurrie x ridley to just feel too awkward to even happen, but apparently, the manager saw the complete opposite... The tree is ok, without punies. With however, it's just... why? No that may be the only part with no purpose because I question why I have to do this. Please, show me how the system is powerful without affecting the experience too much. That boss theme though IS SO EPIC!!! There's a part that last for 10 seconds, only 10 seconds and just hearing it makes you powerless and pumped to fight. That's just the second boss btw... Loved that PM64 reference at the end of the ch.

Intermissions to ch3 could have been annoying because of the lens. It wasn't obvious. But more pianta accent makes it better.

Ch3: hands down the best and ironically, the most repetitive anyway. This chapter is the proof of the battle style being genius with even more randomness. It's 20 intended fight in a row that you have the same goal, but a different restriction that is completely random. Imagine this in any RPG to fight 20 times straight and to win every time even with a random restriction. It could mostly be translated as unoptimised farming and that is just annoying. Here, intended or not it would be fun just because of the battle system. I really think RPG should go that way because honestly, most of the worry of people being sceptical of RPG is lots of battles. The story was good though with being a thriller and the vibration pattern of X email.

intermission to ch4: It's not that interesting, but why do you write my name on myself? Seems fishy

ch4: I said "when does this end?" when talking about how the game wants me to play more and by being amazing with ch3, but honestly, this was the best troll ever. It tries to tell you at the beginning in a dark theme that something is fishy now. The trigger are scary: talk to someone -> talk to gatekeeper -> while trying to talk to someone else, first person got cursed. -> when reaching that person and coming back, gatekeeper got cursed -> open door and continue. That's not normal to just happens like that. It seems... bland. Really, simple road, small manson, all seems to go normal,but you still feel it's fishy. At this point, the game was about to be in the bad scale...until you realise that it's what the game wanted that you think about.

What reaction you had after the game prompted you to save, saved, and you getting away from the camera leaving it stucked on the top of the steeple. What did you do? I tough it would have been the worst chapter, but it seemed it was a freeze for me so of course I tried to push button...wow, that was a mind blow. After the usual "WTH?", I realised how this game is using backtracking as way to make it BETTER! By giving you the feel you got stolen your identity, you want to get it back as fast as possible because if not, panic can haunt you and that's exactly what this ch is. Making you feel panicked and unsafe to even have to run away from the stealer 2 times. Fighting your own friends at the end is just painful for how you have to do that. I did not expected this ch to be my third favourite at all. Btw, the encounter (not battle) music of doopliss is the same melody as porky's theme on earthbound. I may think about the level up music, but the doopliss one is an obvious reference which makes me wondering if it got more inspiration of it.

to ch5: great intermission with the bobbery back story. Unless considering usual degradation of the town, nothing else to note.

Ch5 quite long honestly and very good in cutscene department. The thing with bobbery was...awkward. Some backtracking, but means more battles YAY! Pirate groto was ok it's just that I found it long, but again, curse joke and more battles. But that boss though, seriously that boss. First, music is very good (ssb4?) and the phase changes just makes this one more enjoyable with the different strategy you can use now. Fun fact: this is the most demanding moment for the system as on emulator, it lags at 15 fps which is 4 time slower. When I realised it's not the end because you fight WITH THE MAGNUS THEME!!! Dude that's a good way to end this ch.

To ch6: I have to tell it's good because of the 100 "I love you" text. First time I see a joke when there's an absurd amount of text that you have to pass each one of them making the task harder but even more absurd. Other than that, nothing to say.

Ch6: it really impressed me since it's following ch3 to be a break and because of text quality. Music is just relaxing with a radio effect especially at night when it's so lazy and relax. Getting trough the train in itself is annoying, but the fact that it's a calm and break environment doesn't make this bad at all, but better since it makes this break longer and it's good. Though, the text is so good. Everything Penington related is so hilarious. From thinking too deeply of the obvious of ignoring completely any sense of logic and priority is just fun to read. But that isn't the best joke: the diary was. I got that way later, but not just that ghost is silly, but also, that if you read his diairy after 5 prompts of suggesting to not do it, you directly and literally GAME OVER!!! If it sounds cruel, you have to be responsible to not save when you had like 15 minutes to do so in a small area with 2 saves. I laugh so much when I saw that. Riverside was ok but why they made the interior silent? More detail in my glitch hunt section. The boss was average and the same for his music, but that is expected in this chapter where everything is calm. Though, there's some weird stuff that could have happened more details later.

to ch7: almost nothing except getting oh dare I say it *cough* ultra hammer *cough*. You'll know why I said that later.

ch7: beginning is unfortunetely horrible, but not as ch2. You backtrack, but even with shortcuts, it's optimised to be the longest backtrack. Why they didn't do the opposite? The gold bo bomb coin joke was lol. 25 system window telling you "sleeping. Try again?" and even one faking waking up was so absurd with the nice and good text. When it gets interesting is the canon: music is fantastic and so is the cutscene. It's a good moment to feel motivated. On the moon, except the physics, nothing to add. The foretress though... MUSIC JUST WANT YOU TO FIGHT EVERYONE!!! Really, the battle is enough to make me fight, but with this? I love it. Though, navigation could be a little annoying, but otherwise is ok. Another magnus theme, another epic fight. Though, I think it's too similar than ch2. Nah, don't care music is good.

to ch8: That tec cutscene... Anyway, you're good for the TTYD right after so nothing. Though, the town is now at the maximum of its depression state. It's the worst now, every one has bad news and no good one. I found so immersive to assist to the possible collapse of the town as I played. However, the next and last ch proved me without any doubts that I'm loving this game a lot more than usual.

ch8: It relly is the most amazing chapter. the palace with everything before grodius is trial and recap of what you can do, but the riddle tower was particularly good with the music. Grodius fight is standard so much that it's obvious that there's more later, but the bowser one has an awesome theme. Final boss first phase was quite good, but making you attack and do nothing for 3 turns just makes you hopeless. And then...The most amazing part of the game and it will be the most memorable one: the crystal stars cutscene. It's can't be improved, no it can't. You just feel to have back up everywhere and it really gives a very strong feeling of encouragement. And who could forget that amazingness that is "We believe in you Mario!". This isn't a music no it's pure art and nothing else. I had to wait 5 minutes to realise that I was still playing a video game and hear this music after the cutscene. It's hand down the best encouragement music I've heard since it represent a progression with ups and down, but you still feel progress. That is something that is so me that I just think it's perfection. It's unremixable in this state.

Remember when I said someone convinced me to buy the game and kept talking about it? Well, that guy wanted to see my first attempt and most likely fail (he got her on his 13th attempt). So, I streamed this on twitch which the highlights are still available and you could clearly see it was an insane amount of luck. Here they are:

first: http://www.twitch.tv/aldelaro5/c/1791058
second http://www.twitch.tv/aldelaro5/c/1791061

I was slow because I was talking with him in the chat. Though, the one time after the crystal star cutscene was me being amazed of the audio and at the beginning of shadow queen final phase too. It's really the most complete boss theme I've heard and I hope it appears in smash.

I guess I can't get how difficult it should have been, but I was just too lucky. The ending though still follows the pattern of the whole chapter: the slowest ending possible with the most amazing thing possible. I just love this because it's like you right now: you played so much and got trough with interest so much that the ending would be hard to accept so it has to be smooth.

I may have forgotten some parts because there was way too much, but what I can tell you is that you should understand why you have to play to know. You really can't get this experience by other means. That's why I see anyone doubting to buy it, I immediately act like someone who REALLY want that you buy it because trust me, you'll thanks me later.

It's that kind of game that when you see "the end" on screen, you're just sad, but any masterpieces has to end one day...unless...
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[collapse=Why I glitch hunted this game?]
I spent a week or 2 in post game with trouble center and 100% stuff. I normally don't do, but why I wouldn't? Btw, the only I didn't get is the 100th floor in the pit, but glitch hunting made me too lazy. After though, I realised something; the game being way too long to speedrun only almo is active on it and we see almost no talk, but in his chat. This is f course something that made me sad as I just got addicted now so I said something that started everything in their IRC chat. I wouldn't think it would start so brutally, but I still think truly what I said that day.

I said that I love so much this game that I would do anything to make it better for speedrun and that would even include to go through the trouble of trying to find glitches. 2 minutes after, a guy named cerpin pm ed me to tell me basic info and it just started like that.

That day, December 31 2012, the eve of new year, I found my first glitch: if you go between the npc and the trash behind the wall in rogueport East while being on yoshi and jump out, you may be able to clip into the trash. I didn't know how long I would do this, but I know one thing: it's going to be awesome!
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[collapse=Glitch hunt: better than expected]
Oh i waited for so long to write something about my experience because there's just too much to talk. I could literally take hours, but I will restrain from the most relevant moment.

First, for those who are wondering with the most clueless expression: "How can you intentionally find a glitch?". It's actually simple to understand; doing it is another thing though. I can explain it by one sentence I learned: the best way to find a glitch, is to be aware how to not glitch. In other words, getting data by theorizing and testing stuff in the game while running natively or emulated allows me to have a better idea how certain elements works. If I have a clear idea or a serious theory, what I want to do is testing the "toughness" of this mechanics by having the most improbable case you could ever think while playing. This could allow me to see flaws in those mechanics or to have a better idea of their defence. Defensive programming is made to handle most of errors or exceptions as possible while it requires more work, but a more stable module. This is very used in debugging because you would have a better idea of what's the error and makes debugging easier. Since of course I don't have access to their dev kit, I can only use my mind which is very slow, but can do the job.

That's how you would think as a glitch hunter, but it's not easy because of the requirements. First, you need to have basic programming knowledge. I had more than enough even tough I can't make a game. I did make a cmd program that prompts you a number between 1 and 1000 and you input a number as guess. Each time, the cmd tells you if it's lower or higher until you get it and it prints the number of attempts. Just that requires knowledge and it's so simple to do, but I mean, you have to know how data works generally. You also need to know about the game you're playing. This might be the dumbest thing I just said, but it's not as you might think. You really need to know informations that are most of the time pointless to know, but in glitch hunt. Stuff like the location of cutscene trigger. I do have a big memory so I still have a lot of info of the game. And last, but not least, you have to be the type of person that just loves logic. No seriously if you don't like math just because you have to think, this isn't for you.

Oh I forgot to mention. It's optional, but recommended: love the game you're glitch hunting. The deepness that you will go in this process is very surprising at times and not loving you're game overall will just not make you motivated since it requires a lot of work. It's important here because I expected to love the game less due to annoyance. The opposite happened.

Ok, I'm going to do a list in what I think is chronological because I just have too much to talk. So, here's what happened:

Cerpin stayed with me for the first 5 months. Every day at least one pm was sent, but most of the time, it was complete discussion on how to do this or that. I enjoyed those conversation so much.

