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[[File:Flee.png|thumb|220px|Mario and [[Mini-Yoshi]] fleeing from a battle in ''[[Paper Mario: The Thousand-Year Door]]'']]
[[File:Flee.png|thumb|220px|Mario and [[Mini-Yoshi]] fleeing from a battle in ''[[Paper Mario: The Thousand-Year Door]]'']]
'''Flee''', or '''Run away'''<ref>''Super Mario RPG: Legend of the Seven Stars'' English instruction booklet, pg. 29</ref> ('''Run Away''' in ''Paper Mario'' and ''Paper Mario: The Thousand-Year Door''), is an action used in the ''[[Mario (franchise)|Mario]]'' [[Genre#Role-playing|role playing games]]. Flee allows the player to attempt to run away from battle, leaving the enemy behind. However, some enemies, or more specifically bosses, cannot be fled from. In some games, [[Mario]] will lose [[coin]]s when he flees; however, in ''[[Paper Mario]]'' and ''[[Paper Mario: The Thousand-Year Door]]'', he can pick them right back up. After fleeing, the enemy will freeze in place while flashing for a few seconds, making it so that the player cannot enter a battle with them for a moment. During the battle with the [[Underchomp]]s in ''[[Super Paper Mario]]'', the player can flee the battle, though it does not always work. In ''[[Paper Mario: Sticker Star]]'' and ''[[Paper Mario: Color Splash]]'', Mario can trip over while trying to flee, wasting a turn. In the [[Mario & Luigi: Superstar Saga|first]] [[Mario & Luigi: Partners in Time|three]] [[Mario & Luigi: Bowser's Inside Story|games]] in the [[Mario & Luigi (series)|''Mario & Luigi'' series]], Mario and [[Luigi]] (and in the latter two games, [[Baby Mario]], [[Baby Luigi]] and [[Bowser]]) can trip and lose even more coins while fleeing. When a brother is [[Down|defeated]] in battle, the other bro flees with them on their back. In ''Mario & Luigi: Partners in Time'', fleeing can be canceled by pressing {{button|ds|L}}, though this wastes a turn. In ''Mario & Luigi'' games since ''[[Mario & Luigi: Dream Team]]'', the player will not lose coins when fleeing from battle.
'''Flee''', or '''Run away'''<ref>''Super Mario RPG: Legend of the Seven Stars'' English instruction booklet, pg. 29</ref> ('''Run Away''' in ''Paper Mario'' and ''Paper Mario: The Thousand-Year Door''), is an action used in the ''[[Mario (franchise)|Mario]]'' [[Genre#Role-playing|role playing games]]. Flee allows the player to attempt to run away from battle, leaving the enemy behind. However, some enemies, or more specifically bosses, cannot be fled from. In some games, the player will lose [[coin]]s when they flee; however, they can pick them right back up in a few games. After fleeing, the enemy will freeze in place while flashing for a few seconds, making it so that the player cannot enter a battle with them for a moment. Fleeing can be used by enemies as well, mainly those who give off a lot of [[coin]]s and [[Experience Point|experience points]] when defeated.


