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M&L:PiT

milanbaros

Member?
Just got this game this morning (I live in the UK). I'm only just an hour through but I'm really enjoying it. I do have one small problem though and its probably as a result of my stupidity but why don't the levels for power, def etc when levelling up match those of the information on the characters in the briefcase? The stats in the briefcase seem much higher than the ones I'm told about when levelling up.
 
You've got pants, which give you extra stats.

Great game btw, never going to finish it though.

The end boss
es
are a ENORMOUS pain in the ass.
 
The game is quite nice, not as good as paper mario 2 (imo) but it currently gives me my RPG'ish fix for the DS. Bossfights last quite long, and after a while the puzzles do get a bit repetitive (I'm 11 hours or so in the game now, somewhere in the volcano with the 2 bowsers). Still good game and def. worth purchasing. I also like the art-direction towards some of the mario enemies (the mushroom with the SMB3 tail and adult-bowser for example look great).
 
What bothered me in Paper Mario 2 was the redundant talking that I couldn't skip fast enough and the backtracking (to an extent -- I didn't think it was as bad as some people did)

I haven't played M&L1, but I am interested in this..
 
Congratulations on your purchase! I recieved PiT as gift for Christmas and beat it roughly 3 weeks ago. One the best times I've had on the DS. The dialogue is great and so is the fighting. Anyway, there was occasion were my game froze-up on me and I read on this forum where it happened to someone else. So if it happens to you don't worry. My data was fine and it never happened again.

Have you played Superstar Saga? If not then I recommend that to you.

I think that when you look at your stats, you need to factor in the badges and clothes that they are wearing.
 
Xrenity said:
You've got pants, which give you extra stats.

Great game btw, never going to finish it though.

The end boss
es
are a ENORMOUS pain in the ass.

Same here. Got up to the last boss about a week ago. Tried it once. After fighting the final boss
the twin sister
for about 40 minutes I just turned the game off, even though I wasn't anywhere near dying. Very frustrating and unecessarily long. If I ever decide to beat it I need to go get like 50 mix flowers.
 
Raw64life said:
Same here. Got up to the last boss about a week ago. Tried it once. After fighting the final boss
the twin sister
for about 40 minutes I just turned the game off, even though I wasn't anywhere near dying. Very frustrating and unecessarily long. If I ever decide to beat it I need to go get like 50 mix flowers.
I was about 45 minutes under way.
And guess what..
There's another boss after that one :[
You can guess whose that gonna be :')
 
I'm about 5 hours in it but it has been placed in my back log so I can finish some of my PS2 RPGs first. I think it is just okay so far, lacking some of the magic that made the first one a handheld classic. Of course, that magic may just mean that the formula isn't fresh like it was in the first.
 
It sounds and looks like it was coming out of Lucasarts around mid 90ies.. I found it more enjoyable than the first.
 
Xrenity said:
You've got pants, which give you extra stats.

Great game btw, never going to finish it though.

The end boss
es
are a ENORMOUS pain in the ass.

I don't get it why people have so much trouble with it. I finished it in less than 30 minutes. Although that's a bit long for
multiple endbosses
, it was worth it and not hard at all.

I love the funny sound effects and animations.
 
Raw64life said:
Same here. Got up to the last boss about a week ago. Tried it once. After fighting the final boss
the twin sister
for about 40 minutes I just turned the game off, even though I wasn't anywhere near dying. Very frustrating and unecessarily long. If I ever decide to beat it I need to go get like 50 mix flowers.

I beat all of the end bosses in under 15 minutes after struggling through them the first time for almost an hour and dying.

You really do just need a buttload of mix flowers. Go back in time and run back to the store in the present time to pick them up. The only thing you have to redo is the fight with the mothership, which is pretty easy.
 
SpeedRazor said:
I beat all of the end bosses in under 15 minutes after struggling through them the first time for almost an hour and dying.

You really do just need a buttload of mix flowers. Go back in time and run back to the store in the present time to pick them up. The only thing you have to redo is the fight with the mothership, which is pretty easy.