Since I started on console, it was hard. I think it was so for 2 months before I got a emulator setup. I had to do the chapter 3 at least 5 times for testing things after. It became to be annoyance so I did a file system: file one is a place holder for copy, file 2 is after of ch2, file 3 is after ch5 and I kept the fourth one as my original file and post game one. Doing this helped a lot with testing, but for testing something in ch4 or 5, I had to do ch3. I will say though that it wasn't that bad, but it makes testing possibility harder because you would need to be more convinced to try a theory.

Since the first day, I was aware of multiple things like pausing while triggering paper mode will auto finish the animation upon unpausing. Little stuff like that, but the most noticable is that you can go out of bounds (aka, oob or not in the boundaries of the map zone) in post game in one of the room in excess expresso by using yoshi. Just that I had good ideas.

Then came the partners mechanics: their priority are weird. Stuff like triggering them while doing something else. Unfortunately, only in rare cases it did something most of the time being useless, but funny. If you trigger flurrie and jump some frames after, it will lock you're model on any rotation. So, you could literally moonwalk. There's other side effects like getting out of yoshi will suspend the frame you had just before so it could look like you're in Paper Mode, but you aren't and have the same hitbox. Gombella, flurrie and ms mows turned out to be the one that has abilities to do useful stuff, but they were discovered later. Tough, I remember that I tried to fall with gmbella text, nothing, but I never tough I was so close to discover the most useful glitch.

Doors are so weird. The jolene office one in ch3 doesn't want to open, but post game, there's a guard even tough the door is usable. You just have to be precise in your position, but flurrie glitch helps for locking side and not talk to the guard. The left most door in ch7 is the same, but hard and you have to use weird inputs. I don't remember exactly, but let's just say it was making suffer mario.

That's when I started to realise that this game is solid. Almost everytime you're oob by under and fall too much, you are respawned wehere you loaded the map. Completely useless.

Triggers seems to be solid. I couldn't test that much on them, but I guess I need to explain what a sequence break is for later. The game and most games actually in some way have a sequence of events that goes from the beginning to the end. It's sort of like the time for a game. This one has a very simple sequence as the main one is linear which means that for one inputs, you get only one output. The problem is that the game doesn't check where you are in the sequence every time which can create what is called a sequence break. Let's say you are at point A and logically, you normally have to go to the point B and C in the respective order. But if a way exist to NOT go to point C from the point A which would normally not be intended for obvious reasons, the game will trigger C and continue as usual. For the game, you got to C so it's assumed that you got to B, but you didn't. Ocarina of time is a good example fun fact: you only need the first and last medallions to complete the game, not all six. Reasons? It's probably still like this today, but with n64 limitations, optimisation is a priority. Checking 2 flags (values that worth true or false) is less demanding than checking 6 flags value even tough it's a minor difference. I explained this because I found something that has to do with this if it's too confusing without getting what I said. I just want to note that you may go backwards if the trigger you're trying to get isn't assumed to be activated, but it's useful in rare cases.

A glitch was discovered by cerpin and it involves flurries with a door. If you use her and some frame after open a door, the game won't behave as it should. Normally, Mario should move to a spot and stay here some seconds to then begin to enter. But here, because you're in use of flurrie which freeze your speed, you go farther than you should out of that point. It can be altered with position and facing, but some uses was discovered when you can't reach the point after making the room loads without you. No cases was found useful, but our tests involved more the teleporter room from the sewers. At least for a month, we tried to get into that house without success. I think one of us got clipped from the outside, but I'm not sure.

And then, it slipped from us: ms mows glitch was discovered by nathan. It's still the most useful glitch found since it skips 30 to 40 minutes (that's the best and the whole game is 5-6 hours). Simple: as you fall on water, trigger Ms mows text and as soon as you pass the text, you regain control of mario in the air if you did it quick enough. The best part is that you can reach warps zone and activate their pipes and this allows to skip all ch5 EXCEPT the boat chest for the riddle tower. I have to say 3 things:
1 We were so close of discovering it that it was frustrating
2 the riddle tower would be the only spot you have to use the boat after ch5 which you skip. I tried way too much for a way with ms mows to skip the boat, but without uses.
3 The sequence is now f***** up: you do ch4, do the ms mows trouble and that is long, activate pipe, go to ch5 normally until you get bobbery, go to poshley via pipe, go in the train which trigger the ch6 and you do it normally to get ultra boots (that's so weird, but the trigger was probably loading the train zone), go to ch5 to get the boat (also, since you sequence break and got back, the ch5 is assumed finished so all trigger EXCEPT the black chest are activated) finally, go to ch6 again via pipes and get the star to continue normally. Confusing, but the boat chest not being triggered is weird and I got that way later. That moment was hype.

I messed up way too much with that stupid glitch. It's so annoying to do it repeatedly and it only ended up to not serve to anything. I wasted so much time in front of riddle tower like really it became to be annoying. Tough, there was some funny moments like I was able to walk underwater in Rogueport East (for some reasons, those water are rare and you guessed it, I tested on most of them). Oh btw, the glitch locks you're camera lol.

After being exhausted on testing this glitch (I hate it so much), I eventually ran out of ideas, but someone who isn't available a lot got access to an action replay or a hacking device on console. One of the hack was always increasing vertical speed or a moon jump. He tied to see if there was collision on the vent of grubba's office in ch3 and there was none! That is a very big deal because if you were somehow able to go there in ch3, you would go to the sir duct and trigger the cutscene here. Because of sequence logic, the game would assume that you did everything before that cutscene for that ch and the only remaining would be to get back in the office, get paper and fight the boss.

So, I heard of it, but cerpin asked me to try to get on the bookcase as a I had the perfect file for it. If you go on the highest point of the sofa, it might seems to either not pass closely or pass JUST tight enough. So, I tried and of course I couldn't realise that ground pound doesn't change your vertical position, but you need hacking tools to confirms that. I honestly tried so much stuff it was kinda random, but it just felt so close every time. After an hour, magic happened, I got there and I immediately had the first reflex to tell cerpin. That feel when you just might have found an hours skip with random attempts. Here's the thing though, I need to get footages of it as I could use a capture card. I will remember that day for a long time.

I was so hype to discover something big like this. Since it was on Friday, I always sleep one night at my grandmother's house so I packed up everything and I tried for hours to get literally, around 15-20 seconds of footages. I set a skype call with my friends to hype myself even more. That was so intense and of course, everyone in the speedrun community on that game freaked out on this as ch3 was the most rng heavy part and longest ch of the game. To skip it would mean better speedrun for a long time. So I might say I got some preasure which made this day even better. I didn't get how, but I managed to get the footages after 3 hours. of attempts. However, the video was in avi which was a problem because it took too much space to get uploaded properly on youtube. I failed 2 upload and wasted an hour so I had to convert the video...why this was so hard to find . Really, I have no idea but it took hours to find a converter on google that is free to use without trial and just convert and not doing other stuff. Anyway, I normally sleep at 1 : 30 AM on weekend but I had to sleep at 2 :30 when I got the video converted and sent to cerpin to not wait for the upload and sleep. The day after, it was online and is there:


The date is February 2 2013 so I discovered it on February 1, 2 months after I began my glitch hunt. I still remember this day again because it gave me so much hope to break this game enough. He gave me credits in the description for proof btw.

Of course, I had to first check if you can skip the ch and second, try to figure out how to do it since it might be useful (it actually is today, but only since last January). The former was annoying for me to get (I even remember to fall after I got it so frustrating). When I got it, it literally went into cerpin on stream telling me "what's there?" "check this trigger" "what happens if you try this?" and me responding in chat real time (I had to save which soft locks your game). Basically, my hopes were crushed because you need the supper hammer to break the vent to grubba (yeah it doesn't break the one in the other map) and you can only access the office by the duct or above which you need yoshi and even that, you would have a black wall so you can't see what you do.

With further tests, it was impossible to clip through and it was proved later that it only has a loading zone after breaking the vent. Even if we got that hammer, you need yoshi to go the ch4. However, if we were able to do both, it would work because fun fact (proven before), after the second doopliss fight, you get all the partners you were supposed to have at this point which does include yoshi. You don't need him at ch4 so it's ok. The thing is, by checking after the glitch other trigger (you exit to the champion room), they were ALL activated EXCEPT the minor league room. That's weird, I didn't even registered (I even had to refuse the contract to stay in the office), but I only got why recently. The rank value is global so no matter what you do in the sequence, it's not changed since it's there every map. So, by default, it get to 20 so, if the game assumed I registered, I was in minor. If you try to use the gba however, it's suspended because you should break the vent and can't fight here. And you're partners say no message [English] for whatever reasons (it's an error message for no texts).

But here's came the possibility that became so frustrating I still hate that thing today: getting ultra hammer early. Just typing those words made me remember bad memories. It was proven that the ultra hammer chest platform was accessible and that the chest is openable from it with precise, but easy inputs. Problem is, how to get here? We tried lots of things, but only one made sense after a while: the second floor of the inn which has a wall that is next to the platform. There's a bed there so I tried to do stuff here without any success, but I tried for days of literally rolling and jumping on a bed. It's actually funny what you can do on it: infinite flip sound, roll getting hard to get out, infinite hop. Only funny stuff, but I can't get rough that wall. Even without yoshi, this would skip ms mows trouble center so 10 minutes which is considered very big. I had to let that for no, but more stuff happened.

Flurrie glitch on doors got an improvement that made everyone without exception including me look dumb. A random guy on twitch (even worse he tried something we never though for months) got a weird effect with flurrie glitch that can even prevents you from getting into the room so you are in an unloaded texture map except the room. Like rogueport, it feels so dark and annoying to tell where you are. It had so funny side effects like seeing the whole apartment complex in rogueport West disappears. Or hearing 2 music at the same time (this is of course too much so I had to reset, too awesome). But without any doubts, this is the best side effect, but it's useless.


Yeah the same who found ms mows glitch. The badges shop for some reasons has weird thing if you load it 2 times. First, you see a hand cursor at the center of the screen. Don't know why maybe it was loaded here for placeholder? And then, if you buy an item, it goes normally. But you can select the same place again with no icons and the item named invalid items with garbage description. We though it was a thing called the debug badges (it's an OP badges unused in the game), but I know today that it's literally nothing. It shows an item, but has nothing here and the only reasons it's showed is because by duplicating the map, you duplicated the flag that said this item is bough or not so it assumes that it's still not bough. This is probably why, but it can't be confirmed and is simply accepted as trusted theory.

The extension of the glitch you mash x. Yes we were that dumb of pressing it, but not mash it. Anyway, you go away from the point and since you're still pressing x again, it locks you're speed to the horizontal, but you still move towards the point while the third slide is only locked on the side you face. Clear example discovered this year:


Yeah collision of walls is disabled while the animation is going. though, don't try to do this it's way to hard to do it without tas tools.

And that's when I think I decided to move to dolphin. Took me days to get the setup, but it works. I had now access to emulators tools and using a memory hacking program, I could check values and if possible edit them. Right away the first thing I tried that everyone wanted to know that wasn't even possible with action replay was that elevator house. Hacked into it and it worked, but at the foretress, the elevators doesn't work and the floor you are isn't the one with the cards you need. Shame, but ch7 early is down. I mention it because this happened way too much now with what I could know now. So much impossibilities was discovered.