Fleeing can be used by enemies as well; in ''[[Super Mario RPG: Legend of the Seven Stars]]'', [[Crook]]s and [[Sackit]]s can flee from battle. Additionally, if Bowser is in the party, enemies in [[Bowser's Castle#Super Mario RPG: Legend of the Seven Stars|Bowser's Keep]] like [[Gu Goomba]]s will flee the battle. In the first two ''Paper Mario'' games, some enemies, such as the [[Crazee Dayzee]] and the [[Amazee Dayzee]] can flee from battle. [[Tubba's Heart]] from the first ''Paper Mario'' game flees from battle when he has 5 [[Heart Point|HP]] or less left. In ''[[Super Paper Mario]]'', [[Megabite]]s can flee after they attack about seven times. In ''Mario & Luigi: Superstar Saga'', [[Popple]] flees if [[Rookie]] or [[Birdo]] (in the first two and final battle with him respectively) are defeated before him. [[Gold Beanie]]s can flee from battle after being revealed from [[Pestnut]]s. [[Ice Snifit (Mario & Luigi: Superstar Saga)|Ice Snifit]]s and [[Clumph]]s can also flee if their gear/wig are burned off from Mario's [[Firebrand]] move. In ''Mario & Luigi: Partners in Time'', some enemies that give the Bros. a lot of coins or [[Experience Point|EXP]], such as [[Pidgit]]s and [[Gold Koopeleon]]s, sometimes flee from battle. In ''Mario & Luigi: Bowser's Inside Story'', [[Trashure]]s and [[Dark Trashure]]s occasionally flee from battles, and they always flee if left open for a few turns. [[Chuboomba]]s also flee if Bowser [[Vacuum Block|vacuum]]s the lollipop on their back. In ''Mario & Luigi: Dream Team'', if the player does not defeat a Gold Beanie (with lacking success to counterattacks), it may flee from the battle. In ''[[Mario & Luigi: Paper Jam]]'', the [[Ant Trooper]]s, [[Urchin]]s and [[Paper Sombrero Guy]]s are some of the enemies that can flee from the battle. In ''[[Paper Mario: Color Splash]]'', [[Sombrero Guy]]s have a high chance of fleeing from battle but can be defeated with powerful [[Battle Card (Paper Mario: Color Splash)|cards]].
==History==
===''Super Mario RPG: Legend of the Seven Stars''===
In ''[[Super Mario RPG: Legend of the Seven Stars]]'', the player can flee by pushing {{button|snes|b}} and selecting the option in the menu. If successful, all party members will run off-screen away from the enemies, with the screen fading to black and transitioning back to the overworld. If not successful, the player will waste that character's turn. Enemies like [[Crook]]s and [[Sackit]]s can also flee from battle, most of the time before the player even gets a turn due to their high [[speed]]. The enemies in [[Bowser's Castle#Super Mario RPG: Legend of the Seven Stars|Bowser's Keep]], like [[Gu Goomba]]s, will also flee if [[Bowser]] is in the party at the time.
 
===''Paper Mario'' series===
====''Paper Mario''====
In ''[[Paper Mario]]'', the player can flee from battle by rapidly mashing {{button|n64|a}} to fill up a bar, increasing the chance of [[Mario]] and his [[partner]] running away from battle. Once successful, the player will go back to the overworld, and the coins Mario currently has will fly out of him and land on the ground, disappearing after a few seconds. Mario can pick these coins back up, though. Enemies like [[Bandit]]s can flee the battle once they manage to steal coins from Mario.
 
====''Paper Mario: The Thousand-Year Door''====
In ''[[Paper Mario: The Thousand-Year Door]]'', fleeing functions the same way as it did in the previous installment; by rapidly mashing {{button|gcn|a}}, Mario and his partner can run away from battle, losing coins once they return to the overworld. The returning Bandits and [[Coin Bandit|their]] [[Big Bandit|deriva]][[Badge Bandit|tives]] may flee after they steal something from Mario, and other enemies can also flee from battle.
 
====''Super Paper Mario''====
Due to the game dropping the role-playing mechanics, fleeing is not readily present in ''[[Super Paper Mario]]''. Though, during the battle with the [[Underchomp]]s, which plays out like an RPG, the player can flee from the battle, though it does not always work.
 
====''Paper Mario: Sticker Star''====
In ''[[Paper Mario: Sticker Star]]'', fleeing returns, and is almost identical to how it works in the first two ''[[Paper Mario (series)|Paper Mario]]'' titles. However, Mario has a chance of tripping over while trying to flee, causing it to waste a turn. Mario can also flee from bosses, though this usually fails.
 
====''Paper Mario: Color Splash''====
In ''[[Paper Mario: Color Splash]]'', fleeing works similarly to how it did in ''Paper Mario: Sticker Star''. [[Sombrero Guy]]s have a high chance of fleeing from battle but can be defeated with powerful [[Battle Card (Paper Mario: Color Splash)|cards]].
 
===''Mario & Luigi'' series===
====''Mario & Luigi: Superstar Saga'' / ''Mario & Luigi: Superstar Saga + Bowser's Minions''====
In ''[[Mario & Luigi: Superstar Saga]]'', Mario and [[Luigi]] can flee battle by selecting the flee [[Command Block]]. When they do, they will start to run away from the enemies, losing coins in the process. When this happens, the player must rapidly mash {{button|gba|a}} and {{button|gba|b}} to make them run off-screen. Occasionally, they will trip and fall over, losing even more coins. When they successfully flee from battle, the game returns to the overworld. When a brother is [[down]], the other brother will carry them on their shoulders when fleeing. Enemies like [[Gold Beanie]]s have a high chance of fleeing if not defeated quickly, [[Ice Snifit]]s and [[Clumph]]s can flee if their parkas and wigs, respectively, are burnt off by Mario's [[Firebrand]] moves. Bosses like [[Popple]] and [[Jojora]] can also flee if [[Rookie|their]] [[Birdo|respective]] [[Jojora's Friend|partners]] are defeated before them.
 