Yeah, just beat this game too, but I didn't find the bosses to be difficult/long, even at the end...
mix flowers and copy flowers (400-500 pts of damage!) with that badge that gives you unlimited uses of bros items makes it pretty easy
 
ksinghsf said:
Yeah, just beat this game too, but I didn't find the bosses to be difficult/long, even at the end...
mix flowers and copy flowers (400-500 pts of damage!) with that badge that gives you unlimited uses of bros items makes it pretty easy

What level were you?
I'm about to fight the last boss and right now I'm 31...
 
A Link to the Past said:
This game makes me emo.

No touch screen support? Fail.

I don't think I could take it with touchscreen controls. My fingers were cramping from hitting all combinations of A,B,X,Y as is.
 
A Link to the Past said:
This game makes me emo.

No touch screen support? Fail.

Umm... okaaaaay. Why? It's not necessary for every game to rely upon the touch screen (especially when this one so heavily, and effectively, utilizes the dual screens, doing so to much greater use than almost any of the previous dual-screen reliant games). I like that Nintendo isn't trying to make every single game use all of the system's features, because it creates a nice variety.

Plenty of RPGs will use the touch screen, but I'm glad that Partners in Time stuck to the same style as the original.
 
Touch screen not necessary. The use of the top screen was really nice and added a lot to the atmosphere of the game both in and out of battles.

It may have been nice to have but the game is no worse off without it.
 
Mudo said:
Touch screen not necessary. The use of the top screen was really nice and added a lot to the atmosphere of the game both in and out of battles.

It may have been nice to have but the game is no worse off without it.

The only thing that the DS adds is convenience with the top screen, and two buttons.

The one phrase I could associate this game with is "Wasted Opportunity". If this were a Paper Mario game, we could have a frickin' pencil, and we could have points in which the paper could be torn with a magic technique. But no, we cgot a game that takes advantage of the two extra buttons, the second screen and nothing more. There could have been a cool evolution in Paper Mario, but instead, we get a rehash of Mario & Luigi.
 
A Link to the Past said:
The only thing that the DS adds is convenience with the top screen, and two buttons.

The one phrase I could associate this game with is "Wasted Opportunity". If this were a Paper Mario game, we could have a frickin' pencil, and we could have points in which the paper could be torn with a magic technique. But no, we cgot a game that takes advantage of the two extra buttons, the second screen and nothing more. There could have been a cool evolution in Paper Mario, but instead, we get a rehash of Mario & Luigi.

That's like complaining about Intelligent Systems making Paper Mario: The Thousand Year Door because it's just a rehash of the first game when they should've made something different... same could be said for the Fire Emblem series, Final Fantasy, quite a few things.

Mario & Luigi 2 was not a rehash of Superstar Saga. Like it or not, it actually added a huge number of new gameplay features and revisions over its predecessor, far more than the highly praised Dawn of Sorrow did over Aria, for instance. The Bros. Item system was entirely new and added a ton of options in battle, which meant a huge variety of strategies that could be used, each of which required a totally different button-combo challenge (unlike the Bros. Powers, which while nice for being consistent with the traditional RPG concept of MP-based special abilities, was still lame overall).

Anyway, the game wasn't just a simple rehash. It added a lot over its predecessor. Just copying the Paper Mario 2 formula would've been lame, because by continuing the Mario & Luigi name, Nintendo creates a second strong, popular sub-franchise within the Mario RPG series. It also made heavy use of one of the DS's two big features, in this case the dual screen. Like I said, it's not necessary for every game, or even every RPG, to fully use every single feature the DS has to offer. Nintendo wanted to show that the DS can be a flexible, innovative system that not only allows new control schemes for gameplay, but also functions as a souped-up, GameBoy Advance 2 (which is a necessary element in convincing devs to continue GBA-styled development for the DS instead of just switching over to develop for the PSP).
 
Steeven said:
I don't get it why people have so much trouble with it. I finished it in less than 30 minutes. Although that's a bit long for
multiple endbosses
, it was worth it and not hard at all.

I love the funny sound effects and animations.

Same. The
two sisters
were really easy, and after getting the
infinite item badge
from
Fawful
, the fight became nothing more than a war of attrition.
 
ethelred said:
That's like complaining about Intelligent Systems making Paper Mario: The Thousand Year Door because it's just a rehash of the first game when they should've made something different... same could be said for the Fire Emblem series, Final Fantasy, quite a few things.