Though, I found a tons of stuff, but at one point, I realised that with a not that powerful PC, I could run the game at like 35 40 fps which is around the 2 third of normal speed. So, it took too much time to get through ch so I decided to do something crazy and that was the best ideas: make saves every time I reach one after triggers. I had to play the game normally to not have any cheats enabled as it could cause problem. I had to do the whole game at speed that is 2x slower than normal to get around 100-150 saves in total all named and organised properly. Cortez fight was at 15 fps which was 4x slower and it's the most demanding point of the game. It took me a whole week to do it, but I had the saves and I uploaded them on my dropbox to never loose them. I had to convert them to memory card saves, but they are still there today. Proof? Here, just tells dolphin to use it as the file after booting the emulator:

https://www.dropbox.com/s/w720uj5jjukb2iz/TTYD Saves.7z

File is 2 mb, but takes 2 gb after uncompression. Don't ask why, but it works.

I was so tired after I took a week of break :) This was the best idea I had because now, I was no longer limited to do ch3 50 times, but to go anywhere in 15 seconds (well, you have to reset, but anyway).

So, tested a lot, know more about the game overall. It went like this with big discoveries until May when for personal reasons, I had to stop my test. However, I will do a quick list of what I found in this period in quick succession:

Free look can change freely your camera. While using a cheat improperly as I fall in the water, I got infinately high which reveals my avatar I had now. I was scared for a 40 inch screen tv and they took more than the screen :) Founds months later what it was, mario's arms upscaled. They also appears in the canon cutscene is ch7. It's still unknown why such an asset would be there today, but if you have any ideas, PM ME NOW.

Speaking of assets, the background on ch begin and ends is an upscaled version of another asset so much that it takes kilometers with the normal camera looking like some pixels. Dry bones in hooktail castle form an asteroid belt after the fight. So many of them. The canon cutscene in ch7 has so much bomb omb. The back of characters models is... weird (btw, no peach isn't naked when she takes her shower I checked). Some models appears t the origins of some map and are stored there when needed. peach models, however, can be seen at the second frankly cutsene in the house right beside him. So ironic but she was there to loads her icons for text.

The way this game manages trigger is in fact very solid. if you go trough a loading zone while it's playing, it doesn't end it and the trigger is still there. Though, the game will try everything he can to pull you back if you go away. Triggering 2 cutscene will simply queue the second one.

I found 2 ways to clip out the bed in the inn, 1 on yoshi cliped in or 2 on tube mode cliped in. Both won't do anything, but it was so frustrating to get that close. You would be able to open the chest, but now, you can't.

Triggering the cutscene before Doopliss second fight without vivian will crash the game for unhandled exception.

Different partners that shouldn't be there gives some times no messages. Some conversation are hilarious.

I found that some tutorial for boots or paper abilities don't happen where you opened the chest, but may be going at 1000 pixels under the origins of the map. It was found before with flurrie glitch to be able to walk under rogueport without getting oob, but that was because this zone is allocated for the ultra hammer tutorials. It's probably because you need a lot of free space for those tutorials.

If you ever trigger the dead dry bones cutscene at hooktail castle while you're not with koops, it switches to him. However, that is even if you don't have him and you're stuck with him until you receive another one and he would disappear. That was actually very important for tas because it was useful there.

I found why the boat chest was disabled: we were so lucky. Only 3 triggers in the whole game are what I called, reversible trigger. These triggers for unknown reasons are never assumed to be enabled under any sequence breaking. This means that if you sequence break, you can revert the sequence back to those trigger by activating it. It's actually used not once, but twice today thanks to a glitch with Gombella found last January.

I hate zess t cutsene of his lens because you can't cross it there's no loading zone until you give it to him. Makes me having to take a detour in the sewers... I hate you zees.

I got used to rogueport sewers being my main area of global test since it runs smoother and the music is fitting. That's also why I still love that music.

Getting TTYD early is impossible, no loading zone.

It was found before that you could use gombella to skip loading zone that are zoned (not doored basically). Was useful later and made my best glitch useful.

I hate grubba cutscene too. I saw it too many times because of testing my glitch (it seems to be way too tight and I had suspicion).

Speaking of loading zones, every doored xones don't have a zone, but the interaction with the door is the trigger. Things is, it depends if the door is set to can be opened or can't.

Getting in background state on foreground is weird, you're stuck on the horizontal axis and you're smaller and flatter.

And I was done until August where my reasons got resolved. A tas just started and I know it would reveals glitch so I waited for them to finish in December and guess what? They released it for the new year occasion on December 31 2013 which is coincidently exactly a year after I got into glitch hunting.

I spent one last month last January and this time, I found the most useful stuff I wanted.

Finally found the mechanics of my glitch. You would need 7 more pixels of heigh to on the bookcase so in theory, this wouldn't be possible. However, I found that if you are at maximum 10.9 pixels away vertically from a hard corner of an object while trying to go into that corner, you will slightly clip in it and since you're so close of the top, it will eject you on the top. It works the same for every locks or small opened chest, but nothing after. You're missing 3 pixels for getting on top of small hammer block. Sounds like they knew about it. lol. I found a 0.4 seconds saves of a lock jump that is used today.

For tas, I gave the idea to try to hit both switches of hooktail entrance with hammer. A glitch that is tas only can make you go slightly faster and it was enough to being able to do it. This meant that they were able to skip getting koops. It's way too hard on console however.

Several glitches was found by mathieu w plourde which I talked with him some time and that's him who made my glitch useful because... huh... I'll explain at the end it will break your head. It used one of the reversible trigger in great tree to skip major league of ch3.

The tas did found glitches, but those were the remaining one and almost no potential was left.

The last glitch I helped to be found was a clip when you unspin from getting out of paper mode. Only works on narrow area, but now, useless. Though I was hyped.

So, that mathieu glitch now. If time travel is confusing, this is sequence travel it's even worse. If you don't understand, just assume it's magical :)

By using the Gombella trick on one map of great tree, you can skip a reversible trigger which was getting in a loading zone (I think it's you get on the log pipe early or so). So, whatever you do, it will still be disabled. You fight in ch3 to get the super hammer + yoshi and you derank sometime to prevent a cutscene from happening after. Then, you activate the reversible trigger so you're back in ch2 so you never started ch3, but since your rank is global, it's still kept. Since you got already the ticket, you can just go away back to ch3 and then you do my glitch to break the vent and beating the boss with yoshi and super hammer. It saves 10 minutes because of major league, but it also removes half of the worst rng which is a big improvement, but still not enough.

One day, I ralised there was too much impossibilities to continue. I stopped and the last thing I did was booting my console with the game and lstent the the intro music while reminding myself of all the moments I passed on this game. I will not deny it and I never will, but I cried for a good time on this melody.

My verdict on those 6 months? I was simply even more amazed to see that so much work was put into the inside of the game. I also still wanted to test again and again I was just addicted really. The best part? With how deep I got and how long I saw the same graphics and heard the same audio over and over and I still love that game. When I glitch hunted on console, I clocked my file from 2012 at 99 hours and 99 minutes and the timer is stuck here. I still have that file today, as a reminder of how much I got into it. I even got weird habits like mashing the text on my keyboards at the music rhythm. I probably spent like 500 hours? I can't even tell, but since I started, I was determined to get this game more attention
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So, now, you know why I'm making this thread and I hope you will enjoy it as I did for managing the support thread.
 
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08skidoosh80

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Nice! It's back in business!:awesome:
 
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Shog

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I got Paper Mario in my adult years so I have no nostalgia googles:
Paper Mario 64 is memorable and fun as hell. I don't have it anymore but I have to replay it again. I especially liked the characters in this game
Paper Mario for the gamecube was gimmicky and had only 2 memorable locations, the train one got ruined by a filler section despite being pretty amazing. However, the final boss is ridiculous and stupid and I simply turned the game off the moment I saw it and didn't bother to finish the game. That was 1 and a half year ago. The battle mechanics didn't get improved much either and the "stylish" stuff with the timing is something I used after I got teleported out of the moon station, as it doesn't do anything of importance. A good point of this game would be the music though, it is good(and bowser gameplay, stadium+train chapter. I already forgot the other chapter ....)

These are the only one I played, the latter left a bad taste in my mouth :/
 

MegaMarioMan9

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I got Paper Mario in my adult years so I have no nostalgia googles:
Paper Mario 64 is memorable and fun as hell. I don't have it anymore but I have to replay it again. I especially liked the characters in this game
Paper Mario for the gamecube was gimmicky and had only 2 memorable locations, the train one got ruined by a filler section despite being pretty amazing. However, the final boss is ridiculous and stupid and I simply turned the game off the moment I saw it and didn't bother to finish the game. That was 1 and a half year ago. The battle mechanics didn't get improved much either and the "stylish" stuff with the timing is something I used after I got teleported out of the moon station, as it doesn't do anything of importance. A good point of this game would be the music though, it is good(and bowser gameplay, stadium+train chapter. I already forgot the other chapter ....)

These are the only one I played, the latter left a bad taste in my mouth :/
Sorry to hear that - I guess it's just a matter of taste. I personally love all of the first three Paper Mario games. They all have their memorable moments, and I can tell a lot of work was put into all three.
 

08skidoosh80

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I got Paper Mario in my adult years so I have no nostalgia googles:
Paper Mario 64 is memorable and fun as hell. I don't have it anymore but I have to replay it again. I especially liked the characters in this game
Paper Mario for the gamecube was gimmicky and had only 2 memorable locations, the train one got ruined by a filler section despite being pretty amazing. However, the final boss is ridiculous and stupid and I simply turned the game off the moment I saw it and didn't bother to finish the game. That was 1 and a half year ago. The battle mechanics didn't get improved much either and the "stylish" stuff with the timing is something I used after I got teleported out of the moon station, as it doesn't do anything of importance. A good point of this game would be the music though, it is good(and bowser gameplay, stadium+train chapter. I already forgot the other chapter ....)

These are the only one I played, the latter left a bad taste in my mouth :/
Really? I don't remember it too much but the train level was one of my faves! I did like the second chapter the most though. And the final boss I thought was pretty cool and challenging, making you use all your skills to win! It took me like a week to finally beat her, but when I won I felt like a god!
The battle system I thought was really cool and made the game more visually impressive. I do agree with you on the music though, love that stuff...
But @ MegaMarioMan9 MegaMarioMan9 said it the best, it's all a matter of taste:)
 
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Rockaphin

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I love the first two so much. I have to say that I like both of them almost equally. I really hope we'll see a Wii U title with the gameplay of the first two.
 

Space Stranger

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I've only played Super Paper Mario. Should I start with N64 or TTYD?
 

aldelaro5

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I've only played Super Paper Mario. Should I start with N64 or TTYD?
Honestly, you choose!

Really, both are quite good for the start, but if I had to take a logical order, I would assume you would play both at some point (honestly, you should and you probably will if you just play one of them), it would be PM64.