In the remake, ''[[Mario & Luigi: Superstar Saga + Bowser's Minions]]'', fleeing works exactly like it did in the ''[[Mario & Luigi (series)|Mario & Luigi]]'' titles following ''Mario & Luigi: Bowser's Inside Story'', meaning the player does not lose coins when fleeing, and does not need to mash the respective buttons in order to flee.
 
====''Mario & Luigi: Partners in Time''====
In ''[[Mario & Luigi: Partners in Time]]'', in addition to Mario and Luigi, [[Baby Mario]] and [[Baby Luigi]] can also flee from battle. Fleeing itself works similarly to how it did previously, though now the player can cancel the action by pressing {{button|ds|l}}, though this wastes a turn. Enemies like [[Pidgit]]s with a sack and [[Gold Koopeleon]]s have a high chance of fleeing the battle.
 
====''Mario & Luigi: Bowser's Inside Story'' / ''Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey''====
In ''[[Mario & Luigi: Bowser's Inside Story]]'', fleeing works the same way as it did in the previous two games, and since Bowser is a playable character, he can also flee from battle. [[Chuboomba]]s can flee from battle once Bowser [[Vacuum Block|inhales]] their lollipops, [[Trashure]]s and [[Dark Trashure]]s have a chance of fleeing once they open up and are not defeated quickly, [[Mechawful|Mechawful Heads]] may flee if not inhaled, and [[Dark Mechawful|Dark Mechawful Heads]] will flee if all enemies are defeated before they are inhaled.
 
In the remake, ''[[Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey]]'', fleeing works similar to how it did in the [[Nintendo 3DS|3DS]] ''Mario & Luigi'' games.
 
====''Mario & Luigi: Dream Team''====
In ''[[Mario & Luigi: Dream Team]]'', fleeing works differently than it did previously; instead of mashing the respective buttons to leave the battle and losing coins in the process, Mario and Luigi instantly run away from the enemies without losing coins. A few enemies, like Gold Beanies if the player fails to [[counterattack]] them properly and Bandits after stealing coins from the brothers, can flee the battle.
 
====''Mario & Luigi: Paper Jam''====
In ''[[Mario & Luigi: Paper Jam]]'', fleeing is similar to how it is done in ''Mario & Luigi: Paper Jam'', with [[Paper Mario (character)|Paper Mario]] being able to flee as well since he is a new playable character. Enemies like [[Ant Trooper]]s, [[Urchin]]s and [[Paper Sombrero Guy]]s can also flee from the battle.


==Names in other languages==
==Names in other languages==

Revision as of 11:37, July 30, 2019

Mario and Yoshi Kid fleeing from a battle on the Twilight Trail
Mario and Mini-Yoshi fleeing from a battle in Paper Mario: The Thousand-Year Door

Flee, or Run away[1] (Run Away in Paper Mario and Paper Mario: The Thousand-Year Door), is an action used in the Mario role playing games. Flee allows the player to attempt to run away from battle, leaving the enemy behind. However, some enemies, or more specifically bosses, cannot be fled from. In some games, the player will lose coins when they flee; however, they can pick them right back up in a few games. After fleeing, the enemy will freeze in place while flashing for a few seconds, making it so that the player cannot enter a battle with them for a moment. Fleeing can be used by enemies as well, mainly those who give off a lot of coins and experience points when defeated.

History

Super Mario RPG: Legend of the Seven Stars

In Super Mario RPG: Legend of the Seven Stars, the player can flee by pushing B Button and selecting the option in the menu. If successful, all party members will run off-screen away from the enemies, with the screen fading to black and transitioning back to the overworld. If not successful, the player will waste that character's turn. Enemies like Crooks and Sackits can also flee from battle, most of the time before the player even gets a turn due to their high speed. The enemies in Bowser's Keep, like Gu Goombas, will also flee if Bowser is in the party at the time.