Mario & Luigi 2 was not a rehash of Superstar Saga. Like it or not, it actually added a huge number of new gameplay features and revisions over its predecessor, far more than the highly praised Dawn of Sorrow did over Aria, for instance. The Bros. Item system was entirely new and added a ton of options in battle, which meant a huge variety of strategies that could be used, each of which required a totally different button-combo challenge (unlike the Bros. Powers, which while nice for being consistent with the traditional RPG concept of MP-based special abilities, was still lame overall).

Anyway, the game wasn't just a simple rehash. It added a lot over its predecessor. Just copying the Paper Mario 2 formula would've been lame, because by continuing the Mario & Luigi name, Nintendo creates a second strong, popular sub-franchise within the Mario RPG series. It also made heavy use of one of the DS's two big features, in this case the dual screen. Like I said, it's not necessary for every game, or even every RPG, to fully use every single feature the DS has to offer. Nintendo wanted to show that the DS can be a flexible, innovative system that not only allows new control schemes for gameplay, but also functions as a souped-up, GameBoy Advance 2 (which is a necessary element in convincing devs to continue GBA-styled development for the DS instead of just switching over to develop for the PSP).

Must you defend rehash?

1. TTYD did many new things, on a system that wasn't an innovative jump over the previous. It deserves to be held just a little bit higher than PiT (and by a little bit, I mean 100 stories higher).

2. A lame concept padded is still a lame concept. Just because it takes longer does not make the end better. It just means you push more buttons. Eventually, it becomes just as easy.

3. And the DS didn't help the Bros. Items come into existence. IIRC, the Select button was unused in M&L. So, ta-dah - in battle, use L and R for the Babies, A and B for the Bros, while out of battle, use the Select button to switch, and the A and B buttons for both the Bros. and the Babies. It may have done some new, but little of it could not have been done on the GBA.

4. So, you would rather that they put it on the DS for absolutely no reason and not give it any touch screen support (other than ONE sequence) over giving me a single good reason why it should be on the DS?

5. Then DON'T put PiT on the DS. Put PiT on the GBA, and Paper Mario on the DS. People have never given a single good reason why PiT should be on the DS, and PM should not. Everyone says that "M&L is a handheld game, PM is a console game". So just because neither appeared on both, that means that they cannot appear on both? Yeah, I bet you were all saying that about Wario Land! Until a Wario platformer was developed.

6. I cannot see how you could not refer to this as a Wasted Opportunity. All you've been saying is that it is not a rehash because they added new things. Lots of rehashes did, but the fact of the matter is that PiT should HAVE done something new. When faced with potential, they make the exact same gameplay, with nothing innovative at all.

7. I'm convinced that this game is a rush job.

No sidequests? Check.

No overworld? Check.

Astonishingly short? Check.

Only one aspect of the DS taken advantage of? Check.

No minigames (common in M&L)? Check.

They seem to have completely avoided every sane idea. They could have implimented touch screen features (and should've), but they didn't. They c ould have implimented an overworld, but they didn't. They could have added sidequests, but they didn't. They didn't do anything but replace Bros. Attacks with Bros. Items, used the second screen to show the occasions when the Babies go into a pipe or something and took advantage of the two new buttons. As if this couldn't have easily been a GBA game. Dual screens? Use the GBA as a split screen. It may be low resolution, but I cannot recall a single point in time where I had to make out every little detail of what was going on. I could see the switches, the enemies and the platforms.

The fact that they added in a half-assed touch screen segment only goes to hurt them - it wasn't that they decided not to add it, but that they rushed it out of the door, and only added it in as a gimmick.

Seriously, as I said before, stop defending this game. "Oh, but PiT did some cool things". Wow, SOME cool things! You know what TTYD did?

Added the audience
Added HP for Allies
Added the Paper transformations
Greatly improved visuals
Expanded upon the Badge system
Increased the max health, level, FP and BP
Added Shine Sprites
Added the Stars (from the audience)

And these "some cool things"?

Added Bros. Items (while removing Bros. Attacks)
Added the Babies

Anything I missed there? Oh! Added humor! ...Oh, wait, they took that away. Added sidequests mayber? ...Nope, not there. Added quality? ...Hm, definitely not there.

