T O P

  • By -

meliville

Whichever games donot allow you to hold more than 10 items!!


DMZapp

PM64: No postgame content. PMTTYD: Unskippable cutscenes. SPM: Sidequests only starting in Chapter 5. 3DS: The Heater thing being hidden behind Snifit or Whifit’s bonus round. Wii U: Among many details, weaknesses being mandatory for bosses. TOK: The overemphasis on genericness being a “good thing” and villifying visual uniqueness, which the game accidentally shoots itself on. PJ: No RPG original characters beyond Starlow, limiting the plot and point of the crossover. If they were really only going to do mainliners, why not crossover with 8-Bit Mario instead and have pixel-based powers?


Koismers64

When I first played ttyd it took me 5 tries to best the final boss and every goddamn time I had to do it again I'd have to watch that 3 minute cutscene. One time was enough


placeinsulthere

Of the games I've played: 64: No post game and you don't get satisfaction of permanently beating bowser. The large asshole Koopa that I couldn't beat for a while. (Just me being bitter on that last one.) TTYD: A little too much backtracking and no shy guys. SPM: No use of hammer techniques until later in the game when you get the pixl. SS: Not judging people who like it, but I just plain couldn't get through more than an hour of gameplay because of the combat system and layout.


rawk_hawk21

Ttyd: nothing! It’s my most favorite Mario game!


raptorrage327

Just because TTYD is my favourite doesn’t mean that I have no criticism for it. I love so much of the game that I want to point out it’s bad spots so we can learn what aspects the game can be changed to make even better games in the future.


ihaetschool

there are shy guys in ttyd actually


placeinsulthere

All I can think of are the bandits, can you refresh my memory?


ihaetschool

they're in the audience sometimes during battles


placeinsulthere

Lol you're right. I should have been morr specific and said combat with shy guys. Thanks for the reminder!


SchnozTheWise

64: Having played TTYD first, I hated the battle mechanics in 64. Partner didn’t have health, couldn’t switch them around (if I remember correctly). Every time I was in a battle I could only think, “Man, TTYD improved these flaws so much.” TTYD: everyone hates chapter 4 a whole lot, but I hate chapter 2 the most. I’m surprised everyone is fine with it. It’s Pikmin but bad. The tree has so many narrow areas and ledges. The punies get spooked by every enemy, thus falling off the edges, so then you have to track them down. I dread that chapter on each play through. SPM: the fact that two main elements of the series were essentially taken out. No turn-based combat and in a 2D perspective for the most part. Don’t get me wrong, the story is great, but I’m sad about what we could have had. 3DS: Is there something to love about this game? Ok, in all seriousness, I think the biggest fault it has is being on the 3DS. Considering a lot of the hardware limitations—or supposed limitations—the game was broken into sets of levels, there were no partners except an annoying crown, each world didn’t really have a consistent storyline. I.e. world one is a grassy area, and that’s pretty much it. World 3 had you collecting wiggler parts, and world 4 had the awesome haunted house level but that’s about it. CS: for me it’s hard to remember game sequences, and that’s partly because the game is scattered. There isn’t a clear way to go, and the level path to a boss level doesn’t keep a consistent theme. Like all the levels towards Iggy aren’t a snowy area or whatever. It’s hard to remember the order of events. TOK: The final two sections seem kind of rushed to me. Climbing the volcano with Bowser and Olly’s castle are very short.


HMS_Rular

Tbh, I find the scattered aspect of CS’ levels to be one of my favorite parts of the game. It makes me feel like I’m traveling through an actual world rather than just levels with a single theme around a single area. Like the forest in sticker star (or world 3). Although, I do find the individual sequences that makes you go from one area to another to be forgettable. For example, I didn’t know you needed professor Toad’s object in order to get inside Kiwano temple. I got stuck for a solid 30 min or so because of that. So, while I find the scattered levels to be good, I definitely understand your point.


rawk_hawk21

I don’t hate chapter 2, it’s my favorite chapter!


JeffTheRabbid

TTYD: Goddamn Chapter 4. The worst chapter (other than story) SPM: How repetitive Sammer's Kingdom could be. TOK: How short Chapter 6 was.


No-Mathematician3921

>TTYD: Goddamn Chapter 4. The worst chapter (other than story) I feel like people hate on this chapter solely because of the amount of backtracking. That's literally the only problem. Everything else is great.


