Paper Mario Talks — Pro Mode & Hammer

Continuing with gushing about things I like in my last post about Pre-Hooktail Pit Runs, today’s topic covers something I found exceptionally interesting in Paper: Mario Pro Mode, and that’s how you approach The Master. If you’re unaware, someone by the name of Clover created a mod of Paper Mario that enhances its difficulty. Enemies … Continue reading

Paper Mario Talks — Why Pre-Hooktail Pit is the Perfect Challenge

There are many, many challenges in Paper Mario: The Thousand-Year Door — Level Zero, No Jump No Hammer, Single Partner, BP Only, Double Damage, etc… but one among them all stands the test of time, for me, as the best TTYD challenge out there. That challenge…is Pre-Hooktail Pit. A Pre-Hooktail Pit run is a run … Continue reading

Paper Mario Talks — How To Break Combat (64): Status

In Paper Mario, there are six kinds of status that the player can inflict on an enemy (Dizzy, Stop, Paralyze, Sleep, Shrink, Attack Down). Let’s take a look at them and how to inflict them! Attack Down – Reduces an enemy’s attack by 3 for 4 turns. [Chill Out] Dizzy – Opponent cannot move for … Continue reading

Paper Mario Talks — An Examination of Danger Mario

When Mario is at 5 HP or less, he’s in what’s known as Danger. If he has 1 HP, he’s in Peril. In Paper Mario and Paper Mario: The Thousand-Year Door, there are badges that only activate when you’re in Danger or Peril. These badges are as follows: — Close Call (and partner variant) [Increases … Continue reading

Paper Mario Talks — Is Superguard a bad mechanic in TTYD?

A superguard in Paper Mario: The Thousand-Year Door (TTYD) is one of two defensive action commands. Instead of pressing A before an enemy hits you, you press B with even tighter timing. Executing a superguarding successfully results in all damage being negated and, sometimes, Mario will deal damage back to the attacker. Is it a … Continue reading