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As it turns out, according to the Mario Wiki, those guys were Mutant Ninja Sentai Nokonokoman


* CanonImmigrant: The Koopa Bros. first appeared in ''Manga/SuperMarioBrosMangaMania'' issue #2, several years before ''Paper Mario''.
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Cross-wicked

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* PrisonLevel: Part of Mario's adventure in Koopa Bros. Fortress has him getting falling for a trap and getting dropped into the fortress's dungeon, where the Koopa Bros. are holding some Bob-ombs who tried to rebel against them. It's there that Mario meets his third party member, Bombette, who helps him blast open a hole in a wall to escape. Later, after Mario defeats the Koopa Bros., [[LaserGuidedKarma they fall into the same dungeon]] (where the hole from earlier has been boarded shut).
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** When Peach happens to overhear a conversation between a Koopatrol and a Hammer Bro., they casually talk about everything that the Princess really needs to know - the next target for Mario, his next opponent, and their weeknesses.

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** When Peach happens to overhear a conversation between a Koopatrol and a Hammer Bro., they casually talk about everything that the Princess really needs to know - the next target for Mario, his next opponent, and their weeknesses.weaknesses.
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** Repel Gel grants Mario invisibility and thus perfect evasion for most attacks. It lasts for more than one turn (unlike Bow's Outta Sight) and still allows Mario and his partner to attack during the effect (unlike the Stone Cap). However, it's [[TooAwesomeToUse one of the rarest consumable items in the game,]] in the same tier as Ultra Shrooms and Jammin' Jelly, and has no renewable sources besides [[LuckBasedMission Li'l Oink farming.]] Also, while Repel Gel is a godsend for Danger and Peril Mario strats, in normal gameplay you hardly ever ''need'' more than one turn of invincibility in a row; most of the more dangerous attacks in the game are [[TurnsRed telegraphed]] the turn before they come out, giving you time to switch to Bow and use Outta Sight to evade them more cheaply. It's telling that ''TTYD'' replaced Repel Gel with the much more common Repel Capes and Boo's Sheets.

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** If you lure a Koopa Troopa to the bridge on Pleasant Path with the red and green diamond pattern and battle him on it, there's a unique battle background showing the bridge.



** Generally you can deliver letters to recipients at any time. In the case of Kolorado, there's a point during chapter 5 where he's been badly hurt by a spiked rolling rock, but he gets back up as soon as you enter the next room. You can deliver him a letter during this very brief period, and not only will he have unique dialogue for it, Parakarry will break his usual spiel to ask if he's okay.

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** Generally Generally, you can deliver letters to recipients at any time. In the case of Kolorado, there's a point during chapter 5 where he's been badly hurt by a spiked rolling rock, but he gets back up as soon as you enter the next room. You can deliver him a letter during this very brief period, and not only will he have unique dialogue for it, Parakarry will break his usual spiel to ask if he's okay.

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* BonusBoss:
** The Master, as well as the other disciples of the dojo. As you progress through the game, you can keep coming back for new dojo fights, each getting progressively harder until you reach the Master at his full strength.
** In Chapter 4, the Anti Guy guards a chest with a powerful badge; you can either beat him or bribe him with his TrademarkFavoriteFood (it must be cooked). He has no special abilities — just high HP and extremely high attack power.
** The Anti Guy appears again in the final chapter. In the second room where you run into a Bowser head door, you take a seven question quiz, and getting 3 wrong answers before getting 5 right results in a brutal brawl with ''three'' Anti Guys at once. This fight isn't impossible, but it's hard to survive unless you have prepared for it in advance (meaning you've already anticipated the questions and answered wrong on purpose).
** Kent C. Koopa appears in Pleasant Path after completing Chapter 5, blocking the path to Koopa Village and demanding a rather hefty toll of 100 coins for safe passage. You can pay him the money, beat him up, or take the quicker underground shortcut. But if you choose to fight him, he's sturdy, hits like a truck, and is able to attack even if you flip him over by jumping on him twice. But he does have a weakness that Mario can discover by talking to the Koopas at Koopa Village: he's susceptible to sleep effects unlike most bosses in the game, allowing you to prevent him from attacking.