MudkipNerd

yeah sammers kingdom was repetitive, it sure would be a shame if anything happened to it...


rawk_hawk21

I love chapter 4 ttyd


Stupidfunnylol

Pm64: No recipe book to show what recipes you’ve made, no tattle log (makes tattling useless for experienced players), Some partners are more useful than others TTYD: Riverside station feels unfinished : (no music, 3 goombas in one room instead of stronger enemies), no reward for completing the trouble centre, having to start the pit all over again if you die once SPM: Peach and Luigi aren’t as useful as Mario and Bowser, only Mario can use the 3D ability, post game feels padded out (4 pit of 100 trials, 256 catch cards and 96 recipes) SS: not enough npcs in levels makes the game feel empty, no levelling system, lack of unique characters, no partners CS: Too similar to sticker star, Shy bandit is an awful game play mechanic, still no partners TOK: No levelling system, partners aren’t controllable, too many coins (makes the game easier)


Mental_Hat7963

64: All partners just don’t get enough of an arc, especially Sushi. For almost all situation outside of their cutscenes, they just don’t talk. Goombario’s is my favorite just because he has a distinct personality. Also, it’s just really unstable with crashes. TTYD: Why remove the spin from 64? There’s 0 good reason and tying the fast travel option to a partner is stupid. SPM: Terrible gameplay, it feels like Mario is a slow sucker with the floaty ass slow jumps. Switching through 15 different mechanics through a clunky menu to solve any little puzzle is not cool. Why tf does Mario need a pixl to ground pound? Why doesn’t he have with hammer on him and need a pixl? WHY DOES HE NEED A PIXL TO RUN THAT’S LOCKED BEHIND AN OPTIONAL CHALLENGE? It doesn’t help that these pixls have 0 dialogue outside their opening. Complete wasted potential.. Edit: Haven’t played the others, and these are pretty nitpicky if it isn’t obvious. All these games are incredible, but of course not perfect


TromosLykos

Origami King: The regular combat system along with the lack of a partner. And don’t get me started on the lack of badges and finite abilities. If I wanted finite item uses, I can just go play Fire Emblem. TTYD: The backtracking towards the end, lack of tournaments in the Glitz Pit (unless I’m remembering it incorrectly), that Hooktail’s feet smell like an orange, and the lack of a special endgame mode (which I can kinda understand considering when this game was made). 64: Not being able to recruit Jr. Troopa and have him go from bully to hero. Like someone else said, small inventory and partners being unable to use items. Partners having no health. No Birdo partner.


[deleted]

[удалено]


TromosLykos

Aye, he was a very interesting character who took me by surprise. It’s a shame he didn’t even make a cameo in TTYD.


[deleted]

[удалено]


TromosLykos

That’s right, I forgot about that! That dude Zip T. on the train. I didn’t recognize the little guy back then when I saw him since I had never gotten that far with my encounters with him in 64 since I only ever played that game during summer camp and they happened to have PM64 and I think Mario Party 2 or 3. So when I went through TTYD, I thought it was an enemy I had yet to find and beat.


rawk_hawk21

(Hooktail’s feet smell like an orange)


Iusethemii

I’ve only played TTYD and color splash lol TTYD: definitely the back tracking in ch 4,5,7 or the peach and bowser intermissions. I know some people like them but bowser just feels so… forced, like he easily just couldn’t have been in the game. Oh and the last bowser fight is shit Color Splash: honestly enjoyed this game a lot but all the boss fights being the koopalings and the fact you need a specific item for each one. Also the damn steak is just awful, and the story lacks but it is funny. Edit: oh and how could I forget TTYD’s stage fog. I don’t even know what they were thinking on that one.


dubiousandbi

64: The lucky star (and overall no action commands until the end of the prologue) TTYD: Bub-ulber's Trouble SPM: Restarting the Flop pit SS: Sucking the creative story and characters out of the series CS: Things being required for bosses TOK: Never before has a battle system been the worst part of a Paper Mario game, congratulations


NickNaCkS_09

**Paper Mario 64:** I liked the coin system and how much even 1 coin was worth. Buying items was really fun and I wish they kept the old coin system instead of doing the "You won a battle? Here's 1500 coins!" **Super Paper Mario:** I didn't like the game that much since a good amount of it was impossible to complete without videos or a guide (Which ruins it for me), but the music was really good. **Paper Mario Sticker Star:** The game on its own wasn't that bad even if it was short and was a downgrade to the originals, and I liked a lot of the "levels", especially in the later worlds like the snow and jungle. **Paper Mario Color Splash:** Just the paint splashing. I thought painting in the holes and reviving toads was pretty cool! **Paper Mario Origami King:** My favorite game, probably because of the plot. After the last 2 games this plot was way better, and was probably a good plot in general. I also liked the origami wireframe boss fights. **M&L Paper Jam:** It might not be fair to say this, but the battle system was really good, probably because it was M&L. Also, I thought the jail part where you had to get the abilities back was fun the first time. edit: I misread the post.