Maybe if this game exceeded the quality of M&L in gameplay and graphics (significantly), I wouldn't harp on it for being on the DS. But when it is not that great of a game in comparison to the original, and loses much of what made the original great, the fact that it does not redeem itself doesn't exactly warrant praise or defense.
 
A Link to the Past said:
Astonishingly short? Check.
SHORT?
I thought it was pretty long. If it were long it would've bored me.

Just finished it, btw. The bosses were pretty do-able :) Especially
bowser
was pretty easy.
 
I picked this up from a friend and I am loving it so far.

I haven't beaten it yet, but overall it is a really enjoyable game. It is nice how well they implemented the dual screen, and I don't see any reason why they should add touch screen support.

<shrug>
 
Must you defend rehash?

No, but I iwll defend PiT because it is not a rehash.

1. TTYD did many new things, on a system that wasn't an innovative jump over the previous. It deserves to be held just a little bit higher than PiT (and by a little bit, I mean 100 stories higher).

Both TTYD and PiT added a lot to their predecessors, and both games turned what could have been one-shot games into successful series. But if one of them is a rehash, both are rehashes. Neither are. Your definition of rehash is flawed. If you want to talk rehash, look instead to games such as Sonic Rush and Castlevania: Dawn of Sorrow -- games which are still (justifiably) praised for "staying true to their roots" and things like that (which, you know, if it gets parsed by a less friendly interpreation, comes out as "formulaic rehash"). So, yeah -- go bitch about those games... oh, wait, no... I guess you won't do that, will you?

2. A lame concept padded is still a lame concept. Just because it takes longer does not make the end better. It just means you push more buttons. Eventually, it becomes just as easy.

Easy? Okay, good for you. I found some of the Bros. Items attacks, particularly some of the more advanced ones, challenging right up into the final boss of the game, especially as the items ratcheted up the difficulty the longer you kept going with them. It isn't a lame concept just because you didn't like them -- as I said, it wasn't padding, but it was a ton of additional versatility (always a good thing for the player to have), variety, and interactivity in battle. The Bros. Items contributed to making the battles in PiT incredibly hectic, which I found very enjoyable.

3. And the DS didn't help the Bros. Items come into existence. IIRC, the Select button was unused in M&L. So, ta-dah - in battle, use L and R for the Babies, A and B for the Bros, while out of battle, use the Select button to switch, and the A and B buttons for both the Bros. and the Babies. It may have done some new, but little of it could not have been done on the GBA.

Congratulations, Big Bird, you can count. Yes, the GBA sure does have a lot of buttons! Yeah, it has enough buttons to pull off PiT. Big fucking deal.

4. So, you would rather that they put it on the DS for absolutely no reason and not give it any touch screen support (other than ONE sequence) over giving me a single good reason why it should be on the DS?

Did you actually even play the game? The dual screen was used. The touch screen was not. The dual screen is still one of the features of the Nintendo DS. The game made very heavy use of the top screen for maps, for much, much more impressive battles (which added to the challenge in guarding attacks from a lot of enemies, aside from making the battle backgrounds and most enemies look a whole lot cooler), for puzzles, for controlling multiple parties at the same time (which I found to be a great use).

All of the features of the dual screen come out to plenty of reasons why the game was just fine on the DS. I also enjoyed the rumble support, while recognizing that that's pretty minor overall. But it added a nice touch to the game. Also, the sound quality was better and the graphics were better -- sprites were bigger and had much more animations, but the increase was a lot more visible in the battles, where the backgrounds were hugely more detailed, there were a ton more enemies, and those enemies had a lot more animations than Superstar Saga enemies did.

5. Then DON'T put PiT on the DS. Put PiT on the GBA, and Paper Mario on the DS. People have never given a single good reason why PiT should be on the DS, and PM should not. Everyone says that "M&L is a handheld game, PM is a console game". So just because neither appeared on both, that means that they cannot appear on both? Yeah, I bet you were all saying that about Wario Land! Until a Wario platformer was developed.

People have given you plenty of reasons, you're just refusing to see them. And no one said "M&L is a handheld game, PM is a console game." What I said was that by creating follow-up games to both Paper Mario 1 and Superstar Saga, Nintendo turned two standalone entries in the Mario RPG series into successful two franchises instead of just one. Now they have two more thriving series, in addition to all else they have. That's a good thing. I don't care about a console/handheld division -- I wanted a console Golden Sun to appear on the GCN, and I'm still waiting for it to now appear on the REV instead (along with a new Golden Sun for the DS). I wouldn't mind a console Magical Vacation, and I loved seeing Fire Emblem return to consoles.