* CosmeticAward: The Diploma for beating [[BonusBoss The Master]]. Other than just changing ''three'' conversations in the whole game, it's ExactlyWhatItSaysOnTheTin.

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* CosmeticAward: The Diploma for beating [[BonusBoss [[{{Superboss}} The Master]]. Other than just changing ''three'' conversations in the whole game, it's ExactlyWhatItSaysOnTheTin.



** The Master is a substitute for Jinx from ''VideoGame/SuperMarioRPG'', who was off-limits due to Square owning him. He fills the same role here, being a martial arts dojo BonusBoss who can be challenged three times.

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** The Master is a substitute for Jinx from ''VideoGame/SuperMarioRPG'', who was off-limits due to Square owning him. He fills the same role here, being a martial arts dojo BonusBoss {{Superboss}} who can be challenged three times.



* OptionalBoss:
** In Chapter 4, the Anti Guy guards a chest with a powerful badge; you can either beat him or bribe him with his TrademarkFavoriteFood (it must be cooked). He has no special abilities — just high HP and extremely high attack power.
** The Anti Guy appears again in the final chapter. In the second room where you run into a Bowser head door, you take a seven question quiz, and getting 3 wrong answers before getting 5 right results in a brutal brawl with ''three'' Anti Guys at once. This fight isn't impossible, but it's hard to survive unless you have prepared for it in advance (meaning you've already anticipated the questions and answered wrong on purpose).
** Kent C. Koopa appears in Pleasant Path after completing Chapter 5, blocking the path to Koopa Village and demanding a rather hefty toll of 100 coins for safe passage. You can pay him the money, beat him up, or take the quicker underground shortcut. But if you choose to fight him, he's sturdy, hits like a truck, and is able to attack even if you flip him over by jumping on him twice. But he does have a weakness that Mario can discover by talking to the Koopas at Koopa Village: he's susceptible to sleep effects unlike most bosses in the game, allowing you to prevent him from attacking.



* {{Superboss}}: The Master, as well as the other disciples of the dojo. As you progress through the game, you can keep coming back for new dojo fights, each getting progressively harder until you reach the Master at his full strength.



** If you want to get the Power Plus badge the [[BonusBoss Anti Guy]] is guarding without fighting him, you can bribe him with a Lemon Candy.

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** If you want to get the Power Plus badge the [[BonusBoss [[OptionalBoss Anti Guy]] is guarding without fighting him, you can bribe him with a Lemon Candy.
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** This game's very premise is a development of an idea introduced by Geno, who claims that Star Road was responsible for granting wishes. Shooting Star Summit is a location in both games.

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** This game's very premise is a development of an idea introduced by Geno, who claims that Star Road was responsible for granting wishes. Shooting Star Summit is a location in both games.games (called "Star Hill" in SMRPG).
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* TakenForGranite: The Stone Cap gives Mario the ability to turn into a stone statue for three turns, but will be unable to attack during that timespan.
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** Kammy Koopa is a gender-flipped version of Kamek.
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* ForeignRescore: The music that plays when Mario gains a new party member is completely different between the Japanese and American versions. Some music also has some sligthy different insturmentation between regions.
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* {{Bowdlerise}}: In the Japanese version, one of the wrong answers in Chuck Quizmo's quiz, which asks about the relationship between Mario and Luigi, is [[{{Twincest}} "lovers"]]. This was changed to "neighbors" in the English versions of the game.

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* {{Bowdlerise}}: In the Japanese version, one of the wrong answers in Chuck Quizmo's quiz, which asks about the relationship between Mario and Luigi, is [[{{Twincest}} "lovers"]]. This was changed to "neighbors" in the English versions of the game.version.