The reasons is simple: spm is heavily influenced by TTYD, but not that much directly from PM64. However, TTYD is itself heavily influenced by PM64 since it's basically PM64 concepts and ideas, but pushed toi their maximum potential.

This is why both are good for a start: they have the same base, but PM64 offers most of the base while TTYD offers it with its own ehnancement. The only thing I would say for PM64 is that you don't get the full paper design. You get the flat part of a paper, but there's not that much folding animation and some others limit because N64. The reason why if i were you, I would pick it first is simply because 10$ on VC while TTYD is 40$ (it worths a lot more tough because masterpiece) on Ebay as average. Then, you still get the base concept that originated from smrpg, the foundation of the series.

Which means that you don't neccessarily need to get TTYD to tell if you like the base concept, you just need PM64. I view TTYD as a successor, but it's not for plot related and more in ideas and design.

Tough, if you really like PM64, then you just have to play TTYD. Really, this game mind blown me multiples time for multiple reasons and I have so much time clocked on it and I still clock hours to this day. This game is a masterpiece and I can tell you, everyone who loved PM64 has to play it. I think you'll enjoy it even more since you played spm...lots of stuff will sound familiar.

So, basically, I recommend this order:

SPM (done) -> PM64 -> TTYD (especially if you liked PM64) -X (yeah stop here...you don't want to get sticker star :) ).
 

Space Stranger

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Sounds good guys. I should scout some Wii points so I can buy 64. If not I'll try to get lucky on Amazon for TTYD.
 
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Finsom25

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oh. its cool to find a discussion on this as paper Mario is my favorite series, TTYD being my fav game of all time. :grin:
 

SpaceJell0

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What do you guys feel about the Paper Mario stage? I think the first two parts are great but the Bowser part is rather annoying based on gameplay I've seen.
 

aldelaro5

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What do you guys feel about the Paper Mario stage? I think the first two parts are great but the Bowser part is rather annoying based on gameplay I've seen.
Since there's 29 hours remaining...why not? (I think this is the kind of thread that won't get that much reply on release, but what can you do...even me will not check smahboards that frequently :) ).

I realy think it's a
stage.

First the music, it;s really good. The first segment I found yes to be the classic graasy area feel that every game has, but from what I've got with the original, I like this version better. The second segment tough is the best part of it. To put the rogueport, the most central area of TTYD as the theme, that's just awesome. The notes are perfectly replicated (don't listen to a youtube video because there's too much distorsion and it doesn't do its justice). The only thing that might bother some is the cut of the best part of the rogueport theme, but this part just wasn't neccessary for the stage honestly. They only kept what made the stage dynamic and it's really representative of both the stage and Rogueport so I love it :)

The third segment, well it's an airship theme, but mostly becsue of the guitars, it's the best version I've heard so far. I still found this theme overused globally tough and that's for every mario game btw.

So,
music.

The stage itself: all segments are very well made and they make me hype just to look at them. The first is just so lovely I just like to look at it. The fans seems to be strong enough to make dashing a little annoying so it sounds interesting. I love how they reproduced one, the whole series design (read general description in the OP) and two, the PM64 square style. Yeah, you mostly saw the green squares for the grass in that game so, nice touch. I just want to point out that the sound effect for the transition is from TTYD paper animation. Like if you have played that game, it's the sound from riverside stating and it might be present at other places in different form.

The TTYD one one...gosh it's so good. The sun is a perfect replica of the one in riverside / ocean at sunset. The water is as simple as it should be. The boat is adapted nicely for ssb stage and there were only slight modification, but it still feels like the S.S. Flavion (except they should have put Flavio as cameo...lol). The blooper, I checked, same model as TTYD. Now, here's something interesting for PM64 fans, the whale is there as hazards. Yes, it lifts the ship and you fight kinda in the air. The last hazards is the waves, they are in spiral like guess where...TTYD. The blooper tough doesn't use tentacles or ink, it just jumps stationairy in the water 5 times making the ship shake. You get 3 hazards on RNG.

I love the use of the book as the last 2 transitions here :)

Thebowser castle stage ought to be interesting especially for fighting people like little mac because you would have serious trouble with the vertical recovery. It really is a big killer because there''s no ground, only 2 platform and the head constantly turning. I don't seem to find that annoying, but let's just say it will be funny to fight cpus there :)

Still love that book.

So, pretty much
as I said and because of how much Paper Mario contents it repped for JUST the stage (I think WiiU console repping is very likely), I think it's a
Sign for the series.

So, you bet tough that when I have time, I will spends some hours with camera on the stage to do a full analysis of it, but this was what I think of it now: awesome!
 

HammerHappy

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I got Paper Mario in my adult years so I have no nostalgia googles:
Paper Mario 64 is memorable and fun as hell. I don't have it anymore but I have to replay it again. I especially liked the characters in this game
Paper Mario for the gamecube was gimmicky and had only 2 memorable locations, the train one got ruined by a filler section despite being pretty amazing.

These are the only one I played, the latter left a bad taste in my mouth :/
It's funny because you describe Paper Mario as fun and then describe a game that is literally Paper Mario improved (graphically and mechanically, both stories are equal) and called it gimmicky. It's like you played Super Paper Mario and not Paper Mario TTYD.

The scenery, writing and characters were fantastic. The design of Boggly Woods is sublime. I would say the only really weak areas was the Fahr Outpost and the backtrack quest.
Also, the fact that you turned the game off at the final boss makes no sense lol. The final boss for PM64 was Bowser - wow shiver me timbers didn't see that **** coming.

SPOOOILER:The final boss for TTYD is a force of pure evil incarnate that slaughtered and tortured a civilization and has world creating powers at her disposal. The way she is defeated doesn't leave a dry eye. Im comparison to Bowsers comic relief or even likability, he Shadow Queen is a far more vile villain in the way she corrupts Princess Peach - a figure of good and innocence.

I'm not ragging on SPM btw. I'm just saying that it + Sticker Star are branches outside of the original formula while TTYD is a true sequel.

Doesn't make SPM bad (SS is bad cause it's bad), I just hope that if there is a WiiU installment it strives towards the traditional a bit more. Especially aesthetically, I found I didn't see much appeal in the simplistic line helpers and barren 3D landscapes.
 
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aldelaro5

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It's funny because you describe Paper Mario as fun and then describe a game that is literally Paper Mario improved (graphically and mechanically, both stories are equal) and called it gimmicky. It's like you played Super Paper Mario and not Paper Mario TTYD.

The scenery, writing and characters were fantastic. The design of Boggly Woods is sublime. I would say the only really weak areas was the Fahr Outpost and the backtrack quest.

I'm not ragging on SPM btw. I'm just saying that it + Sticker Star are branches outside of the original formula while TTYD is a true sequel.

Doesn't make SPM bad (SS is bad cause it's bad), I just hope that if there is a WiiU installment it strives towards the traditional a bit more. Especially aesthetically, I found I didn't see much appeal in the simplistic line helpers and barren 3D landscapes.
Well, I domagree grossly, but mightadd a little difference in my opinion :)

I don't consider inappropriate ispm n series context and I actualy love how TTYD influenced that game a lot which make it awesome still. I love the ost and the plot on some point go frurther than TTYD and on some doesn't, but it's a really deep plot that I love the message sent in it just like the TEC one. I don't know why, but it seems that IS is really good for their text if the theme os love. It's actually very unexpected to see this theme in any mario game present that much in the plot that much deep. Also, swoon.exe...that was too much for me to take it :lol:

SS, not going to complain, it's unfortunately true with that Iwata ask. Tough, that doesn't mean that the ssb4 stage is like this, it's actually doing better than original game in that reguard and still has TTYD = no complain.

But my main point is I agree on ch7 backtrack, but I seem to see some thinking the same for ch4...not really used in the same way. Ch7 is optimised to be annoying (i bet they tried it as a joke...not that fun) while ch4 is requiring backtracking for a purpose. I'm not going to spoil it here because it needs to be hidden until people here play that part, but I love the backtracking here.

I could add the ch2 for the punies, but it's ok.

Even then, ch2 is awesome because of the boss fight (that theme) and ch7...the xnaut foretress music is really pumping you and you hear again the same theme from ch2.

But yeah, the design of TTYD is so appealing and diverse. ch1 is so bright that it do the sunshine effect: you're happy just by looking at the screen, ch2 is like you said, sublime with the slight use of the gradient and the abundance of black on white, ch3 should never be told to be bad (unless you're a glich hunter / speedrunner) for obvious reasons, ch4 is really looking creepy, ch5 is really captivating the tropical feel + boss fight is awesome with the really pumping music, ch6 is the same as ch3, ch7 is mostly the xnaut music with the details in machines and finally, ch8 has the 2 best music: shadow queen final and the famous and legendary We believe in you Mario!

So, that's pretty much how awesome the design of TTYD is in ch. I can add the text effect and the first appearence of the font hey gorgeous that is btw still used today in the series, the colors of characters looking appealing, the UI,...

TOO MUCH!

It is PM64 pushed to its maximum potential. Btw, that's why spm had to differ, TTYD wasn't that far from perfect to worth a sequel and if they managed to really do a great job with spm (i honestly fon't get the hate on it), I fail to get how much they didn't do thing as it should on sticker star. I was shocked whenI learned about the club nintendo survey fiasco and I hate sticker star even more after I beat spm because I can't believe that most didn't care of the story...at least 25 people rudhed to me when I was bringing the probability of playing spm to tell me that the story is deep.

Tough, I have my hopes for the future. They asked in their social media and it's representative of the general opinion. Plus, the repping in smash 4 makes me believe the series might have a good future onward.

Let's wait if the leak was for us :)
 
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HammerHappy

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I believe most of the hate for SPM is people expecting another true sequel.

It's sort of like Pokemon. Imagine if Alpha Saph/Omega Red released and it was like Pkm Mystery Dungeon or Rangers. Not bad games, but such a leave from the aesthetic and gameplay that those games are given the names of "spin-off",

SPM is a story driven platformer with some elements of RPG while PM is a story driven turn based RPG with some elements of platforming.

The result was a lot of fans expecting "More of the same but better" like we get with the Pkm or Super Mario World. Obviously re-releasing the same game over and over gets a lot of criticism but I feel PM and Pkm stand up on it because the plots go past "Ermagherd muh Princess".
 

#HBC | J

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I am glad to see that I was not just a rare person that was incredibly upset at PM:SS. I thought the game was terrible and made me quiet upset for the series future. It was also disappointing because that game was some people's first impression on the series as a whole and that is a shame.

PM:64 was my favorite and then TTYD was really good as well. I just love this series and will be visiting the thread a lot.
 

aldelaro5

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I believe most of the hate for SPM is people expecting another true sequel.

It's sort of like Pokemon. Imagine if Alpha Saph/Omega Red released and it was like Pkm Mystery Dungeon or Rangers. Not bad games, but such a leave from the aesthetic and gameplay that those games are given the names of "spin-off",

SPM is a story driven platformer with some elements of RPG while PM is a story driven turn based RPG with some elements of platforming.

