Tag Archives: Switch

Potential Partners For A New Paper Mario Game

Paper Mario Partners

So last night, I started replaying the stellar Super Mario Odyssey and while I was playing it I couldn’t help but admire all the citizens and characters from the very different kingdoms. It got me thinking how these citizens would serve as great partners in a classic Paper Mario game (Paper Mario 64 and Thousand Year Door).  And with the rumors that there might be a new, classic-based, Paper Mario game coming out (yay!) I thought to myself…well…who would Mario’s new partners be?

It’s been 16 years since Thousand Year Door was released and since then we’ve seen a slew of remarkable games like Mario Galaxy, Super Mario 3D World, and of course, Mario Odyssey.  In these games we see bad guys and allies of all sides come and face or aid Mario’s quest.  They include Lumas, Moe-Eyes, Jaxis, as well as characters like Nabbit too.  These new characters, along with classics like Shy Guys or Hammer Bros., can be very useful for Paper Mario’s journey.  But who to choose? Before we answer that let’s look at the first two Paper Mario games to gleam some ideas.

A good Paper Mario team needs to have diversity to help Mario progress in the game. This can be anything from blowing up walls with Bob-ombs, riding a Yoshi or Parakarry over gaps, or swimming with Sushi between docks. The team should also be good at traversing through hazards like Lakilester’s cloud or Lady Bow’s and Vivian’s intangibility. Finally, there should be a partner who can add insight to the world like our Goombas or find items like Watt or Ms. Mowz.

They should also be good with combat. The huge diversity of enemies means you need a lot of tricks to knock them out. This includes the Koopas’ Power Shell to knock through ground enemies, Watt’s or Yoshi’s defense-ignoring attacks, or Sushi’s advantage over fire enemies. What if the combat is too tough? Not to worry! Lady Bow’s Spook and Flurrie’s Gale Force can get them out of here! Mario’s stats looking bad? Give him a boost with Sushi’s Water Block or Koops’ Shell Shield! Don’t know your enemies’ stats and weaknesses? The Goombas can tattle on them! You guys get the idea.

With this in mind, I wrote up a complete team of new partners who’d be wonderful to have along with some honorable mentions.  Let’s take a look who Mario’s new partners could be!

Moe-Eye | Fantendo - Nintendo Fanon Wiki | Fandom

Moe-Eye
Ability: Find hidden objects
Attacks: Search, Headbonk, Pinpoint, Headbonk Hop

One of the more charming new citizens in Mario Odyssey are the Moe-Eyes; Moai statue-like people who roam Sand Kingdom.  When Mario captures one, he can lower his shades and see hidden platforms or objects similar to the Lens of Truth from the Legend of Zelda.  Although his Moe-Eye form cannot attack or jump, it’s very helpful to figure out how to get to, seemingly-impossible to reach, places.

Mario’s Moe-Eye Partner, we’ll call him Moe, can fill a combination of Goombella and Watt’s roles.  Not only can he give us background information on people, objects, and locations, but he can don his sunglasses to look for hidden objects.  Given that you may have Moe right at the beginning of the game, it might work better to give his ability to see hidden objects sometime later that way players aren’t constantly looking for invisible things.  Maybe Moe get’s a new pair of sunglasses later?

Battle-mode Moe is basically Goombario 3.0.  He has a “Headbonk” ability and he has his own version of tattle which would be called “Search.”  Standard stuff for a first party member.  However, we want to make Moe continually useful and not fall to the wayside like Goombario.  I think we can make Moe useful by giving him an attack called “Pinpoint” where he finds weaknesses in a foe’s defense and make them susceptible to attacks.  His final attack, “Headbonk Hop,” would allow Moe to jump from foe to foe until the attack’s timer runs out.

Capture List - Super Mario Odyssey - Mario Party Legacy

Uproot
Ability: Reach high places
Attacks: Root Uppercut, Vine Whip, Absorb, Timber!