** Before it was fixed, [[https://www.youtube.com/watch?v=QjiNZYIOoZ4 getting a Game Over with Watt as your active partner]] had a 100% consistent crash rate that kicked you to the Switch menu at the end of the Game Over sequence - but only on the US version. Fortunately, the issue has been patched.

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** Before it was fixed, [[https://www.youtube.com/watch?v=QjiNZYIOoZ4 getting a Game Over with Watt as your active partner]] had a 100% consistent crash rate that kicked you to the Switch menu at the end of the Game Over sequence - but only on the US version. Fortunately, the issue has been patched.American version.



* MarketBasedTitle: Known in Japan as ''Mario Story''.

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* MarketBasedTitle: Known in Japan Japanese as ''Mario Story''.



** In the Crystal Palace, doppelgangers of your current partner will appear at certain points, prompting Mario to hit the fake ones in order to progress. Hitting your real partner has them chide you, especially in the case of Kooper. His doppelgangers are of ''completely different characters'' and he chews you out if you hit him.

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** In the Crystal Palace, doppelgangers doppelgängers of your current partner will appear at certain points, prompting Mario to hit the fake ones in order to progress. Hitting your real partner has them chide you, especially in the case of Kooper. His doppelgangers doppelgängers are of ''completely different characters'' and he chews you out if you hit him.
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* PsychoForHire: Most of the bosses that Bowser hired to guard the Star Spirits are evildoers looking to either enslave entire races, like with the Koopa Bros., kill off an entire species, like with Tubba Blubba, or cause ecological devastation, like with Huff N. Puff.
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** When you first enter Shiver City, you can spin jump on the frozen pond while there are people standing on it, but Mario will get scolded by the penguin patrol for potentially endangering pedestrians. Do it a second time, and he'll throw Mario back a screen (and undo the damage you've done to the ice). You won't be able to break the ice until it's clear (during the murder investigation).

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** When you first enter Shiver City, you can spin jump Tornado Jump on the frozen pond while there are people standing on it, but Mario will get scolded by the penguin patrol for potentially endangering pedestrians. Do it a second time, and he'll throw Mario back a screen (and undo the damage you've done to the ice). You won't be able to break the ice until it's clear (during the murder investigation).
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* VideoGameCrueltyPunishment:
** If you hit Posie's tree too many times after getting a Crystal Berry from her in Flower Fields, she'll kick Mario out and demand he never come back, and will tell him to GetOut if he tries to come back. However, she will give up after Mario tries to come back after five times.
** When you first enter Shiver City, you can spin jump on the frozen pond while there are people standing on it, but Mario will get scolded by the penguin patrol for potentially endangering pedestrians. Do it a second time, and he'll throw Mario back a screen (and undo the damage you've done to the ice). You won't be able to break the ice until it's clear (during the murder investigation).
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* ShapesOfDisappearance: During the Prologue chapter, Mario needs a Hammer from Goompa to destroy a block blocking the exit to Goomba Village, so he goes to the veranda of his family's house to ask him. However, Mario notices that the veranda is missing when he steps out the door, and an afterimage of it flashes when Mario recalls that it used to be there before he falls.

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** If you're standing on the table in the Koopa Village Toad House, the Toad will yell at you to get off the table before he lets you use his services.

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*** In addition, when you first go see Luigi, he'll be introduced to your current partner, who has unique dialogue. This only happens the first time you go, so the only way to see that dialogue is to avoid going home until you have the partner (which can take until chapter 6), but it's there.
** If you're standing on the table in the Koopa Village Toad House, the Toad will yell at you to get off the table before he lets you use his services. services.
** Generally you can deliver letters to recipients at any time. In the case of Kolorado, there's a point during chapter 5 where he's been badly hurt by a spiked rolling rock, but he gets back up as soon as you enter the next room. You can deliver him a letter during this very brief period, and not only will he have unique dialogue for it, Parakarry will break his usual spiel to ask if he's okay.
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** Crystal King is a subtle example: design-wise, he is the only boss who doesn't look like any enemy seen in game, not even his Duplighost army. However, whule their shapeshifter abilities are wasted by their lack of discipline, his ability to clone himself is more useful, as you may waste a turn hitting a clone or need a consuming ability to hit the king and his illusions in the same turn.
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I think it's more a gag than a programming oversight; after all, they could have just made the table inaccessible in this particular spot. In any case, speculations like this are YMMV and do not belong to the main page.