The result was a lot of fans expecting "More of the same but better" like we get with the Pkm or Super Mario World. Obviously re-releasing the same game over and over gets a lot of criticism but I feel PM and Pkm stand up on it because the plots go past "Ermagherd muh Princess".
pkmn is mostly renewing with the numbers increasing and new design, but you also have to add the connectivity options.

Paper mario is very different. TTYD, from my opinion, is too close to perfection to worth a direct sequel which is why I think spm was a great decision instead of letting it die. Let me state another time Sakurai view on oversequelisation, my best quote of him ever:

"It was tough for me to see that every time I made a new game, people automatically assumed that a sequel was coming. Even if it's a sequel, lots of people have to give their all to make a game, but some people think the sequel process happens naturally."
- Masahiro Sakurai


A sequel requires qork, that implies it has to be worthy in the end. SSB series has a good context because what makes another instalment worthy is the changes and progression of the Nintendo series over the years, it asks to refresh the repping to a more modern manner. TTYD however once it ends, it unfortunately ends! Like they even made the end as slow and intense as possible because it just ends after, there's only little post game, but the main thing is done despite your memories and nostalgia, you're never going to feel the same experience you lived before: it's a one use only enjoyement.

It's fine, but not for sequel once you got the best. Pm64 compared to the GC felt that improvement was possible. In fact, TTYD improved pm64 so much that I can even claim that several elements from TTYD became the standards and the convention of the series. The best example is the text font, even sticker star uses it and it's the game that broke the most standards.

So, if you exploited the best of the potential pm64 concept could achieve, there's no point to release a direct sequel, you have to change the concept or it will feel bland in the long run. Spm had the hard job to do that and IS deserves credits for doing it perfectly because I'm going to be honest: it was very risky to merge platformer with rpg. Very risky because those genre are so different and yet, they managed to not break the most essential standards and so, it still feel like a Paper Mario game and still based on TTYD.

Which is why I completely understands why spm went into that direction, but I don't understand why it got hated for something that would be a lot more hated if it wasn't that way. If people don't like a series to be too constant and not implementing new and not renew each instalment or improve previous one, that series is either made for looking good only or it's bound to be dead at one point. That's why you see Aonuma trying to tell that he wants to change some zelda conventions that was used before since (and I kinda agree), it has a limit and I think that limit was about to be reached so, I'm curious to see how zelda WiiU will go on, but from what I saw with albw, it seems to go into a right direction.

So, I don't get why people don't get this as a sequel is not automatic and sometimes, you need a goal to make it worthy that is worthy to be done in the first place.

Sticker star however is different. There's documentation on the design decisions that even from looking at the game, no judgement by other, felt doubtful. The Iwata asks has 3 big points that made this game hated for honestly VERY good reasons:

1: IS had good intentions of renewing TTYD. I said you couldn't improve it but we were in 2012, 8 years, people from the wii era did not enjoy TTYD and may have not bought pm64. Plus, it could be better from fans to get into another direction and basically, remind them that TTYD is still not forgotten. Myamoto, for unknown reasons (it wasn't very clear), disaproved the idea. Here's a bigger problem: this is actually quite a thing wanted by most. Really, the general opinion is still on TTYD being the most praised, doing a remake on a high potential selling system is just logical. I still have yet to know why it was decided so, but the other 2 points are worse.

2: Because of the time loss of the above, it lost a lot of series usual details and basically, became very apparent to be rushed. You don't see much original enemies, the text quality is not that much usual and the levels are a bit too simple in contents. Basically, the whole game was less enjoyable and mostly because the genre is supposed to be an rpg....it's just not respecting the formula and it's too apparent that it doesn't do what an rpg should do: feel progression.

3: this is the worst: they cut the original story and its deepness. Spm...the number of people who rushed to tell me how deep the story is i just was upset to hear that the only reason they didn't follow that is a club nintendo survey. I, from the bottom of my heart, do not believe any second that this survey was the representation of fans. It's even contradicting the answers they got in April from their Facebook page. I really think those survey was the worst decision that was taken because it's basically a bad communication between the players and Nintendo. With social media today, this should never happen any more.

That's why it's not like spm. IS wanted to do good, but got restricted for reasons that should just not happen and that's why I'm happy how it goes with the WiiU because with that leak going on, we might get our standards back or maybe even renew them, but they lost so much time that I feel even a port of TTYD would be appropriate at this point: tomorrow is the 10th year anniversary of its NA release. Several people, 2 console generation didn't enjoyed this masterpiece...a rerelease is now a great thing.

EDIT:

I am glad to see that I was not just a rare person that was incredibly upset at PM:SS. I thought the game was terrible and made me quiet upset for the series future. It was also disappointing because that game was some people's first impression on the series as a whole and that is a shame.

PM:64 was my favorite and then TTYD was really good as well. I just love this series and will be visiting the thread a lot.
This is far from rare and it's really a majority even. Your point about first impression is very interesting, that's another reasons why renewing TTYD seems an appropriate options now.

The majority love TTYD, alightly less majority love pm64, spm is mixed (unfortunately) and sticker is RARELY LOVED.

I checked the answers on their Facebook in April, didn't changed. Sticker star is not rarely hated and if you ask in this forum, most would say the same as you.

So, you're not alone.
 
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#HBC | J

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If they were to do a new game into the series, I would hope they do something similar to the side characters like they did in the first two rather than SPM with the pixels. I really loved that each side character had their own story and were actually like "characters"
 

aldelaro5

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Wait, you are seriously trying to change my opinion? Never reply to me again, kthxbai
Considering I asked you more on that opinion before and you didn't answered, I would find this reply appropriate since I heard the answers for the first time.

Anyway, it's just uncommon to like pm64 and hate TTYD, you're actually the first and only I met tbh.

But that's fine tough.


Anyway, as the tittle says, TTYD has now 10 years. It was released on October 10 2014...time goes fast.

Because our memories are like it was yesterday...


This game was very powerful on the way it created huge nostalgia like pm64, but this nostalgia is constant from beginning to the very ending screen.

Remember the introduction to the humour and Rogueport after the very first battle? Remember the wonderfulness of the Boggly woods? Remember how much fun was the ch3 and the famous Rawk Hawk theme? Remember the creepy state you lived after the supposed end of ch4? Remember the fight with Cortez and the cutscene after it? Remember the calm and amount of jokes was in Excess express segment? Remember the motivation you had on hearing the canon theme and the foretress one?
And finally, the hype you had on listening to we beleve in you mario just before the last battle?

Along all the moment like doing stylish and basically just looking at the screen was something memorable.


All this was ended by a very slow, but progressing ending. The credits theme is really something that brings this ending in the most peaceful way because this ending had to come, but the fact that it just came was hard to admit...it was always going to be sad since it was the end of a masterpiece.

What this game did on me and all those who played it?


Some days ago, I posted n social thread about my 3000th post and people liked it but one gave an interesting point: the series makes people positive.

It's kinda like sunshine, but it's more something that is lived for a long term. What TTYD does is the amount of memories you still have after playing this game is very strong and by thinking about them, it reminds you about the positive feel you had when living them and so, you feel as positive as you were when thinking about those.

It turned out that this game was mostly promoting the encouragement feel. the music we believe in you mario is something that is kinda special for me when I heard it for the first time:


I really had to just wait 5 minutes without touching my controller because I couldn't believe I was playing a video game.

Here's one thing it should be known if you followed my support crazyness: I'm VERY determinated on something I care a lot. I could ignore every negative comments and stay positive if I have a good reason and I can hold this for a surprising amount of time. I'm basically someone that you should call very solid.

This music was the embodiment of this mindset. I couldn't express it better than this. To hear it was like the most powerful motivation feel I've ever felt since it's just representing myself.

I, after 10 years of its release, still listen to this music if I want motivation. It's really amazing that this music is still that much powerful and lead me here to go that far.

Which is why I think it's very important we all remember that TTYD is a masterpieces and thus, doesn't weakens trough time.

There's a music from SPM called "bounding trough time" and it's basically we believe in you mario, but this one is getting progressively better and better even after time passed, this positive feels and memories will never vanish:


Happy 10th years...Because it's not going to be the last one...
 

HyrulesLegend

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When I was young, my mother and father both had jobs that went until 5. I would be babysat at my cousins house up until the age of around 4/5 when my mother quit because she had my little brother. HOWEVER, she would still have days I would need to be baby sat. I was lucky, my cousins were around 14/15, and had a Nintendo 64. I really got into Smash, and PM64. My older brother was also a gamer, so he had Paper Mario TTYD. I've beat TTYD around 6+ times, and it never gets old. Super Paper Mario was also very fun, not as great as the rest but it wasn't bad at all. However, I got Sticker Star for christmas.. welp. I was very.. disappointed. After my first hour/2 hours playing through, I put it away and didn't really touch, then I sold it for the finishing money for Mario Kart 8. Paper Mario has been my favorite game series for my whole life, and I really hope they create a Wii U sequel, and realize we want gameplay more like 64 / TTYD. (Just imagine HD paper mario! :awesome:)
 
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Zero Suit Wario

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Hi. Didn't know this was here.
 

aldelaro5

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Hi. Didn't know this was here.
That is because I'm just busy on smash, but my sig should be starting to be known as I post...I just got too busy to post (actually, did you got it because of the sig?).

But yeah, I actually could bring stuff, but it's just that it's expected to be a bit down. Like, most people including me are busy on smash that was expected to not have a second page yet, but it'll pick up eventually.

Well, since it's series ans smash related, why not telling it?

I hold a PM of Paper Mario supporters since months and some of them found references in the trophy descriptions. The regular blooper trophy is mentioning SPM and the pal version of the green shy guy trophies mention some of them dreaming of being "soldiers". I think you get where this is going if you have played PM64 (hint: ch4). Also, the piranha plant trophies mention kinds of plants and one of them is only in TTYD and it's the frost. btw, nsmb uses the ice, not frost.

If you find references like these, you should share it here because I have yet to read all the 682 trophies I have (I only miss 3 that I can't get for now).

In fact, I do promess I will analyse the stage once my hype is starting tobe at normal pace. It's just that everyone is on ssb4 and hype for it so, it's normal for me to not edit the OP and let the thread alone for a little while :)

There's one thing I can tell tough, WiiU stage is likely and having one could mean a lot for the series future (it has to do with a statement Sakurai said on characters, you could apply this for this stage because...it's kinda long to explain so, I'll just say it's really pushing the repping a bit more than it would have making it more popping out, you'll know when I analyse the stage).

I think epping on WiiU is going to be very good, I just feel it with how it's going now...
 

FireYoshi360

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Personally, I think SPM was the best in the series, followed by TTYD. I haven't played N64, but it's probably better than Sticker Star. Sticker Star scares me for the future of Paper Mario. We need either TTYD HD or SPM HD. Paper Mario U plz.


WE REALLY NEED A FLIPSIDE STAGE.
 