The issue has nothing to do with handhelds versus consoles -- it has to do with the fact that Intelligent Systems created one really great Mario RPG with a distinctivie and unique style; Alphadream then created a second really great Mario RPG with a totally different distinctive and unique style. Had one of those been a disaster, I would've been fine with Nintendo killing off one of the two and just having one of them carry the Mario RPG torch. But that didn't happen -- both were good, both were successful, so it makes perfect sense (and makes me happy as a gamer) to see both franchises continue.

7. I'm convinced that this game is a rush job.

No overworld? Check.

Yup, having no overworld is one of my prime complaints with the game, and one of the things I feel holds it back from being better. It's definitely an error on Alphadream's part -- though I'm not psychic enough to say whether or not it was a conscious design decision or just something left to the wayside because of the need to have the game done more quickly. Regardless, it's a complaint I agree with and one I hope they fix in the next game.

However, while it took out the overworld, PiT did in a shitload more actual fully fleshed out dungeons than SSS had. PiT's level design was about a hundred times better than SSS's (I swear I saw that purplish-grey cave background a million times throughout the game).

Astonishingly short? Check.

Um, no. It's about the same length as Superstar Saga. I believe I beat both in about the same amount of time.

Only one aspect of the DS taken advantage of? Check.

A game doesn't need to take advantage of every aspect of the DS in order to be worthy of being a DS game.

As if this couldn't have easily been a GBA game. Dual screens? Use the GBA as a split screen. It may be low resolution, but I cannot recall a single point in time where I had to make out every little detail of what was going on. I could see the switches, the enemies and the platforms.

So now all the DS games that make brilliant and effective use of the dual screen should've just done the exact same thing on the GBA by splitting its tiny little screen in half? :lol That's almost tendentious enough that it could have come from Drinky Crow. Seriously, you need to take stock of what you're saying, because that remark was shit-dumb.

Yeah, I think Konami should abort the DS Castlevania series and just put them all on the GBA. Cut the screen in half and keep the map on the top half. BRILLIAN! I can't fucking wait to play that on a Game Boy Micro!

Anything I missed there? Oh! Added humor! ...Oh, wait, they took that away. Added sidequests mayber? ...Nope, not there. Added quality? ...Hm, definitely not there.

Wrong again. PiT had plenty of funny moments. The Star Gate scene was funnier than anything in SSS not going by the name of Fawful. The Hammer Bros. scene was great, the two Toadsworths were funny as hell, Stuffwell was great, and on and on. The humor was there. What's more, the writing was (again, on anything not named Fawful) better, too.


To touch on the touch screen thing, I think your interpretation here is absolutely the wrong one to have. The last thing Nintendo should ever be doing right now is telling developers, "Use every feature of the touch screen, including incorporating the touch screen into every aspect of the gameplay, or else you can't develop this for the DS." That would not only be stupid, it'd be levels of hubris not seen from the company since the days of the N64. Not every game needs touch screen controls.

A lot of developers, being comfortable with GBA development, WILL be inclined to go to the DS and want to do, essentially, development for a more technically advanced GBA. Nintendo needs to be perfectly fine with that because not every game needs to be a huge innovation, and there's still a big market for traditional games -- for the DS to thrive as a gaming machine like it is, it needs to have that variety of gaming styles. Nintendo's approach to development needs to be, "You don't want to use the touch screen? That's okay! Develop for us anyway," not "Innovate with our system or get the fuck out."

I see three approaches to DS development:

1. Develop truly innovative and unique forms of gameplay that wouldn't be done on any other system (examples: Electroplankton, Trace Memory, Trauma Center, Kirby)
2. Develop games that integrate the system's new functions, but mainly in simplistic ways that don't really serve to innovate so much as improve and enhance controls (examples: Advance Wars, Phoenix Wright chapters 1-4)
3. Develop games that basically just take advantage of the top screen and in all other ways simply use the system's more traditional upgrades in areas such as graphics and sound (examples: Castlevania, Partners in Time)

None of those three types of development is bad. Allowing all three is what results in the system having varied types of gaming -- innovative, enhanced, and traditional. All three can thrive on it, and I'm fine with all three... and I think that needs to be Nintendo's philosophy with the Revolution as well as with the DS.