** Kent C. Koopa appears in Pleasant Path after completing Chapter 5, blocking the path to Koopa Village and demanding a rather hefty toll of 100 coins for safe passage. You can pay him the money, beat him up, or take the quicker underground shortcut like you probably do. But if you choose to fight him, he's sturdy, hits like a truck, and is able to attack even if you flip him over by jumping on him twice. But he does have a weakness that Mario can discover by talking to the Koopas at Koopa Village: he's susceptible to sleep effects unlike most bosses in the game, allowing you to prevent him from attacking.

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** Kent C. Koopa appears in Pleasant Path after completing Chapter 5, blocking the path to Koopa Village and demanding a rather hefty toll of 100 coins for safe passage. You can pay him the money, beat him up, or take the quicker underground shortcut like you probably do.shortcut. But if you choose to fight him, he's sturdy, hits like a truck, and is able to attack even if you flip him over by jumping on him twice. But he does have a weakness that Mario can discover by talking to the Koopas at Koopa Village: he's susceptible to sleep effects unlike most bosses in the game, allowing you to prevent him from attacking.



** The rare Amayzee Dayzee avoids Mario outside battles and almost always flees the battle if Mario doesn't kill it on his first turn, probably because it's familiar with its status as a [[PinataEnemy Piñata]] MetalSlime.

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** The rare Amayzee Dayzee avoids Mario outside battles and almost always flees the battle if Mario doesn't kill it on his first turn, probably because it's familiar with its status as a [[PinataEnemy Piñata]] MetalSlime.turn.



** If you're standing on the table in the Koopa Village Toad House, the Toad will yell at you to get off the table before he lets you use his services, probably to keep Mario from getting stuck on the flower vase on the table while trying to walk to the bed in the cutscene.

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** If you're standing on the table in the Koopa Village Toad House, the Toad will yell at you to get off the table before he lets you use his services, probably to keep Mario from getting stuck on the flower vase on the table while trying to walk to the bed in the cutscene.services.



* TheDogBitesBack: Tutankoopa's pet Chain Chomp, Chompy, turns on him when Mario defeats him in battle, probably because Tutankoopa would repeatedly summon Chompy to battle after Mario defeated it without letting it rest. Chompy is even seen chasing its master at the end of the game.

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* TheDogBitesBack: Tutankoopa's pet Chain Chomp, Chompy, turns on him when Mario defeats him in battle, probably because after Tutankoopa would repeatedly summon Chompy summoned it to battle after Mario defeated it without letting it rest. Chompy is even seen chasing its master at the end of the game.
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** If you're standing on the table in the Koopa Village Toad House, the Toad will yell at you to get off the table before he lets you use his services, probably to keep Mario from getting stuck on the flower vase on the table while trying to walk to the bed in the cutscene.
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Turtle Power is no longer a trope


* MonsterAllies: All of Mario's partners are members of the various enemy races he fights in his other games -- to wit, a [[TheGoomba Goomba]], a [[TurtlePower Koopa]], a [[ActionBomb Bob-omb]], a [[WingedHumanoid Paratroopa]], a [[OurGhostsAreDifferent Boo]], a [[ShockAndAwe Li'l Sparky]], a [[FishPeople Cheep-Cheep]], and a [[AirborneMook Lakitu]]. Some non-playable members of these races are friendly and helpful to Mario as well.