Another partner from Mario Odyssey but this time it’s the antagonistic Uproot.  When you possess Uproots you’re able to reach extremely high platforms and minihop onto them.  Not only was that helpful for exploration but Mario also used an Uproot to defeat the spaceship boss Torkdrift by attacking it from below.

Prune, our Uproot partner, will again fill a similar niche role.  She can carry Mario to extremely high places where they can hop off to nearby platforms (she could even get a power-up and reach even higher places as well!).

We also have some interesting implications for Prune on the battlefield.  She can hit the flying opponents but how about hitting them from below???  She can walk underneath them and just rise up and hit their soft belly (“Root Uppercut”)!  That would be fun.  And she could also do a simple “Vine Whip” attack to hit any ground-based enemies.  Through “Absorb,” Prune sucks the enemy’s HP and regains hers, and “Timber!” would be her growing extremely tall and falling on all her enemies doing bonus damage to flying foes.

Boomerang Bro | MarioWiki | Fandom

Boomerang Bro
Ability: Hit distant switches and grab objects
Attacks:  Boomerang, Sky Shot, Shell Up, Juggling
Bonus: Additional Defense but lower Max HP

This time we’re pulling from the classics and using a Boomerang Bro who made their debut in the iconic Mario Bros. 3 game.  Since then, these boomerang-chucking foes have been a semi-regular staple in the games and they can be tricky foes to defeat.  Mario himself face Boomerang Bros a few times in the classic Paper Mario games and we can base his BB partner off of those guys.

Boomer, our Boomerang Bro, would fill a very similar role to the Koopa partners in that he can hit distant switches and grab items but this time with his boomerang.  Yeah, that’s pretty much it!  He will be a very useful partner grabbing the likes of items, badges, and star pieces.

Boomer’s attack, “Boomerang,” would be a cross between Goombella’s multibonk and Bow’s fan.  He’ll throw the weapon out, hit the enemy, and the boomerang will come back and hit the enemy a second time, stealing any items along the way.  His final attack, “Juggling” would be this but could hit all the ground dwelling enemies AND ignore their defense.  “Sky Shot” would be similar to “Boomerang” but would hit just Sky dwelling enemies and “Shell Up” would give Mario a boost in defense.

Japanese Nintendo

A Shy Guy With A Chain Chomp
Ability: Wall Buster
Attacks: Chomp, Intimidate, Let Loose, Glare

Admittedly, Mary came up with this idea but I loved it so much I had to use it.  Mario’s next partner would be a duo; a sweet Shy Guy, named Shia and her pet Chain Chomp, Chompy.  Their role in the overworld would be similar to Mario’s previous Bob-omb partners but instead of blowing up walls they smash right through them!  Shia will direct Chompy to crash through any walls and her faithful companion will bust them up!  These down busted walls can lead to rooms and hallways and open up new areas of the map.

In battle, Chompy will be doing the heavy lifting.  His “Chomp” attack would pierce an enemy’s defense and hit any foe (although he’ll take damage if he bites a spiked enemy).  “Intimidate” would scare away foes similar to Bow’s “Spook” whereas “Glare” could lower an enemy’s defense down by frightening them.  For “Let Loose,” Shia lets go of Chompy’s chain allowing him to do massive amount of damage albeit to a random foe.

X-Naut PhD | Mario Kart Wii Wiki | Fandom

X-Naut PhD
Ability: Intangible
Attacks: Bomb Lob, Intangible, Minimize, Explosion!

X-Nauts were the main antagonists for Thousand Year Door and although their occurrences after the game have been very minimal, I think it would honestly be cool to bring them back.  Maybe after Sir Grodus’ (leader of the X-Nauts) failed to take over the world, the rest of the X-Nauts disbanded and positively integrated into society.  X-Nauts themselves are general mooks although there are higher-level X-Nauts, called X-Naut PhDs, who use chemicals to hurt Mario or buff their allies.