But back to Partners in Time, you're basically just wrong. Thanks for playing.
 
*sigh*

1. It's the same gameplay. I don't care about that stupid "not all DS games have to use the touch screen" argument. Not all games have to. But there is no reason that this game should not have used it! M&L had a significant number of minigames, and we never saw any in PiT other than that Thwomp one.

2. Bros. Items effectively eliminated any reason to use any other attack. Eventually, you had a big enough arsenal of Bros. Items that when you go up against a boss, you have just the right thing for him. Bros. Items killed the difficulty of the final boss.

3. Yes, big fucking deal. I hope you get a job at Nintendo, so we get that attitude - "we could have done PiT on the GBA effectively? And we could have actually focused on developing a game that made use of DS functions? Big fucking deal!"

4. More often than not, the Bros. and the Babies were NOT on different screens, and instead of the great idea of seeing their perspective on each screen, we have to use the bottom screen. And when you actually do do it, it's usually just for a short period of time, where the Babies are thrown into a stump/pipe.

5. The fact of the matter is that Nintendo should be focusing on promoting the touch screen, which is probably the more popular/interesting aspect of the DS. Paper Mario could have been much better on the DS than PiT was, for the simple reason that PM's gameplay would be heavily expanded.

6. You may be able to beat PiT and SSS in a similar amount of time, but the difference is that there's reason to spend 20> hours playing SSS - the only thing I was compelled to do in PiT after I completed the game was to get two pairs of the two best clothes in the game and to get the badges from the secret badge shop, while I was compelled to keep playing SSS to finish the coffee quest, the Monty Moles quest, to explore the world map, etc. The reason PiT is shorter is because it's so damn linear. You know exactly where to go - It's just a matter of completion.

7. The fact is that a game like Mario Kart DS SHOULDN'T have a lot of touch screen gameplay, and a game like this could have and should have. There was much that COULD have been done with the touch screen, even dropping the Paper aspect.

8. Brilliant? I wouldn't call occasionally using both screens to view the Bros. as brilliant usage! I would sooner call Sonic Rush's use of the dual screens brilliant.

9. Uh, okay? You make it sound like PiT could not possibly exist without the DS, when it could. The only thing that M&L takes advantage of is the second screen. No microphone, no touch screen, quality GBA visuals. Seriously, I cannot see how you can say that ONE thing that PiT takes advantage of makes it worthy of being a DS game. Alpha Dream didn't even try to upgrade it to DS standards of visuals, either.

10. You keep missing the point. It is okay for some games to not take advantage of the touch screen extensively, because it just wouldn't have WORKED. But you know what game would have worked well? PiT. SSS was an innovative RPG, and PiT was essentially a revision of the battle system. Again, they COULD have done GREAT things with PiT. But they DIDN'T. They had the perfect opportunity to add great touch screen gameplay, and they passed it up. I don't care about that silly argument, Nintendo's focus should be promoting its biggest feature. When I suggest a Paper Mario DS, I am told that it shouldn't exist, because PiT is already there, and it could possibly do the things I said that PMDS could do. PiT is the only Mario RPG that can't honestly be called a vast, new experience. SMRPG - First Mario RPG, PM - Paper style, M&L - Greatly advanced timed hits, TTYD - Paper transformations. Seriously, PiT could have been something new, and established itself with the touch screen, but PiT ends up having one small gimmicky touch screen sequence (clearly showing a rush job in their part - if they were not going to include touch screen support, why on this one single scnario?).
 
The question I've been asking is WHY the DS? WHY not Paper Mario DS? Paper Mario was pretty much made for the DS.

Alpha Dream has more important things to do. Like a Hamtaro game. :)
 
A Link to the Past said:
The question I've been asking is WHY the DS?

Because the DS is Nintendo's current handheld system. "Three pillars" doesn't mean that the GBA should continue to receive huge amounts of active development resources that should be going to the next-gen handheld -- it means that as long as the discount system is selling, games with little to no development resources (excluding Itoi's 20-years-in-development Mother 3) can still get released there to take advantage of the fact that the system still sells. As the DS is Nintendo's current handheld, the vast majority of newly developed games are going to be going to the DS, even if weaker versions of those games *could* be developed for the older system.

