Just yesterday, I had the thought of wondering if Nintendo made another Paper Mario Game, what would it be like?
So, here's my idea of what would make for a good Paper Mario Game:
Paper Mario: The Book of Ages
Mario's on a journey once again as he discovers an ancient tome known as the Book of Ages. This book, allowing its user to manipulate time to their will, is sought by a new threat to the Mushroom World: Chronos, the Time Mage. With the book at his disposal, Chronos could alter the timelines in such a way that he could make himself a God. But to do this, nine pages from the Book must be acquired that have been scattered across the lands. Hurry, Mario: Time itself is counting on your success!
One of the first improvements I'd like to make is that you can have TWO partners out at any time (so you have Mario and two of the newcomers). When in the field, you'll use your front-most partner's ability when you press B. To rotate the partners, press minus.
THE PARTNERS!
1st: Goombuster Goomba:
Goombuster, one of Goombella's former classmates at U Goom, is the first partner Mario comes across when he witnesses the Goomba being harassed by Chronos' Time Knights and their leader, Kristos, Chronos' Right-Hand Man. Keeping in line with the other Goombas of the Series, he can tell you about the place you're in when you press B. His moves are as follows:
Headbonk: The basic and trademark move of the Goombas, Goombuster leaps at the enemy by jumping on their heads. Pressing A as soon as he strikes will nail an Attack Command. Deals 1-2 HP at Level 1, 2-4 HP at Level 2, and 3-6 HP at Level 3.
Tattle: Also staying in line with the series, Goombuster can tattle on your enemies, revealing their HP and adding it to the tattle log. Press A when the crosshairs line up to add 'em!
Multibonk (Super Rank): Like previous incarnations of the move, Multibonk allows Goombuster to continually leap on a single enemy until you miss an Action Command. In theory, you can do Unlimited Damage to a single target. Costs 3 FP.
Morale Boost (Ultra Rank): The Morale Boost gives Mario an extra turn to fight; in addition, it raises his Jump and Hammer Attacks by 2 for that turn. Rapidly mash A to fill the gauge and get the Action Command. Costs 6 FP.
2nd: Koopella the Hammer Sister:
Koopella looks sweet enough at first glance, but in reality, she's a bit of a tomboy and she doesn't take insults lightly. You'll find her first dishing out some verbal lashings to some Town Guards in Chapter 1. In the field, you can use her shell toss to activate switches and attack enemies for first strikes. Also, just like the previous Koopas, you can hold her in place and move around. Her moves are as follows:
Shell Toss: The trademark Koopa ability, Shell Toss simply attacks the front-most ground-bound enemy. To nail an Action Command, hold the Joystick left until the Star is highlighted. Deals 1-2 HP at Level 1, 2-4 HP at Level 2, and 3-6 HP at Level 3.
Hammer Throw: The Hammer Throw allows Koopella to toss one of her hammers at a single enemy regardless of its location or position. To nail an Action Command, line up the two cursors with your WiiMote within 3 seconds. Deals 1-2 HP at Level 1, 2-4 HP at Level 2, and 3-6 HP at Level 3. Costs 3 FP.
Shell Barrier (Super Rank): A new move for the Koopas! When Shell Barrier is used, it reduces the damage Mario takes for the next few turns; Level 2 reduces damage by 2, and Level 3 reduces damage by 4. The duration of protection is determined by how close to the middle the cursor is when you press A: If it's at the far left or right, you'll only be protected for that turn and the next; if it's dead center, however, you'll be protected for the next THREE turns. Costs 2 FP.
Hammer Barrage (Ultra Rank): Koopella unleashes her fury in this, her final move by going into such a frenzy she attacks all enemies on screen with a flurry of hammers. Additionally, her attacks ignore the victims' defense if you nail the Action Command. Flick the Joystick left repeatedly to fill the gauge. Deals 1-6 Damage. Costs 6 FP.