Mario’s partner, Dr. Xander, can serve as Mario’s support both on and off of the battle.  His overworld ability would be intangibility akin to Bow and Vivian’s ability.  After years of tireless work,Dr. Xander finally and successfully invented a device that will make you intangible.  Sure it only lasts for a few seconds or so but it works!  So when Mario’s walking into a dangeorus situation, he can push a button and swoosh! he and Mario are safe from rolling boulders or sudden spikes.

Dr. Xander can use “Intangible” in battle to protect Mario from charged up attacks that would otherwise do massive damage to him.  Unfortunately, the device’s cool down rate will make Dr. Xander inaccessible the following turn meaning it will just be Mario for awhile.  Thankfully, Dr. Xander’s other attacks that will make him quite useful.  Through “Bomb Lob,” Dr. Xander throws an unstable potion to an enemy causing explosive damage with a high probability of burning them.  In “Minimize,” he throws concoctions that will shrink and diminish an enemy’s attack power (and the better the player is in the quick time event, the more enemies will be shrunk by the attack).  Finally, in “Explosion,” he mixes together volatile chemicals to create a super explosion that will do massive damage to all opponents!

Paper Mario Duplighost - Roblox

Duplighost
Ability: Disguise
Attacks: Headbutt, Duplicate, Fooled You!, Mario Mimicry

Our last partner is a bit high concept and would be hard to program but would nonetheless be the most entertaining!  One Mario mook that’s only seen in the Paper Mario games are the Duplighosts; fiends who can almost perfectly copy a person or species right down to their weaknesses.  Doopliss, a chapter antagonist in Thousand Year Door, is a Duplighost who managed to steal Mario’s identity without fooling his partners!  In a game with notable scenes and chapters, this one really stood out to a lot of people and definitely change up the game’s formula.

Our Duplighost, Mimi, will use her Disguise ability to infiltrate fortresses and bypass guards who may otherwise kick Mario and his crew out.  I imagine it would be very similar to the umbrella mechanic that Peach briefly used in the original Paper Mario game.  Mario will direct Mimi to a nearby enemy who will change into and perfectly match them (except for the voice which might be hilarious writing).  While transformed, Mimi can lead Mario, through a guise that he’s a hostage or she’s a chauffeur, through the area.  This will cut down on the stress level A LOT as you can walk through an area without anyone attacking you which would be sooooo niiiiice.  When done, Mimi will transform back and change into another foe!  But if Mimi changes back too soon, the enemy will be startled and immediately attack!  So you want to be careful where you change.

Mimi is going to be a high-strategy partner like Dr. Xavier in the battle.  She has a simple “Headbutt” attack but after that it’s going to get crazy.  “Duplicate” will transform Mimi into an opposing foe.  Why would you want to do this?  I imagine you could have enemies whose only weakness are themselves akin to when Baby Yoshi would swallow and spit opponents in Thousand Year Door.  You could do this for literally any enemy of the game so you would have similar attack power regardless of the enemy.  This is by far her most complicated attack so thankfully her boosted attacks are less mind-boggling.  “Fooled You!” will confuse the enemies so much they become dizzy and “Mario Mimicry” will temporarily transform Mimi into Mario allowing her to perform any actions Mario could do too.

Mario Pokio PT 2 by PrincessPuccadomiNyo on DeviantArt

Honorable Partners

There were a few other partner ideas that I had that didn’t make the cut.  Some partners I like the idea of but couldn’t figure out how they would be useful!  So I can leave that in your hands if you want.

Piranha Plant-burn environmental objects
Paragoomba-tattle or lift Mario
A Koopling-transport Mario through rough terrain or hit switches with their hammers
Jaxi-travel rough terrain
Glydon/Waddlewings-Fly through air
Nabbit/Bandit-Steal items
Luma-???
Ookio-wall…peck…jumping?