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HyrulesLegend

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Personally, I think SPM was the best in the series, followed by TTYD. I haven't played N64, but it's probably better than Sticker Star. Sticker Star scares me for the future of Paper Mario. We need either TTYD HD or SPM HD. Paper Mario U plz.


WE REALLY NEED A FLIPSIDE STAGE.
Please not SPMHD,
 

aldelaro5

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Please not SPMHD,
but...that would be awesome actually.

I consider an SPM stage a TTYD one at 40% because SPM is TTYD design.

They both had similar dev decision and spm was based on TTYD.

anyway, today potd did reveal interesting reference potential: trivia.

Considering there was a stage section on TTYD and that it's kinda likely we get a stage on home console for WiiU...

What trivia could go there?

I've been thinking about the vivian topic, but it can go as deep as mentioning the porkey theme similarity from earthbound (if you have no idea what I'm talking about, litsten to the Doopliss ENCOUNTER, not battle theme and the porkey encounter theme from earthbound...awfully similar).

Because it of course won't talk about my avatar...that is a bit too deep.

But again...I wonder if it will touch to unused contents. stuff like seeing pm64 partners in TTYD (yes they are in the disc and the model used in spm are from TTYD in the pm64 cards).

Or anything that is related to something about a supposed element implemented like a stage or music.

This potd actually makes me hype even more now...
 

HyrulesLegend

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but...that would be awesome actually.

I consider an SPM stage a TTYD one at 40% because SPM is TTYD design.

They both had similar dev decision and spm was based on TTYD.

anyway, today potd did reveal interesting reference potential: trivia.

Considering there was a stage section on TTYD and that it's kinda likely we get a stage on home console for WiiU...

What trivia could go there?

I've been thinking about the vivian topic, but it can go as deep as mentioning the porkey theme similarity from earthbound (if you have no idea what I'm talking about, litsten to the Doopliss ENCOUNTER, not battle theme and the porkey encounter theme from earthbound...awfully similar).

Because it of course won't talk about my avatar...that is a bit too deep.

But again...I wonder if it will touch to unused contents. stuff like seeing pm64 partners in TTYD (yes they are in the disc and the model used in spm are from TTYD in the pm64 cards).

Or anything that is related to something about a supposed element implemented like a stage or music.

This potd actually makes me hype even more now...
I have nothing against SPM actually, I just would rather have TTYD's play-style back. Plus, if they think we want another SPM, they'll mess it up like they did sticker star, instead of making another game actually like SPM.
 
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aldelaro5

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I have nothing against SPM actually, I just would rather have TTYD's play-style back. Plus, if they think we want another SPM, they'll mess it up like they did sticker star, instead of making another game actually like SPM.
...

There's a few thing I don't think you got about SPM, but in no way spm is comparable to sticker star.

First, sticker star did not aimed to offer a deep story. The thing is, this decision based on a survey about spm which did offered a deep story (and that is really true because at some point, it exceeded TTYD imo) and as you might have guessed, it's completely inaccurate and I personally lived that and they got the same verdict when they asked our favourite game on social media which is why I hope they'll use these answers, but the club nintendo one has to be ditched.

Second, Spm has a lot of TTYD influence. Now, ok, you could dislike the playstyle and yes you could say the same about sticker star, but to tell that another spm is a bad thing for the series isn't really if you consider the amount of good stuff kept from TTYD. spm had a partner system while you have none in sticker star (I may agree that the spm one was a downgrade, but removing it entirely is even worse) and the worse is that the trailer of sticker star featured partners! I don't think it's comparable to implement something that is doing the job, but lost a bit of its charms or removing it.

The sound design from that game is really obvious how it's not from spm or ttyd and it's actually let me put in this way "bland". Spm is basically TTYD, but with more sounds and you still have the same design in the music. I actually got that it was the same composer, but sticker star didn't have that composer (I don't know why, but the remix in ssb4 is the TTYD/SPM one). It just doesn't feel that I'm listening to the same style and the new one is not doing the job. For weird reasons, I found the remix in ssb4 actually better than the original. It just felt a bit dynamic and happy and I liked the guitar use of the third part. Now, if I go to spm, you really have the same style, but more used. Getting this style again is a good thing because even pm64 uses it nicely.

Lastly, it's basically not just the gameplay. It's also what is surrounding it and the thing is the series is really good for this departement. Like, I don't know about you, but the reason mostly why this series is loved by me and probably most here is moatly stuff like the environment, the plot in each ch, the music and of course, the text and its effects. It's mostly the memories, but the thing is as long as you're ok with the gameplay (and that implies very different tastes), you can enjoy those. Now, spm is mostly rpg merged with platformer. That's actually fine because me, someone who just sucked enough at smw to not finish the half of it, still managed to like the platform part. It's because the platform were made to fit nicely in the rpg context which I like in its base. In fact, tbh honest with you, after some hours of playtime, the game felt more an rpg than a platformer mostly because you were constantly using the flip to check hidden stuff and to defeat enemies which btw, some required more stuff than just a jump. So, I don't think it's just a platformer but more as both a platformer AND an rpg. They are merged. The thing is the elements surrounding the gameplay we all loved in TTYD had to be in rpg context since they mostly have to do with experience and immersion. If spm had the rpg context, they could use them and they did...just a different way, but the base TTYD stuff and 'm telling you, removing those, that is actually sticker star NOW.

Sticker star? Well, the closest is an rpg I think we can agree, but is it an Rpg? I'm honestly doubtful on that because what I got with rpg is that it should give you a certain feel of progression by experience of basically playing the game. TTYD did that for sure and I think I don't have to explain why, it's even obvious in the npc dialogues. Spm, yes because you have levels and you do feel more and more progression after each ch and the black hole in the background is a good exampleof that. I'm reminding you that spm has linear ch and still feel like you progressed between them. I was doubtful on being platformer structured but in the end, it really didn't matter and it even enhanced it with the little message after each sub ch.

But sticker star? I have yet to see this because the battle system does everything BUT that. The only feel I got was the ch number (mandatory and they are named world even...that's a bad sign usually), the hp you get, but that is clearly not even by experience so, you loose the "upgrade" feel and I'm running out of stuff.

Now, here;s why the battle system does the complete opposite of that: the stickers. If you loose a sticker because of USAGE (reminder, this isn't an item, but an attack option), that means you can't have permanent progression since you loose them as you play and getting them with the background only to loose them after is anti progression feel. There's no experience after you battle, you only progress mid battle, but not between them. That means you don't have the feel of upgrading your character meaning it's just linear: once you won, you won and nothing else. It's like I technically could avoid everyone and it won't impact the final boss battle...I didn't even tried to do effort and I could already get the boss battle...

Now, there IS a sense of stategy, but it's only based on specific stickers...boss are basically use a sticker and that's really it. Now, I have to give that spm had way too easy bosses (even the final one), but at least you have to act accordingly to it and adapt yourselves in different ways while in sticker star...it's just way too straight forward. Oh, and in spm, you actaully have LESS CHANCES to beat the final boss if you avoided everyone on purpose.

Now, to go back to my not only gameplay part, how can you implement the charms of ttyd if you're not even making progression, experience and imersion more important? It's like nothing becomes memorable even now and it;s not how I loved TTYD. spm, heck there's even music referencing memories such as memory 1/2/3/4 and bounding trough time which btw, is THE CORE PLOT.

I just want to make you aware that another sticker star is not the same as another spm. The former is what we don't want and the later is at least in the boundary of good, just not the best and even there, it's good enough to not be TTYD as acceptable. Spm just HAD to be different, I' sorry but making another TTYD after how much the second game pushed the series is just not worthy to try. sticker star is however a slap in the face because it's like it fakes rpg and in the end, it's something I can't tell because it's inconsistent and messy. The main difference between spm and sticker star is that spm tried to have a slight alternation of TTYD elements in just a different context made so that everything fit nicely while sticker star removed the TTYD elements and even some of the series foundation in a context where they wouldn't fit anyway.

Spm did some improvements that they should take note and some errors they should avoid, that is true, but I just want that spm isn't overall seen as an error. Sticker star is really one however because it's clear that it doesn't really feel like any of the 3 previous Paper Mario game and that's with what the series got as foundation.

I hope you got what I meant. sticker star is not spm and spm is more ttyd with a bit of new.

Also, it's not because of spm that sticker star failed the story part...and it's not because of spm that sticker wasn't a bit rushed (it just looks less detailed and original) and it's not because of spm that it didn;t ended up a TTYD remake...
 

HyrulesLegend

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...

There's a few thing I don't think you got about SPM, but in no way spm is comparable to sticker star.

First, sticker star did not aimed to offer a deep story. The thing is, this decision based on a survey about spm which did offered a deep story (and that is really true because at some point, it exceeded TTYD imo) and as you might have guessed, it's completely inaccurate and I personally lived that and they got the same verdict when they asked our favourite game on social media which is why I hope they'll use these answers, but the club nintendo one has to be ditched.

Second, Spm has a lot of TTYD influence. Now, ok, you could dislike the playstyle and yes you could say the same about sticker star, but to tell that another spm is a bad thing for the series isn't really if you consider the amount of good stuff kept from TTYD. spm had a partner system while you have none in sticker star (I may agree that the spm one was a downgrade, but removing it entirely is even worse) and the worse is that the trailer of sticker star featured partners! I don't think it's comparable to implement something that is doing the job, but lost a bit of its charms or removing it.

The sound design from that game is really obvious how it's not from spm or ttyd and it's actually let me put in this way "bland". Spm is basically TTYD, but with more sounds and you still have the same design in the music. I actually got that it was the same composer, but sticker star didn't have that composer (I don't know why, but the remix in ssb4 is the TTYD/SPM one). It just doesn't feel that I'm listening to the same style and the new one is not doing the job. For weird reasons, I found the remix in ssb4 actually better than the original. It just felt a bit dynamic and happy and I liked the guitar use of the third part. Now, if I go to spm, you really have the same style, but more used. Getting this style again is a good thing because even pm64 uses it nicely.

Lastly, it's basically not just the gameplay. It's also what is surrounding it and the thing is the series is really good for this departement. Like, I don't know about you, but the reason mostly why this series is loved by me and probably most here is moatly stuff like the environment, the plot in each ch, the music and of course, the text and its effects. It's mostly the memories, but the thing is as long as you're ok with the gameplay (and that implies very different tastes), you can enjoy those. Now, spm is mostly rpg merged with platformer. That's actually fine because me, someone who just sucked enough at smw to not finish the half of it, still managed to like the platform part. It's because the platform were made to fit nicely in the rpg context which I like in its base. In fact, tbh honest with you, after some hours of playtime, the game felt more an rpg than a platformer mostly because you were constantly using the flip to check hidden stuff and to defeat enemies which btw, some required more stuff than just a jump. So, I don't think it's just a platformer but more as both a platformer AND an rpg. They are merged. The thing is the elements surrounding the gameplay we all loved in TTYD had to be in rpg context since they mostly have to do with experience and immersion. If spm had the rpg context, they could use them and they did...just a different way, but the base TTYD stuff and 'm telling you, removing those, that is actually sticker star NOW.