Paper Mario series

Paper Mario

In Paper Mario, the player can flee from battle by rapidly mashing A Button to fill up a bar, increasing the chance of Mario and his partner running away from battle. Once successful, the player will go back to the overworld, and the coins Mario currently has will fly out of him and land on the ground, disappearing after a few seconds. Mario can pick these coins back up, though. Enemies like Bandits can flee the battle once they manage to steal coins from Mario.

Paper Mario: The Thousand-Year Door

In Paper Mario: The Thousand-Year Door, fleeing functions the same way as it did in the previous installment; by rapidly mashing A Button, Mario and his partner can run away from battle, losing coins once they return to the overworld. The returning Bandits and their derivatives may flee after they steal something from Mario, and other enemies can also flee from battle.

Super Paper Mario

Due to the game dropping the role-playing mechanics, fleeing is not readily present in Super Paper Mario. Though, during the battle with the Underchomps, which plays out like an RPG, the player can flee from the battle, though it does not always work.

Paper Mario: Sticker Star

In Paper Mario: Sticker Star, fleeing returns, and is almost identical to how it works in the first two Paper Mario titles. However, Mario has a chance of tripping over while trying to flee, causing it to waste a turn. Mario can also flee from bosses, though this usually fails.

Paper Mario: Color Splash

In Paper Mario: Color Splash, fleeing works similarly to how it did in Paper Mario: Sticker Star. Sombrero Guys have a high chance of fleeing from battle but can be defeated with powerful cards.

Mario & Luigi series

Mario & Luigi: Superstar Saga / Mario & Luigi: Superstar Saga + Bowser's Minions

In Mario & Luigi: Superstar Saga, Mario and Luigi can flee battle by selecting the flee Command Block. When they do, they will start to run away from the enemies, losing coins in the process. When this happens, the player must rapidly mash A Button and B Button to make them run off-screen. Occasionally, they will trip and fall over, losing even more coins. When they successfully flee from battle, the game returns to the overworld. When a brother is down, the other brother will carry them on their shoulders when fleeing. Enemies like Gold Beanies have a high chance of fleeing if not defeated quickly, Ice Snifits and Clumphs can flee if their parkas and wigs, respectively, are burnt off by Mario's Firebrand moves. Bosses like Popple and Jojora can also flee if their respective partners are defeated before them.

In the remake, Mario & Luigi: Superstar Saga + Bowser's Minions, fleeing works exactly like it did in the Mario & Luigi titles following Mario & Luigi: Bowser's Inside Story, meaning the player does not lose coins when fleeing, and does not need to mash the respective buttons in order to flee.

Mario & Luigi: Partners in Time

In Mario & Luigi: Partners in Time, in addition to Mario and Luigi, Baby Mario and Baby Luigi can also flee from battle. Fleeing itself works similarly to how it did previously, though now the player can cancel the action by pressing L Button, though this wastes a turn. Enemies like Pidgits with a sack and Gold Koopeleons have a high chance of fleeing the battle.

Mario & Luigi: Bowser's Inside Story / Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey

In Mario & Luigi: Bowser's Inside Story, fleeing works the same way as it did in the previous two games, and since Bowser is a playable character, he can also flee from battle. Chuboombas can flee from battle once Bowser inhales their lollipops, Trashures and Dark Trashures have a chance of fleeing once they open up and are not defeated quickly, Mechawful Heads may flee if not inhaled, and Dark Mechawful Heads will flee if all enemies are defeated before they are inhaled.

In the remake, Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey, fleeing works similar to how it did in the 3DS Mario & Luigi games.

Mario & Luigi: Dream Team

In Mario & Luigi: Dream Team, fleeing works differently than it did previously; instead of mashing the respective buttons to leave the battle and losing coins in the process, Mario and Luigi instantly run away from the enemies without losing coins. A few enemies, like Gold Beanies if the player fails to counterattack them properly and Bandits after stealing coins from the brothers, can flee the battle.

Mario & Luigi: Paper Jam

In Mario & Luigi: Paper Jam, fleeing is similar to how it is done in Mario & Luigi: Paper Jam, with Paper Mario being able to flee as well since he is a new playable character. Enemies like Ant Troopers, Urchins and Paper Sombrero Guys can also flee from the battle.

Names in other languages

Language Name Meaning Notes
Spanish Huir[?] Flee

References

  1. ^ Super Mario RPG: Legend of the Seven Stars English instruction booklet, pg. 29
  2. ^ Super Mario RPG Japanese instruction booklet, pg. 29

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