Paper Mario: The Thousand-Year Door (Nintendo Switch): Difference between revisions

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===Battle changes===
===Battle changes===
*Mario and partners no longer walk in place when selecting to attack, instead they have a fighting stance.
*Mario and partners no longer walk in place when selecting who to attack, instead they have a fighting stance.
*Mario no longer drops coins when running away from regular battles.
*Mario no longer drops coins when running away from regular battles.
*After winning a battle, the enemy's dropped coins appear in a smaller area, more circular, rather than spread out.
*After winning a battle, the enemy's dropped coins appear in a smaller area, more circular, rather than spread out.
*There is an option on the bottom right corner of the screen known as "Tattle Check" that is accessed with {{button|switch|plus}}. Tattle Check allows the player to view Tattle entries for enemies in the current battle that have been previously Tattled, and does not waste the player's turn doing so.
*There is an option on the bottom right corner of the screen known as "Tattle Check" that is accessed with {{button|switch|plus}}. Tattle Check allows the player to view Tattle entries for enemies in the current battle that have been previously Tattled and does not waste the player's turn doing so.
*Getting hit by enemy projectiles in the field no longer initiates a battle, instead damaging Mario on the spot like in entries since ''Paper Mario: Sticker Star''. Likewise, getting hit by enemy projectiles while equipped with the Bump Attack badge does not defeat enemies, either. The damage received takes most badges into account, but not Last Stand, Chill Out, or P Down, D Up.
*Getting hit by enemy projectiles in the field no longer initiates a battle, instead damaging Mario on the spot like in entries since ''Paper Mario: Sticker Star''. Likewise, getting hit by enemy projectiles while equipped with the Bump Attack badge does not defeat enemies, either. The damage received takes most badges into account, but not Last Stand, Chill Out, or P Down, D Up.
*Party members cannot have 0 HP outside of battle. They are automatically raised to 1 HP.
*Party members cannot have 0 HP outside of battle. They are automatically raised to 1 HP.
*It is easier to jump on a Pider or Arantula for a First Strike.
*It is easier to jump on a Pider or Arantula for a First Strike.
*In some FP-costing attacks, the player can see the FP drained from the FP meter just before doing the attack.
*In some FP-costing attacks, the player can see the FP drained from the FP meter just before doing the attack.
*Opening the Special Menu in a battle before the player has enough SP to perform an attack shows it is unable to be performed, even if they gain SP with the menu open, until they close and re-open it.
*Opening the Special Menu in a battle before the player has enough SP to perform an attack shows it is unable to be performed, even if they gain SP with the menu open until they close and re-open it.
*Enemies now initiate their turn after any [[Star Power]] accumulation from the player's turn is finished. In the original game, the enemies' turn begins during this.
*Enemies now initiate their turn after any [[Star Power]] accumulation from the player's turn is finished. In the original game, the enemies' turn begins during this.
*Falling scenery in battles now pierces Defense.
*Falling scenery in battles now pierces Defense.
*The game now interrupts battle inputs when an audience member tries to throw an object at Mario and his active partner, making it more obvious an action is needed.
*The game now interrupts battle inputs when an audience member tries to throw an object at Mario and his active partner, making it more obvious that an action is needed.
*Hammer Bros. in the audience are willing to throw hammers in situations aside from "Mario failed a hammer action command".
*Hammer Bros. in the audience are willing to throw hammers in situations aside from "Mario failed a hammer action command".
*Mario and his partner visibly take a defensive posture during the frames an attempted Guard or Superguard is active.
*Mario and his partner visibly take a defensive posture during the frames an attempted Guard or Superguard is active.
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*It is now possible to skip the cutscene before a boss fight after losing once and returning to the boss room.<ref>Nintendo Life. (May 21, 2024). [https://www.youtube.com/watch?v=3ZPwyfIL_qU Paper Mario: The Thousand-Year Door Nintendo Switch Review - Is It Worth It?]. ''YouTube''. Retrieved May 21, 2024.</ref>
*It is now possible to skip the cutscene before a boss fight after losing once and returning to the boss room.<ref>Nintendo Life. (May 21, 2024). [https://www.youtube.com/watch?v=3ZPwyfIL_qU Paper Mario: The Thousand-Year Door Nintendo Switch Review - Is It Worth It?]. ''YouTube''. Retrieved May 21, 2024.</ref>
*Some enemy attacks have new animations and/or visuals to increase clarity of block timing. For example, Magnus von Grapple's earthquake stomp has a larger stomp at the end, and Crayzee Dayzees have an extra music note that collides directly with the target.
*Some enemy attacks have new animations and/or visuals to increase clarity of block timing. For example, Magnus von Grapple's earthquake stomp has a larger stomp at the end, and Crayzee Dayzees have an extra music note that collides directly with the target.
*Chomps stop bouncing around when targetted by a jump-like attack, making the timing more predictable. Similarly, Hooktail and other dragons will lower their heads into a more convenient position.