Sticker star? Well, the closest is an rpg I think we can agree, but is it an Rpg? I'm honestly doubtful on that because what I got with rpg is that it should give you a certain feel of progression by experience of basically playing the game. TTYD did that for sure and I think I don't have to explain why, it's even obvious in the npc dialogues. Spm, yes because you have levels and you do feel more and more progression after each ch and the black hole in the background is a good exampleof that. I'm reminding you that spm has linear ch and still feel like you progressed between them. I was doubtful on being platformer structured but in the end, it really didn't matter and it even enhanced it with the little message after each sub ch.

But sticker star? I have yet to see this because the battle system does everything BUT that. The only feel I got was the ch number (mandatory and they are named world even...that's a bad sign usually), the hp you get, but that is clearly not even by experience so, you loose the "upgrade" feel and I'm running out of stuff.

Now, here;s why the battle system does the complete opposite of that: the stickers. If you loose a sticker because of USAGE (reminder, this isn't an item, but an attack option), that means you can't have permanent progression since you loose them as you play and getting them with the background only to loose them after is anti progression feel. There's no experience after you battle, you only progress mid battle, but not between them. That means you don't have the feel of upgrading your character meaning it's just linear: once you won, you won and nothing else. It's like I technically could avoid everyone and it won't impact the final boss battle...I didn't even tried to do effort and I could already get the boss battle...

Now, there IS a sense of stategy, but it's only based on specific stickers...boss are basically use a sticker and that's really it. Now, I have to give that spm had way too easy bosses (even the final one), but at least you have to act accordingly to it and adapt yourselves in different ways while in sticker star...it's just way too straight forward. Oh, and in spm, you actaully have LESS CHANCES to beat the final boss if you avoided everyone on purpose.

Now, to go back to my not only gameplay part, how can you implement the charms of ttyd if you're not even making progression, experience and imersion more important? It's like nothing becomes memorable even now and it;s not how I loved TTYD. spm, heck there's even music referencing memories such as memory 1/2/3/4 and bounding trough time which btw, is THE CORE PLOT.

I just want to make you aware that another sticker star is not the same as another spm. The former is what we don't want and the later is at least in the boundary of good, just not the best and even there, it's good enough to not be TTYD as acceptable. Spm just HAD to be different, I' sorry but making another TTYD after how much the second game pushed the series is just not worthy to try. sticker star is however a slap in the face because it's like it fakes rpg and in the end, it's something I can't tell because it's inconsistent and messy. The main difference between spm and sticker star is that spm tried to have a slight alternation of TTYD elements in just a different context made so that everything fit nicely while sticker star removed the TTYD elements and even some of the series foundation in a context where they wouldn't fit anyway.

Spm did some improvements that they should take note and some errors they should avoid, that is true, but I just want that spm isn't overall seen as an error. Sticker star is really one however because it's clear that it doesn't really feel like any of the 3 previous Paper Mario game and that's with what the series got as foundation.

I hope you got what I meant. sticker star is not spm and spm is more ttyd with a bit of new.

Also, it's not because of spm that sticker star failed the story part...and it's not because of spm that sticker wasn't a bit rushed (it just looks less detailed and original) and it's not because of spm that it didn;t ended up a TTYD remake...
The part I was comparing SPM to from sticker star was the platform type levels, that weren't in the previous games.
 

aldelaro5

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The part I was comparing SPM to from sticker star was the platform type levels, that weren't in the previous games.
Really?

there's noticeable platforming in sticker star?

That's new to me, but if it's the case, it's actually VERY bad in this case because spm had platformer made to fit nicely with the rpg stuff.

If sticker star remove the Rpg context, but kept the platform...

then it's even worse than I tough...

Because then, it might be considered as a platformer only if it's not a true rpg.

And that is a totally different thing then spm...
 

FireYoshi360

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If Sticker Star wasn't RPG at all, It would suck ALOT more. But, SPM has HP, EXP, and Inventories, so that's good enough for me. TTYD HD would be cool too. tbh, I haven't finished TTYD. It's really holding me down and making me feel guilty. Rogueport HD stage would be the best stage in the game, and you argument is invalid.
 

aldelaro5

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If Sticker Star wasn't RPG at all, It would suck ALOT more. But, SPM has HP, EXP, and Inventories, so that's good enough for me. TTYD HD would be cool too. tbh, I haven't finished TTYD. It's really holding me down and making me feel guilty. Rogueport HD stage would be the best stage in the game, and you argument is invalid.
euh...who's argument is invalid, me or the one I quoted?

Because we both prefer TTYD...

He said (or implied) that he wouldn't like flipside which is an spm stage...

But nonetheless, I would still agree for that as an awesome stage evn tough my preference is more th theater since you can have Rogueport elements.

Also, having all those effects like fireqorks in HD...

Gosh, you made me want any TTYD stage and SPM even more with your hd talks :)
 

Planet Cool

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TTYD is my favorite GameCube game, easily topping Melee (not that Melee isn't amazing - I'm on SmashBoards, after all), and my second favorite Mario game after Galaxy 1. The battle system is fantastic; I love pulling off "stylish" moves and currying favor from the crowd that gathers round to watch the fights. It's a hilarious and brilliant idea. The writing is also top-notch, with every single character having something funny and / or interesting to say, and a huge step up from the trite and childish dialogue from the original Paper Mario.

And don't even get me started on the characters! Goombella, Vivian, and TEC-XX are particularly memorable. I can't believe Nintendo got away with the whole "TEC watches Peach take a shower and falls in love with her" thing. The whole Doopliss arc is surprising and amazing, and... just... this is a really good game, okay?!

I hope the Wii U gets its own paper Mario, and that it follows in the footsteps of Thousand-Year Door.

(Also, Dupree. I love that guy.)
 

aldelaro5

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TTYD is my favorite GameCube game, easily topping Melee (not that Melee isn't amazing - I'm on SmashBoards, after all), and my second favorite Mario game after Galaxy 1. The battle system is fantastic; I love pulling off "stylish" moves and currying favor from the crowd that gathers round to watch the fights. It's a hilarious and brilliant idea. The writing is also top-notch, with every single character having something funny and / or interesting to say, and a huge step up from the trite and childish dialogue from the original Paper Mario.

And don't even get me started on the characters! Goombella, Vivian, and TEC-XX are particularly memorable. I can't believe Nintendo got away with the whole "TEC watches Peach take a shower and falls in love with her" thing. The whole Doopliss arc is surprising and amazing, and... just... this is a really good game, okay?!

I hope the Wii U gets its own paper Mario, and that it follows in the footsteps of Thousand-Year Door.

(Also, Dupree. I love that guy.)
Well, sorry for the delay (normally, I answer very quickly as soon as I get replies because I love them :) ), but I'm just discovering stuff in smash I never saw before, but let's get to the post.

I said it multiple time elsewhere on this forum, but TTYD is NOT my best game of all time and it's my second because I CANNOT change the first one. The first is SSBM, but not for the reasons you might think: by playing this game, I realised how much game can be made so that they are art and some masterpieces like TTYD never weakens trough times because they were made to be always good and even better upon reexperiencing it since it's lovable. I won't go into the details, but I can't say TTYD is my best game since saying it denies the fact that I had the chance to play it in the first place.

So, don't feel ashamed because I'm probably the one that talks the most about the series here and you're not alone :)

You bring good points that I actually have a lot to say to let me go by points:

It took me a while to realise it, but it;s genius how enjoying the battles are. This RPG is (from someone who played a lot of them like earthbound, pokemon and even chrono trigger) the only one I was enjoying every battles even if I farmed on purpose and ironically, it made them even better!

Here's why: we already know how appealing the design of this game is. Just that helps, but the battles have RNG made it so it's never the same thing even for farming (and I mean never because it could be as simple as a gomba and you get decor falling). Now, you have your usual attack options and action commands, that isn't changing much. What is tough is

The audience
STILYSH!
Bingo
pretty much all the battle sfx.

Then you have some spice like the decor, audience acting, helping, or hurt you, the stylish (especially this one) and some stages one like fireworks.

There are so much stuff that when you just LOOK at it, it's just prompting you to be happy. Like, it makes the battles so much a satisfaction to just hear the audience sfx every single turn (or mostly) and have them thrilled that it ended up being an infinite sunshine effects with the stylish.

If any of you played super mario sunshine, you should at least be aware of what I'm going to say. This game had a very well reputation of just make you so much smile that being constantly exposed to the design of the game is making you experience this feel over and over and over..... The music is helping too, but delfino plaza is really you just want to jump from roof to roof for THE ONLY REASON that it seems "fun" because it makes you happy for the sake of doing it.

Here, you have the optional choices to do a stylish, but those are technically only useful if you don't have all your sp. Thing is, that's not how it works in practice because you will at one point get the really big urge to just do them for the sake of doing them because it provides so much satisfaction of seeing the figure Paper Mario does (power smash is the best example of satisfaction), the silly sfx and of course the crowd. By just doing them for no real reasons, it just makes you want to play more and you go into an infinite cycle where stylish becomes important for a weird reason.

So, what do you think will happen in ch3 when you have to do around 20 fights, adding a RNG factor and being free if you passed that RNG?

That's why this ch was so good. They really wanted to show off how the battle system never feels "repetitive" or "boring" even tough you are doing repetitive task in your attacks!

Like, this is a big reason why I want so much this stage in ssb4. The amount of fun you can have in for fun matches is above the imagination and is really almost infinite. I would like to play more RPG that focus more on this mindset of making the player enjoy the flow of a battle instead of constantly living the immersion of taking decisions. You do take big decision in TTYD (shadow queen and pretty much most of the bosses requires at least thinking about it and turn by turn provides it nicely) so, having what it should have for a strategy purpose and adding the stisfaction it provides, it will become enjoyable to trigger a useless battle from EXP perspective.
First, the text in this game is 2Mb. That;s actually huge because I think one character = a byte, but you have to removes the sort of XML tags they used for the effect, but anyway, it's an RPG so, it;s expected to have that much text, but I read through them, and I can tell you that Gombella has a crazy amount of text out of every files. It's really something because think about this: every tattles, every "msg_kuri_map" of when you press X to get tattles of a location, every npc info and lastly every partners normal dialogs. The last one is the most interesting because in cutsneces that your partner talk, they all have different messages (except if the game don't handle it like having vivian on ch1 is going to output "No message [English]." in red), she's the partner you encounter the very first and so, has the most text. I even think it might be a majority because she talks so much. And reading them is really something special because of the humour in them. I may provide more evidences, but with the writer of mother doing the trophy description of SSB4, I can assure you that it's really mother inspired humour. I even read a 4th wall joke that she literally acknowledge to have broke the 4th wall and even apologize :)

Those texts are so good which is why I went crazy when I had the other thread with tattles as Paper Mario's special taunts :)

But TEC...honestly, wow. Like, if you loved the TEC story, first, play spm. Second, yeah this story is a lot deeper when you think about it. But I just want to note, and I can prove it by pic if you insist it didn't happened, Peach is not naked when ahe takes her shower. Proved with free look and yes, I was silly enough to check to know :)
So, the thing with TEC is a way to see love as a computer glitch. It's weird, but let me tell you: a PC can't feel love unless you tell it what it is exactly and again, it should give very arbirtrary results since love is more complex that it would be impossible to reach it with 0 and 1. But this one actually makes sense to "feel" (quote are important) love since...it got kinda screwed up in the coding. See, if I tell a PC that this kind of person is good and friendly so you should have fun with it, that's clear for the PC. But what if I tell also that a particular person that match the first statement needs to be enclosed alone and you cannot and should not talk to her but just watch her?