3rd: Johnson, the X-Naut:
A former member of the Secret Society of X-Nauts, Johnson has joined Mario at the behest of his superiors to fight the new threat that Chronos presents to the world. You meet Johnson when you run into Crump and what remains of the X-Nauts in the Second Chapter. In the field, Johnson can use his X-Ray Goggles to reveal hidden items and the true forms of subjects; which is good, because some of Chronos' minions disguise themselves as ordinary NPCs! His moves are as follows:
Charge: The basic attack of the X-Naut Army, Johnson jogs in place and Body-Slams a single enemy. Hold the Joystick left to build up power, then release when the Star highlights to nail an Action Command. Attacks land and air units. Deals 1-2 HP at Level 1, 2-4 HP at Level 2, and 3-6 HP at Level 3.
X-Ray Vision: I guess those goggles aren't for show after all! Johnson uses those special lenses of his to identify key weaknesses of the enemy, such as if they're vulnerable to fire, ice, etc., or if certain moves work better than others. Line up the two cursors with the WiiMote (you control the small cross) to ensure best results and nail an Action Command. Additionally, he may reveal weak spots on the enemy that if struck, deal an additional 50% damage to the target. Some enemies can't be attacked until you use this move. Doesn't cost any FP.
Flask Toss (Super Rank): Johnson keeps these handy honeys on himself at all times, and the X-Naut Ph.D.s have improved them since you saw them last. Press A the INSTANT the circles light up to take out a flask (and thus nail Action Commands). Each flask yields one of a variety of status effects; dizziness, shrunken, soft, burned, frozen, slow, sleepy, immobilized, confusion, poisoned, or, rarely, instant death (only a 5% chance, though). Instant death won't work against Bosses, obviously. Each flask deals 2 HP per hit. You can get up to 3 flasks at Level 2, and 4 at Level 3. Costs 4 FP to use.
Earthquake (Ultra Rank): Johnson's final ability has him drinking a “Hugeify” flask and slamming the ground with Earth-shattering force. The shockwave is so powerful, it sends waves high enough to attack air units, and it ignores enemy defense. Hit A when the meter passes through the red circles to increase the intensity of the shockwave and nail the Action Command. Deals 1-6 Damage. Costs 6 FP.
4th: Spy Gal the Shy Guy:
Spy Gal is a female Shy Guy who specializes in Stealth and Reconnaissance. You meet her first when you have to infiltrate a Time Knight Stronghold which has already captured one of the Pages of Time. In the field, she activates her cloaking device and turns you and your partner invisble, making it impossible for your enemies to find you. Her attacks are as follows:
Dash Attack: Spy Gal runs in place, building up speed before ramming into the front-most opponent. Hold the Joystick left until the Red Circle is highlighted to nail an Action Command. Deals 1-2 HP at Level 1, 2-4 HP at Level 2, and 3-6 HP at Level 3.
Cloak: This is a nice, handy move. Cloak makes Mario, Spy Gal, and your other partner invisible and invulnerable to the next attack if you input the three-button sequence correctly (buttons possible are A, B, and Z). However, reappearing counts as your turn, leaving you vulnerable to attack. Costs 4 FP.
Hostage Rope (Super Rank): Spies need to ensure they aren't detected by anyone, so they often tie up enemy soldiers. Spy Gal wields the rope like a whip, constricting a target of your choosing. While holding A, swing the WiiMote around and around (like you have a lasso) until you fill a “Swing Meter” to the maximum, then release A. If you nail the action command, your target will be Slowed, restricted to attacking every other turn. Deals 2-4 Damage at Level 2, and 3-6 Damage at Level 3. Costs 4 FP.
Swift Strike (Ultra Rank): Spy Gal's final ability has her zipping around the stage, slashing away at enemies. To use it, swing the WiiMote like a sword in the three indicated motions (only horizontal or vertical) to nail the Action Command. Deals 1-6 Damage. Costs 6 FP.
5th: Princess Peach:
What? Having Peach as a Partner would be Blasphemy? Nonsense! Mario catches up with the Princess just as he witnesses her being hauled off by Chronos' Guards in Chapter 4. Save her, quick! In the field, Peach allows Mario and Co. to float over gaps using parasols by holding down B. She's also a good healer and an impressive fighter as well. Her moves are as follows:
Love Slap: Peach runs forward, then slaps the frontmost target numerous times, ignoring defense if you nail an Action Command. Flick the Joystick left and right until it fills the gauge to attack. Deals 1-2 HP at Level 1, 2-4 HP at Level 2, and 3-6 HP at Level 3.