It's the same reason many N64 and 64DD games got scrapped in favor of receiving slight upgrades for the Gamecube, and why many late-era Gamecube games are being scrapped for Revolution versions instead.

WHY not Paper Mario DS? Paper Mario was pretty much made for the DS.

I certainly wouldn't mind a Paper Mario DS. I think both franchises are extremely viable, extremely worthy and fun. The difference is, I wouldn't mind seeing a Paper Mario DS, but in *addition* to a M&L DS, not instead of. I don't want to see either branch of the series killed off in favor of having one of them become the sole line of Mario RPG.

More specifically, though, Intelligent Systems has been deadly silent since Fire Emblem: Path of Radiance and Advance Wars: Dual Strike, which leads me to thinking they've currently got quite a few projects on their plate. This includes more Fire Emblem (DS for sure, and possibly Rev as well), Advance Wars, and more Paper Mario (which I expect to come far, far earlier in the Rev's lifespan than it did for the N64 or GCN).

I don't know that I'd say Paper Mario is made for the DS... definitely made for the Revolution, though.

Alpha Dream has more important things to do. Like a Hamtaro game. :)

Nah, I definitely think Mario RPG is of a greater importance. :)
 
ethelred said:
I certainly wouldn't mind a Paper Mario DS. I think both franchises are extremely viable, extremely worthy and fun. The difference is, I wouldn't mind seeing a Paper Mario DS, but in *addition* to a M&L DS, not instead of. I don't want to see either branch of the series killed off in favor of having one of them become the sole line of Mario RPG.

More specifically, though, Intelligent Systems has been deadly silent since Fire Emblem: Path of Radiance and Advance Wars: Dual Strike, which leads me to thinking they've currently got quite a few projects on their plate. This includes more Fire Emblem (DS for sure, and possibly Rev as well), Advance Wars, and more Paper Mario (which I expect to come far, far earlier in the Rev's lifespan than it did for the N64 or GCN).

I don't know that I'd say Paper Mario is made for the DS... definitely made for the Revolution, though.

If their backlog doesn't include "Paper Mario DS", "Advance Wars DS 2" and "Tetris Attack DS", heads shall roll!

ethelred said:
Nah, I definitely think Mario RPG is of a greater importance. :)

Bull! Nintendo should focus all resources on making a Hamtaro RPG.
 
I was playing it last night and got to the two kooper bros or whatever they were, and they were speaking in a similar way to forum geeks. Well one of them said something like Mario am cry. It just reminded me of GAF and I wondered whether everywhere used to say it or what?
 
A Link to the Past said:
2. Bros. Items effectively eliminated any reason to use any other attack.
And this is a bad thing how? o_O I wouldn't have been happy using the same jump and hammer attacks throughout the entire game. That type of redundancy with attacks hurt RPGs like FFI (in Dawn of Souls, anyway), FFVIII, Dragon Quest I, Suikoden II, and Valkyrie Profile (to a small extent) as far as I'm concerned.
 
Jiggy37 said:
And this is a bad thing how? o_O I wouldn't have been happy using the same jump and hammer attacks throughout the entire game. That type of redundancy with attacks hurt RPGs like FFI (in Dawn of Souls, anyway), FFVIII, Dragon Quest I, Suikoden II, and Valkyrie Profile (to a small extent) as far as I'm concerned.

Bros. Items appear to be a distraction from the Jump and Hammer techniques. Eventually, you'll be using Mix Flowers and Trampolines almost exclusively.
 
A Link to the Past said:
Bros. Items appear to be a distraction from the Jump and Hammer techniques. Eventually, you'll be using Mix Flowers and Trampolines almost exclusively.

And as Jiggy said, that's not really a bad thing (though your statement is still incorrect, as I used jumps constantly in normal fights, though I didn't use hammers much).

I didn't use the trampolines much. I used red shells, copy flowers... everyone can pick the Bros. Items they like and use those. As I said, variety. But being able to use Bros. Items almost exclusively (which the game encourages by how cheap they are) isn't a bad thing.
 
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