It's a clear contradiction. I don't know how such a first statement coud have been issued by Grodius (theories are open though), but the computer is just confused and begins to act eratically. When seeing Peach, TEC is like "euh...should I have fun with her or jus shut up and watch her?", so he glitch. Now, this is of course not clear, but it begins very obvious that it's a glitch since we can say that TEC never directly did not do what was told prior and because of the glitch, managed to do the complete opposite anyway.

Once, he says that answering to some question Peach asked was "prohibited". however, he's still on a glitch to talk with Peach so guess what he does? He asks the question (no one told him he can't do that) and provide dumb answers choices but one which is the right one so that Peach answers them and not TEC. He can say the answers are right or wrong and the only thing he can't do is answering directly.

See? Now, once, he says that he can't let Peach escape even tough he had the intention to do it before getting reset. Why? Remember that peach told him stuff that made him under her control without knowing because he registred what love is. She said at the beginning of the story that love is when you're ready to do everything to potect one person. Now, after ripping the data disk, he got that she's not under good protection and remember, because Peach said everything, that implies throwing an exception to the statement "don't let peach escape"!

so, he threw and exception and caught it with what Peach said so, it OVERLAPPED Grodius statement.

That was really the most interesting thing of how to see love because I never tough that by glitching, a computer could without having the true feel act like in love. If you think about it, love is something that makes you act eratically because of a person and it's exactly what was showed in the story. So, that's why you could say that love is like a computer glitch because you act intentionally, but erratically and unusally.

Spm did a love story more deep than this one on the whole game so I reccomend to check it, ut TEC story is not something you expect in any game from the Mario spectrum.

Ok, if you hear people not liking the ch4 because of the backtracking, really, I strongly disagrees with them because for a rare time, backtracking here was used to help the game!

the ch4 is really amazing because the theme is present right at the start and starts to increase without noticing. You talk to a guy blocking you, you can't pass. You talk to people, rings, you go see who and it's the person you were supposed to talk to since 10 seconds ago so you go see the guy blocking the path again to realise the bells rang for him 5 seconds before you had the chances to tell him the mayor pig thing so that;s how you pass?

This is just plainly fishy to start a ch weird like this. Tough, after this, it;s really simple until you reach Doopliss 1...way too simple. Like, I don't know but when I did the first go to the creepy steeple, it felt I don't know too "linear" and "straght forward". It's weird like it feels bland and missing an extra stuff that the ch usually had, but here, nothing. Just the creepy theme of balck being present and that's really it.

So, at the creepy steeple, I started to feel the ch honestly sucked. I was already at the boss and it just feels way too short like I at least expected a multiform or something, but being at the boss now is very questioning.

Now, you beat Doopliss one, one form so you maybe expect that the ch won't end like the one in pm64 but NOPE, it really ends.

So, at this point, I could not have got it because the save prompt made this very obvious and I didn't got that Paper Mario didn't yelled after the "END OF CHAPTER" screen because that's the only indication left. So, I was convinced that the ch sucked and that it was the worst part of the game.

OK, I really am interested to how you reacted after this screen, but really, this screens of seeing a not even obvious Paper Mario purple lying on the ground of the top of creepy steeple is really something memorable. There's absolutely no sounds and no movement it's just silly to look at the screen so, how did you reacted?

Me? I tough my game froze. That happens rarely, but sometime you're the unlucky one (ironically, I got with 6 months of glitch hunting, it's freaking solid coding) so, think about it what is the first reflex you have when you think a freeze occured?

You push buttons...

Like, how can I describe my WTH? reaction? I really was speechless and I really was completely clueless on this. Like, you know that feel that you feel something was stolen from you that was vital to have all the time? It's that panic feel. You have lost every partners and even style (that was a big one because stylish didn't look that good now...). But to get to a point when your identity was stolen....when you come back, you're first panicked to go as quick as possible outside of the town so, first backtracking is enhanceing this feel of umergency because you want to go fast and you know how since you got there before, but it wastes time and so, emforce your panic.

And the straw that broke the camel's back: you can't leave ch4. You're stuck here, because doopliss stole the thing you need to go outside, your name. So, at this point, you just don't care about vivian not sounding trusty because she doesn't know you're mario and you just use her. Now that you get you can't leave, even more panick and guess what? EVEN MORE because of backtracking.

The last backtracking is the satisfaction feel of being able to do something at last.

Which is why I found the backtracking in this ch genous because it really emforces so much the imersion and it came from nowehere when you least expect it.

I'm not going to spoiler the last point because I talked about this in a PM that I need to bring this here: now I agree it's time to go back to TTYD renew or remake, but it's needed now.

SPM was released at a time when doing a TTYD 2.0 would be a bad idea. TTYD is just so close to perfection it's not worthy to try to do a direct sequels with the same concept taken from PM64. If you're not convinced then try to tell me do you have significant improvement to do to TTYD?

The best I have is the ch2 punies that may have been an hassle, but the truth is it's really a slight annoyance that in the end, doesn't change the appreciation of the ch2 design (sublime btw).

So, they did what they should have done to keep the series alive with SPM and imo, it really was decent for what was the challenge. They had to renew TTYD meaning they have to keep its core charms in the ch, but implement those in a different context. Being on a Wii, people are a bit more familar with platformer so I understand the decision of merging RPG with platformer but what I still found good about spm is that they stull kept enough TTYD element and not too much to make it seems like a 2.0. It even managed to did unexpected improvements (the tec story and some th wall jokes), but because it's a renew, it unfortunately had errors that TTYD didn't had. I however still accept those as I don't think theyhad that much choices and in the end, it felt Paper Mario enough.

But this game is not the reason sticker star messed up so much. Spm had a fantastic and deep love story and sticker star was made in the conviction that it did not matter because of a very douvtful survey. Next, the originality in design was not a big priority (I can source this, but an interview with someone from IS stated they they intentionally didn't made that much original character and I can't remember the reason, but I think it wasn;t a very promosing one).

But the big cut (pun intended) was TTYD remake. I just want to tell that now it's ironic, it should have been actually fine without it, but problem: spm got mixed (disagree but anyway) reviews so I guess I could maybe found that valid with a system sold as much as the 3ds to remake TTYD. So, if miiamoto declined the prototype of TTYD remake (btw, he said it FELT like it, but this is anyway a good thing), I could understand that with the circumstances on how wrong they got the general opinion that it was an ok decision, but considering they got those survey and decision worng...it's a really bad move. Like, the game ended up cutting most of what spm got from TTYD and in fact, you felt it's just incomplete because it's like an RPG, except it doesn't do what it should do as an RPG, it's messed up.

So, TTYD was released in 2004 and we got a renew in 2007, sticker star ditched most of TTYD in 2012 and we are in 2014 with a leak and representatives answers on a Facebook question we got back in April (I'm sure it was for something else than just chilling).

It;s been 10 years for TTYD and 7 years to get a renew of its charms and now, the series is honestly off the track.

It's time to go back.

Like, NOW I consider it the best option or a new game renewing TTYD, but similar and maybe better (hard to do tough) mechanics. I can't believe they can beat TTYD, but at least in the same level of details and quality in design. We reached a point where the latest game on the most recent well sold system is affecting badly the reputation of the series had before and really, TTYD was the best example of that.

Because they can have a lot info from the fans after getting it back right to do a better renew than SPM and fix the errors it had before and yes, they can experiment with more stuff after since you know, Nintendo loves that and that's fine, but now, it needs its roots badly.

Sticker star was well sold and I know several fans here got it (of course, I saw so much disapointement after) so, they should be clearly aware of what got wrong with the sticker star decision and with the openness IS had on ssb4 recently and how Sakurai was agreeing to give the series that much rep (I honestly think that it rivalises mario kart with the new stage), it really shows that the series may had a great future so let's just hope that leak was Paper mario related and if it's foing like it should like TTYD remake or anything that is close to the orignal in a new way like a direct sequel or something, then it;s time to hype.

But for now, I say hope because there's good reasons too:


Can you remind me who dupree is? I may have forgotten stuff from pm64...

OH I almost forgot, I planned to replay pm64 because I'm going to be honest, I kina rushed a bit too much my first playtrough. I have a weird way to play long games like this because I NEVER DO MULTIGAMING. When I decide to start one, I don't proceed to another unless I do not want to beat the one I'm doing. This means I will spent my full time on this thread a lot more and the thing is...

I can't guarantee anything, but recently, I got a decent streaming setup. I can stream the audio and video of the VC version at a basic, but really decent quality. I can't use a mic tough, but I can use the chat and you to enjoy the game even if I only talk if I have something to say because in RPG, I tend to focus a lot more on my imersion and only pause if I need to or (this really happened in spm) if I got struck by an absurd joke :)

So, I can;t guarantee anything, but if you're interested, I could just tell my channel and time on the social thread and you would just follow me when I do it. If theather is announced, consider this as almost confirmed, but I am in college and so, I'm busy all the time and it's better on weekends.

Would you like that? I mean I tell you that there's several stuff you will be impressed I forgot I just remember the core plot and maybe sequence, but not the details that made the charsm of this game like dialogs and try to 100% it.

Until then, just a recommendation, watch the potd more carefully becaseu Sakurai is now going all on WiiU so, if you were there on July 29, you know what happened for me, but unfortunately, busy with college so I can only for 2-3 days be there live. I just don't want you miss a hype inducing announcement if it ever happens.

Btw, I'm just hyped for smash now...sorry if I let this thread a little, but I 'm sure I'm not the only one that would do that considering ssb4 :)
 

CyberMario

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I'm in full support of this thread. To be fairly honest, I think Paper Mario did have a fairly good chance of getting in. (Or is depending on DLC)

Here are the reasons:
From Melee to Smash 4 - Paper Mario has ALWAYS had a trophy of him.
Smash 4 - Paper Mario has his VERY OWN stage! I don't believe any other non included character has had this feature in Smash. At least to be influential enough to be a part of the stage roster.
Smash 4 - Paper Mario has his own music to his stage

However:
Paper Mario never did get his own assist trophy. Unlike Little Mac
Paper Mario may seem to ride off of Mario's success. Instead be being in it's own franchise.

If Paper Mario is included in DLC, day 1 Main, best in the world. I will destroy everyone I meet, even if he was Bottom Tier. I picked this Image up from 4chan the other day.
 

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