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* MonsterAllies: All of Mario's partners are members of the various enemy races he fights in his other games -- to wit, a [[TheGoomba Goomba]], a [[TurtlePower Koopa]], Koopa, a [[ActionBomb Bob-omb]], a [[WingedHumanoid Paratroopa]], a [[OurGhostsAreDifferent Boo]], a [[ShockAndAwe Li'l Sparky]], a [[FishPeople Cheep-Cheep]], and a [[AirborneMook Lakitu]]. Some non-playable members of these races are friendly and helpful to Mario as well.
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* AntiAdvice: In Flower Fields, Mario will run into a character called Tolielip, a flower who gives you advice, but always lies, so doing the opposite of what he tells you will help you progress.
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* ButThouMust: When an ally offers to join Mario's party, he can decline the offer, but they will insist that they're qualified for the team until Mario says yes.

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* ButThouMust: When an ally offers to join Mario's party, he can decline the offer, but they will insist that they're qualified for the team which triggers multiple variants of this trope: Kooper and Lakilester (by proxy) keep asking until Mario says yes.you say yes, Lady Bow just brushes off your answer and joins you anyway. Only Parakarry actually accepts a no and ends the conversation - but he'll stay in the area so you can recruit him once you realize you cannot proceed without him.
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* PartyInMyPocket: When switching between allies, they're shown going in and out of Mario's pocket.
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* ButThouMust: When Kooper offers to join Mario's party, he can decline the offer, but Kooper will insist that he's qualified for the team until Mario says yes.

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* ButThouMust: When Kooper an ally offers to join Mario's party, he can decline the offer, but Kooper they will insist that he's they're qualified for the team until Mario says yes.
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* ButThouMust: When Kooper offers to join Mario's party, he can decline the offer, but Kooper will insist that he's qualified for the team until Mario says yes.
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* ShellGame: The Fuzzy that steals Kooper's shell challenges Mario to find it by jumping around the trees while carrying it. He has to whack the tree where it's hiding in for three rounds to retrieve the shell.

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* ShellGame: The Fuzzy that steals Kooper's shell challenges Mario to find it by jumping around the trees with other Fuzzies while carrying it. He has to whack the correct tree where it's hiding in for three rounds to retrieve the shell.
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* ShellGame: The Fuzzy that steals Kooper's shell challenges Mario to find it by jumping around the trees while carrying it. He has to whack the tree where it's hiding in for three rounds to retrieve the shell.
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* TacticalRockPaperScissors: Your jump is a direct contact attack from above, and your hammer is a non-direct contact attack from the side. Spiky, electrified, and fiery enemies cannot be harmed by direct contact (such as your jump), but you can hit them with your hammer. Many attacks (such as your hammer) are ground-only, and can't hit aerial enemies. Almost all types of Koopa can be flipped on their backs with an attack from above, reducing their defense. Alternatively, one of your partners has a defense-piercing attack. These are only a few broad examples; most enemies have some kind of resistance or weakness to some type of attack.

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* TacticalRockPaperScissors: Your jump is a direct contact attack from above, and your hammer is a non-direct contact attack from the side. Spiky, electrified, and fiery enemies cannot be harmed by direct contact (such as your jump), but you can hit them with your hammer. Many attacks (such as your hammer) are ground-only, and can't hit aerial enemies. [[FlippingHelpless Almost all types of Koopa can be flipped on their backs with an attack from above, above]], reducing their defense. Alternatively, one of your partners has a defense-piercing attack. These are only a few broad examples; most enemies have some kind of resistance or weakness to some type of attack.
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* CriticalAnnoyance: Whenever Mario is in Danger aka low health, an alarm constantly plays until you heal him.

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alphabetizing


* VideoGameCaringPotential: You don't have to save the Koopas and Toads being harassed in Chapters 1 and 4 respectively, but they will be very thankful if you do.



* VideoGameCaringPotential: You don't have to save the Koopas and Toads being harassed in Chapters 1 and 4 respectively, but they will be very thankful if you do.

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