Heart Darts: Peach takes out a few hearts and flings them at an enemy of your choosing. With each hit, she'll regain health equal to half the damage dealt. To nail an Action Command, wait until the button that must be pressed is highlighted (possible choices are A, B, or Z), and press it the INSTANT it shows up. Deals 1-2 HP at Level 1, 2-4 HP at Level 2, and 3-6 HP at Level 3. Costs 3 FP.
Icy Gaze (Super Rank): Peach, while not easily angered, can really make some people freeze with fear sometimes. When she uses this ability, she literally stops someone cold with an icy glare. Smack the Joystick in three directions to nail an Action Command; doing so will freeze the target solid for the next 3 turns if done correctly. Deals 2-4 damage at Level 2, and 3-6 Damage at Level 3. Costs 4 FP.
Group Hug (Ultra Rank): Peach's final ability is also the costliest in the game, but it is certainly worth it; if done successfully, ALL party members (currently fighting or not) are healed for 10 HP, and cured of all status afflictions. To nail an Action Command, rapidly press 1 or 2 (whichever is highlighted) until it fills the gauge completely. Costs 10 FP.
6th: Jenna the Time Knight:
Jenna was originally one of the Time Knights serving Chronos, but she is banished from the organization when she has an ethical crisis. Ordered to execute Mario and his friends, she can't bring herself to do it, considering that prior to her execution orders, Mario and his companions save her before she plummets to her doom. Her joining the group coincides with the group's first meeting of Chronos, who witnesses her betrayal and banishes her from his order. In the field, Jenna can slow down time to enable you to cross platforms or other obstacles that normally move too quickly in real time. Her moves are as follows:
Chrono Blast: The basic attack of a Time Knight, Chrono Blast is a super-compacted area of Space-time hurled at an enemy of your choosing. Hold the joystick left until the Circle is highlighted (similar to Mario's Hammer Attacks) and release it to nail an Action Command. Deals 1-2 HP at Level 1, 2-4 HP at Level 2, and 3-6 HP at Level 3.
Stasis Field: Jenna can collapse the Space-Time Continuum to such a finite point around a target that they are immobilized for the next three turns. Line up the crosshairs with your WiiMote to perform the Action Command, or it'll miss. Costs 4 FP to use.
Fast-Forward (Super Rank): Having control over time has several benefits; one of which is to increase your speed. When Jenna uses Fast-Forward, either she, Mario, or a party member can attack twice each round for the next few turns if you nail Action Commands. Smack the Joystick in three directions to increase the number of turns you get double attacks. Costs 5 FP to use.
Chrono Destruction (Ultra Rank): Jenna's final ability rips the walls of time asunder and damages all enemies with a powerful vortex. If you nail the Action Command, you may immobilize your foes as well. To pull it off, press the A button to fill the gauge, but don't let it overflow! Deals 1-6 Damage. Costs 7 FP to use.
7th: Lord Bowser:
Why not? Even King Koopa is at risk when Chronos is around! The big lug joins you after you fight him about midway through Chapter 6, though it takes some convincing from Peach and Jenna to do so. In the field, Bowser uses his trademark Bad Breath to attack enemies and melt icy barricades. Torches can also be lit, either allowing you to see better or to solve a puzzle. Being the heavy hitter that he is, his attacks deal more damage than the other characters. His Awesomeness' attacks are as follows:
Stomp: Bowser's basic attack sends him flying through the air and smashing an opponent. Press A the moment he lands on an enemy to do a second bounce and prevent them from performing certain actions (attack, items, etc) for the next 2 turns. His thick scales allow him to attack all opponents, regardless of their characteristics (flaming bodies, spikes, etc). Deals 2-3 Damage at Level 1, 3-5 Damage at Level 2, and 4-8 damage at Level 3.
Flame Breath: No Bowser moveset would be complete without this. Bowser runs forward and roasts all land-based enemies with the fiery attack, burning them if you nail the Action Command. Press A repeatedly to fill the gauge. Deals 2-3 Damage at Level 1, 3-5 Damage at Level 2, and 4-8 Damage at Level 3. Costs 3 FP.