*Chomps stop bouncing around when targeted by a jump-like attack, making the timing more predictable. Similarly, Hooktail and other dragons will lower their heads into a more convenient position.
*Like the first ''[[Paper Mario]]'', [[Frost Piranha]]s can use an ice breath attack to freeze Mario's party.
*Like the first ''[[Paper Mario]]'', [[Frost Piranha]]s can use an ice breath attack to freeze Mario's party.
*The Buzzy Beetle family is now immune to explosions even when flipped upside-down.
*The Buzzy Beetle family is now immune to explosions even when flipped upside-down.
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*If the player performs [[Earth Tremor]] while their partner is afflicted with the Sleep status effect, or Koops is flipped, a Shy Guy stage hand carries the partner off the stage for the duration of the attack.<ref>https://old.reddit.com/r/papermario/comments/1d053f7</ref>
*If the player performs [[Earth Tremor]] while their partner is afflicted with the Sleep status effect, or Koops is flipped, a Shy Guy stage hand carries the partner off the stage for the duration of the attack.<ref>https://old.reddit.com/r/papermario/comments/1d053f7</ref>
*[[Power Lift]] now requires 4 panels matched for each point of attack or defense increase, down from 5 in the original.
*[[Power Lift]] now requires 4 panels matched for each point of attack or defense increase, down from 5 in the original.
*The game now distinguishes between two different types of "no damage". If an attack did no damage, but could have if it were stronger, it is shown to deal "0" damage. If an attack did no damage and nothing could have allowed it to, there are no damage stars at all, combined with a white sparks effect. In the original game, a small star graphic was shown for both situations.
*The game now distinguishes between two different types of "no damage". If an attack did no damage but could have if it were stronger, it is shown to deal "0" damage. If an attack did no damage and nothing could have allowed it to, there are no damage stars at all, combined with a white sparks effect. In the original game, a small star graphic was shown for both situations.
*When using an attack that the target is elementally immune to, such as a fire-element attack on Clefts, an icon with that element crossed out now appears over the enemy.
*When using an attack that the target is elementally immune to, such as a fire-element attack on Clefts, an icon with that element crossed out now appears over the enemy.
*Status effect applications are shown by having its icon appear on the subject. If a status is attempted but failed, the icon visibly bounces off.
*Status effect applications are shown by having its icon appear on the subject. If a status is attempted but failed, the icon visibly bounces off.
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*Upon the start of non-First Strike battles, the entire backdrop of the stage now has either fold-in or popup animations rather than only specific parts of the backdrop having these animations in the original game.
*Upon the start of non-First Strike battles, the entire backdrop of the stage now has either fold-in or popup animations rather than only specific parts of the backdrop having these animations in the original game.
*The Attack Up icon is an arrow with a fist, while the Defense Up icon is an arrow with a Koopa shell. Both contain an extra number showing the magnitude of the boost. There is also a new icon for Merlee's boosts, visible during the brief time after she takes effect before the attack is used.
*The Attack Up icon is an arrow with a fist, while the Defense Up icon is an arrow with a Koopa shell. Both contain an extra number showing the magnitude of the boost. There is also a new icon for Merlee's boosts, visible during the brief time after she takes effect before the attack is used.
*The [[Allergic]] icon shows a green figure inside a green-tinted bubble instead of a speech-bubble with a flashing general prohibition sign.
*The [[Allergic]] icon shows a green figure inside a green-tinted bubble instead of a speech bubble with a flashing general prohibition sign.
*The player can no longer hold A for a faster battle ending theme.
*The player can no longer hold A for a faster battle ending theme.
*If Mario jumps on a Bristle in battle, his tears are now more visible and his mouth is now closed instead of opened.
*If Mario jumps on a Bristle in battle, his tears are now more visible and his mouth is now closed instead of opened.
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*Upon its defeat, the Blooper's shaking causes visible splashing water and its eyes are now crossed from dizziness.
*Upon its defeat, the Blooper's shaking causes visible splashing water and its eyes are now crossed from dizziness.
;Hooktail
;Hooktail
*When Hooktail uses her fire breath attack, Mario and his partner are now completely engulfed in the flames instead of appearing as black outlines in the fire.
*When Hooktail uses her fire breath attack, Mario and his partner are now completely engulfed in flames instead of appearing as black outlines in the fire.
*The last part of the battle is fought in front of the seats instead of in the middle of them. Because of this, the camera is pulled back further, meaning that the walls surrounding the stage are now visible during the battle. The clock on the left wall is also now visible during the battle instead of only being visible after the battle ends.
*The last part of the battle is fought in front of the seats instead of in the middle of them. Because of this, the camera is pulled back further, meaning that the walls surrounding the stage are now visible during the battle. The clock on the left wall is also now visible during the battle instead of only being visible after the battle ends.
*When Hooktail is defeated, her tail can still be seen extending onto the stage instead of her body being completely absent from the stage like in the original game.
*When Hooktail is defeated, her tail can still be seen extending onto the stage instead of her body being completely absent from the stage like in the original game.
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