What about you reader?  What partners would you love to see in the next Paper Mario game?  What abilities would they have?  Let me know in the comments below and thanks as usual for reading!

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Tangle Tower Review and Overall Thoughts

Spoiler-Free Review Summary: Despite no previous experience with Detective Grimoire, I was able to almost instantly fall in love with Tangle Tower thanks to its kooky characters, twisting story-line, hassle-free gameplay, and soothing music.  Fans of either Professor Layton or Ace Attorney would enjoy this point-and-click adventure game as time and time again I felt very happy and satisfied when clues came together and solutions arise.  The game’s art style is incredibly appealing and unique and I love each characters’ many expressions and voice acting.  The game’s main shortcomings stems from its shortness as it can easily be finished in just a few sittings.  Because of which, the ending left a lot of questions unanswered and made me yearn for more (in both a positive and negative way).  Nevertheless, I eagerly look forward to more Detective Grimoire and Sally games by the small but impressive video game company SFB Games.

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Overall Thoughts and Opinions (Spoilers): 

In the span of a few months Mary and I have played together two point-and-click (PaC) adventure games on the Switch; Thimbleweed Park and now Tangle Tower.  Of the two, I honestly think Tangle Tower does a better job with its concept and execution and left us more satisfied and less frustrated.  First, and foremost, Tangle cuts down on the frustrating pixel-hunting features that can plague PaC games including Thimbleweed.  It helps that objects are nicely drawn and recognizable which is further aided by Grimoire and Sally wry comments on said-object even when it has no relevant to the plot point.  This translates nicely to the puzzles (second), which did not feel frustrating as Mary and I fiddled with the gears, contraptions, and levers.  If we wanted a certain part to go in a certain place the part would snap to it without unnecessary fidgeting.  Finally, Thimbleweed was too full of itself and left an ending that was ultimately unsatisfying unlike Tangle which, despite some head-scratching unanswered questions (more about that later), overall left me satiated.

Overall, Tangle Tower was a fun and amazing time for Mary and I!  We loved it and found the game’s laissez-faire approach to let us do our own thing very rewarding.  The clues and mysteries definitely reminded me of Professor Layton but handled better as we were the ones solving these crazy questions.  The game’s intuitive approach of letting us mix-and-match solutions with nouns and verbs was a very fun process and something that was actually helpful if we weren’t sure how to solve the question.   The lack of a penalty for incorrect guesses may make the game easy for some but to us it was still a rewarding experience.

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But God, those characters are just the real selling points.  I just love the way they’re designed from Fifi’s squashed body, mass-of-hair, and single eye, to Professor Pointer’s melting face, rooftop hair, and squirming fingers.  And they all are just so beautifully animated with those squiggle lines and various dramatic poses.  You can tell that SFB Games has really placed a lot of love into this game further boosted by the years of programming experience they accrued.  Even our main characters have a sense of style to them and I especially like the sarcastic Sally with her three-sphere hair design and cute, tiny jacket.

Each character also has their own leitmotif and there are quite a few exploring themes as seen on the game’s website.  This helps reduce the repetition and really hone in on a room’s personality which is quite nice.  My favorite songs are ones that involved the piano with their slow and thoughtful tunes; part of me wishes the whole soundtrack was like that so I can listen to it while studying.  As a side note, the music and animation honestly remind me of the Microsoft computer games I grew up playing like Math Blaster or Magic School Bus.

Image result for freya fellow sketches"

So one of the things I like about Tangle Tower is that you can show each character either a clue or a character’s portrait and with only a few exceptions out of the many combinations, the characters will respond with unique dialogue AND I LOVE THAT.  I’m so used to earlier PaC games, even Professor Layton and alike, to give generic dialogue when an irrelevant item is shown to a person (“I don’t know what that is” or “I can’t help you with that”).  It helps that there’s only like nine characters but still, the amount of dialogue in this game is tremendous.  And I like how the characters responses either reflect their personality, or give insight to a clue or another character, or point you to another character who could better assist you (it honestly reminds me of the Full Motion Video detective game “Contradiction!” which you all should check out).  One of the best examples of this is Poppy’s old photograph and how everyone kept lying who the girl is even though they know full well it’s Poppy.