Poison Fang (Super Rank): I guess it's been a while since Bowser last visited a Dentist. Bowser strikes the front-most attack with a bite, poisoning them if you nail the Action Command. Simply hold the A button to fill the gauge until it's full. The poison deals 2 damage per turn. Deals 3-5 Damage at Level 2, and 4-8 Damage at Level 3. Costs 5 FP.
Inferno (Ultra Rank): Bowser needs to go easy on the hot sauce! Bowser's final ability issues a massive gout of flame from his mouth, roasting all opponents on screen and burning them. Again, frantic A button mashing is required to fill the gauge and nail the Action Command. Deals 1-10 Damage. Costs 7 FP to use.
8th: Commander Bridget:
Bridget is the leader of the Aerial Bob-Omb Corps, a special air wing crewed mainly by Bob-Ombs. She sports an Pilot's helmet and is yellow-colored. You'll meet her first at her Air Base when the team receives word that their next Page of Time is located in a Sky Fortress. In the field, Bridget, like Bobbery and Bombette, walks forward a few steps and then explodes, either to engage enemies, blast holes in the wall, or activate switches. Her moves are as follows:
Bomb: Bridget's basic attack has her simply walking up to the front-most enemy and exploding. Hold A until it fills the meter (and lighting up the Star) and release it to nail the Action Command. Deals 1-2 HP at Level 1, 2-4 HP at Level 2, and 3-6 HP at Level 3.
Mines: Bridget places 3 land mines by lobbing them where your WiiMote is pointing. They detonate if someone walks on them or after 3 turns. This also applies to your characters, so be careful. Each mine deals 1-2 HP at Level 1, 2-4 HP at Level 2, and 3-6 HP at Level 3. Costs 3 FP.
Air Guard (Super Rank): When Air Guard is used, Bridget deploys small drones that electrify direct attackers for the next three turns. The severity of the shocks depend on how well you nail the Action Commands by pressing A at just the right moments. Deals 2-4 Damage at Level 2, and 3-6 HP at Level 3. Costs 4 FP.
Air Strike (Ultra Rank): Bridget's final ability allows her to call in a Corps Bob-Omber to punish all foes with a massive blast. To nail the Action Command, enter the button sequence within 5 seconds (possible buttons are A, B, Z, C, and 1). Deals 1-6 Explosive Damage. Costs 8 FP.
9th: Arcanus the Magikoopa:
Arcanus is a powerful magic user, but he's a bit clumsy and his spells often backfire, with embarrassing results (you'll find him turning himself into a sheep by accident when you first encounter him O.o). The last member to join Mario's party, Arcanus is spotted first when he and some other members of Bowser's Koopa Troop are fighting a losing battle against Chronos' Time Knights at Bowser's Castle. He joins you when you revert him back from his embarrassing sheep form. In the field, Arcanus allows you and your party members to fly on broomsticks, increasing speed and allowing you to travel over otherwise dangerous terrain that even Peach wouldn't be able to cross. His attacks are as follows:
Broomstick Bash: Arcanus' basic ability has him ramming into an opponent at high speed on his broomstick, dealing significant damage to the target. Alternating presses of B and Z fill the meter; build it up to maximum to get the Action Command. Deals 1-2 HP at Level 1, 2-4 HP at Level 2, and 3-6 HP at Level 3.
Magic Attack: Being a Magikoopa, it's only natural that Arcanus uses his wand to cast magic spells. To use it, swirl the WiiMote around while holding A, releasing A once the meter is full. If you nail the Action Command, it will ignore the target's defense and will be Confused, Dizzy, or Sleepy. Deals 1-2 HP at Level 1, 2-4 HP at Level 2, and 3-6 HP at Level 3. Costs 3 FP.
Arcane Drain (Super Rank): Magic users require sufficient magic power (or in this case, flower power) to use their more powerful abilities, so it probably isn't surprising that Arcanus can drain FP from his opponents and add it to yours...that is, provided the target has FP. Again, swirl the WiiMote while holding A to fill the meter to the maximum. When used, Arcane Drain sucks FP from all enemies in the area; otherwise, it deals damage equal to half the amount of FP that would have been stolen. Steals 2-4 FP at Level 2, and 3-6 FP at Level 3.
Arcane Explosion (Ultra Rank): Arcanus' final ability is the culmination of years being a magic user, and is possibly one of the most devastating attacks in the game. To use it, once again, swirl the WiiMote while holding down the A button to fill the meter to the max. When used, it creates a powerful energy disruption, not only dealing damage, but burning through whatever FP the targets have and dealing that as damage as well. If you nail the Action Command, all targets will also have various different status afflictions: targets can be Confused, Dizzy, Sleepy, Burned, Frozen, Immobilized, Poisoned, Slow, Tiny, or Soft. Defense is not ignored, however. Deals 1-6 Damage. Costs 8 FP.
MARIO'S SPECIAL MOVES:
1st: Sweet Treat:
It's the first special move you get, right at the beginning of the game. Just like in TTYD, Mario tosses stars at hearts and flowers to replenish HP and FP by flicking the Joystick left while you aim with the WiiMote. Just look out for the Poison Mushrooms! Costs 1 SP.
2nd: Winds of Change:
Mario summons a trio of tornadoes to attack his opponents as he and his partners spin around and around in place. Press A as the circles highlight to gradually increase the power and size of the tornadoes. Deals 1-6 Damage. Costs 2 SP.
3rd: Clock Out:
As if this needed any introduction. Clock out plays much like a game of hot potato like in TTYD, where the bomb is tossed at you, your enemies, or the audience! Rapid pressing of A, B, or Z will keep it on your enemies' side and immobilize them for 3 turns at full strength. Costs 2 SP.
4th: Power Lift:
Power Lift works a bit differently than it did previously. While it will still boost your Attack and Defense for the next three turns, this time, you aim at the Arrows with the WiiMote as you press A to select the arrows. If you hit a Poison Mushroom, though, your cursor will be immobile for a second. Costs 3 SP.
5th: Hyper Charge:
This ability gives you the chance to GREATLY raise your attacks for next turn by inputting up to four correct button sequences (possible buttons are A, B, Z, C, and 1). The first sequence has 3 buttons, the second has four, and so on. It will increase your attack strength by 2 regardless, but if you get all the buttons, you can increase your attack strength by 6. Costs 4 SP.
6th: Art Attack:
Well, I think you could tell where most of my ideas are coming from, now. Art Attack is executed by moving the star that appears with your WiiMote and circling your enemies. It has the potential to do a great deal of damage; completely encircling an opponent does 3 Damage, getting more than half of them does 2 Damage, and anything less deals only 1 Damage. Costs 5 SP.
7th: Sweet Feast:
Just like in TTYD, holding the Joystick left will have Mario firing stars in rapid succession, restoring HP and FP. Again, you aim the crosshairs with the WiiMote. As always, watch out for Poison Mushrooms! Costs 6 SP.
8th: Show Stopper:
Again, more TTYD inspiration at work. By inputting the correct button sequences (using A, B, Z, C, and 1 as possibilities), you greatly increase your chances of killing all your foes with a single stroke. It won't work on bosses, though. Costs 3 SP.
9th: Time Travel:
This special ability is something of a double-edged sword. To use it, tilt the WiiMote and Nunchuk in various positions so they match those displayed, up to four. The number of times you complete each pose (with 3 seconds to get each one) is the number of turns plus one your stats will revert backwards. This can be handy if you've started a fight, but it can be a serious gamble if the battle's gone on for a while and you don't remember. You will not regain any items you may have used, so be careful! Costs 7 SP.
10: Supernova:
Does this need any introduction? Rapid mashing of A is required to fill the four meters to the maximum. It will punish all the foes onscreen with a massive blast. Use it only as a last resort, as it is quite draining on SP. Deals 1-15 Damage. Costs 8 SP.
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I spent a good part of yesterday writing this. If you managed to read all this without your eyes bleeding or your brain exploding from all this data, I congratulate you and thank you for your time reading it.
I realize this could be quite a chore, but how about the rest of you guys? What would the storyline be, who would you pick as partners, what would their movesets be, and what would they do in the field?
Additionally, be sure to list Mario's Special Abilities!
Thoughts? Comments?