These clues and character dialogue really make it fun to piece together the evidence and draw conclusions.  Mary and I would frequently bounce ideas and inferences off each other and usually by the time we had a great idea, Grimoire and Sally weren’t far behind.  This created an almost frustration-free environment as some games, like Ace Attorney, I’m just impatiently waiting for the detective to catch up to me when I have already figured it out 20 minutes ago.

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Unfortunately, many of the interesting plot points or character mysteries go unsolved or fall by the wayside at the end of the game.  I imagine that some of them acted as red herrings, to distract us from the bigger picture, and if that was the creators’ intention then it certainly worked but it still doesn’t explain some of the more pressing issues or confusing head-scratchers I felt should have been solved.

This includes but not limited to

  • Why did the lake rise and was that related to the new towers?
  • What was the other 10% of the Golden Beetle’s shell made of?
  • When did Penelope switch the red ink with the blood when she had very limited time to escape the attic and change clothes?  Was it before Freya started painting?  Also, WHO’S BLOOD IS IT???
  • What happened to that Inkdip bird?

And then there’s the other confusing evidence and plot points that I felt could’ve been straightened out a bit nicer like

  • Didn’t Grimoire realize during the statements review that Felix CLEARLY said he heard two people going down the stairs???  I felt like that should’ve been addressed by him or Sally during their review.
  • How the hell did Penelope/Hawkshaw manage to change in and out of costume without raising any kind of suspicion?  I feel like that should have been noted by the family members.
  • Why did Penelope have to kill Freya exactly?  Even though Freya found out the family’s secret was it going to jeopardize anything?

I think many of these problems stem from the game’s rather rushed ending which seems to be the biggest complaint a lot of people have for this game.  I think Mary and I finished it in like 6 hours or so?  It wasn’t very long that’s for sure.  It was actually kind of funny because the first couple of chapters or so were pretty long and then all of a sudden they just kept coming bam, bam, bam, one after the other!  The introduction of the mystids, the ambassadors, and the secret rooms, were fine but I felt like we could’ve stayed on them much longer.  I wish I heard what the other characters thought about the ambassadors and the secret room.  I also wanted to explore all four of the mystids including the amphibious creatures.  If the game added an extra hour of gameplay I felt it could’ve wrapped it up a bit nicer and not as an exposition dump in the end.

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I agree with you Grimoire, this was another minor thing that bugged me too

At this point though I am nitpicking a very fun and smart game.  You know that feeling you get when you play something and realize it was something you didn’t need until the moment you had it?  That was me for Tangle Tower.  It felt both new and familiar at the same time and I just love everything that made it for what it was.  I’m going to be playing “Detective Grimoire” after this but I got the sneaking feeling I won’t be enjoying the game as much as this one thanks in large part to the art style but we’ll see.  SFB Games, when you make another game, please include Sally in it as she really makes the game that much better.

Final thoughts and notes

  • I totally ship Fitz and Poppy, such a potentially cute couple
  • The creative puzzles were at the right level of difficulty.  That magnifying key puzzle was a bit of a pain but we got through to it in the end!
  • The damaged cassette tape was pretty creepy with the humming and all.
  • The map was amazing and definitely helpful to visualize where everyone was during the murder
  • Kind of disappointed that Penelope didn’t have bird arms in the end
  • So Felix just straight up didn’t carve a Fifi statue for Flora (her mom).  Yikes, poor Fifi.
  • Can we agree that Professor Pointer is a creep for peeping on Flora?
  • Love all the side conversations and settings of Tangle Tower, really hones in the history of the place.  I think this was most apparent for Freya’s storage-turned-bedroom.  Really shows how the family thought of her.