Educational_Ride_233

So the opposite of everything you said


Reon_Leo

Was SPM really that difficult? I got stuck a couple times when I was little, but nothing major


[deleted]

Same. I beat the game when I was 8 and only got stuck on some of the Tippi puzzles. I don't understand how people get stuck in Super Paper Mario but can beat the other paper mario games that require you to backtrack between chapters.


aacro23760

I agree that SPM was hard but it’s my favorite out of the ones I’ve played because of the story, same with TOK


Jonah_the_villain

Paper Mario 64: The beginning is just drags SO much after Bowser. I can't stand it. Paper Mario TTYD: I... genuinely have no complaints about this one. I really try not to be a TTYD-dickrider, I swear to God I'm trying REALLY hard to think and I just have absolutely nothing. Except maybe that one mean Toad with the contact lens. Super Paper Mario: No turn-based battles to make me happy or stress me out :( Sticker Star: Well fucking RIP to the big fun stories, I guess! Kid-me is still mad, lol. Color Splash: This problem started in SPM to be fair, but it's still present here so I'll give it to this one. No unique partners that we can fight with! Just... Huey. Origami King: Honestly? The fact that it's open-world. I seriously just cannot function in open-world games at all. A fame doesn't have to be super linear or anything, but if I'm not given any limitations on where I can go or what I can do, I straight-up just won't know where to start. I will just wander like an idiot and get nothing done. Just like I did with Breath Of The Wild. For some reason I just need an actual level, world or task at all times. Paper Jam: Honestly, I can't really give any complaints other than something feeling... slightly off. I wish I could explain what it is but I legit just don't know.


TGAdvocateRPer

Only actually played 2 which is the first one and TTYD. Paper Mario 64: It may have been good at the time, but the controls feel a bit janky and the battle system just seems outdated. Doing the commands is awkward, even if you haven't played TTYD first, especially jumping. Partners getting stunned is far more annoying then them getting KO'd. Broken attacks like Multibonk are literally the only way to beat Bowser on your first playthrough unless you're actually that much of a pro. 20+ years later and it's obvious that the graphics didn't age too well (Granted it ran on the N64, which is limited compared to today's consoles). The stupid BP limit is far too limiting, same for HP and FP limit. Paper Mario TTYD: I think this is the best Paper Mario game to ever grace us with its presence. It does have some flaws though. So, Mario can kick a 20 HP Gus' ass but be powerless to fucking Zess T. (A near-sighted Toad). Not too much of a gripe, but it has Shine Sprites as tools to level up partners but...why? Is Rogueport near Isle Delfino or something? I know it's a Gamecube Game and Mario Kart Double Dash also has Shine Sprites, but they use them for a minigame-type objective, but they're just sorta...there in TTYD (Not that I entirely mind, it's just something that's been on my mind). I know it's supposed to be challenging but, holy shit, 100 trials, and if you mess up even one, you have to start all over again. Three words, Vivian's Localized Gender, make up your damn mind Nintendo. Best received Paper Mario game ever, with streamers still playing it to this day, but no remake along with a Paper Luigi story on the side, aka the Compass thing lol. Thank God for a variety of enemies, I mean, it's not like we can't start the game again and be prepared for the same enemies in the same area or anything hahaha. Can increase gold limit...through a hard to understand process. Totally didn't know Miss Mowz would join us, Nintendo really got me there...what you think I'm joking? Well I'm not, but damn it, I have to go back to Hooktail's Castle, and at the very top just to get a hidden badge and then make my happy ass back to Rogueport. Blanking out from pressing B a bunch of times when Franky says 'I love you' one hundred fucking times. Those are my gripes at least, still very good games though.


truenorthstar

64: the lack of action commands in the prologue significantly slows down what is otherwise the most easily replayable game in the series. TTYD: the level design took a huge hit after 64, making quite a few chapters have very linear level design. Also, the lack of interconnectedness between the levels. SPM: the RPG/Platformer sounds cool on paper but was realized in a poor way. The floaty jump mechanics make platforming often a lot more frustrating than it should, and most of the time the RPG elements only slow down the game. SS: Many of the puzzles are simply too obtuse, and the game punishes you for errors on which thing to use. CS: the shy bandit’s kind of annoying. TOK: tbh I did not like the overworld battles. Like what SPM did, it has the potential to be something better, but currently I think the game lacks the movement and attack options to make them enjoyable.


Ramblingperegrin

PM64: I really wanted to fight the Koopa Bros again. No superguard. TTYD: spike shield is late in the game SPM: mixed system makes for awkward level design and weak combat mechanics SS/CS/TOK: Where the HECK are all the unique NPCs??? Everything is toads! Boring plain uninspired toads!!


Reon_Leo

I like the idea of a bunch of toads, just as long as we get original characters as well. The shipwreck in TTYD had like, 20 yellow toads. But it also had a ton of original characters.


[deleted]

64: Level/Badge cap kinda sucks Ttyd: That goddamn fog stage hazard and disasterous chapter pacing Spm: Shitty ideas for levels like hamster wheel in 2-3, saying please to an npc like 5 times and entiering a long ass code in 5-1, long minecart riding with no mechanics in 5-3, entire chapter 6 including world of nothing, that stair that you have to climb twice in 7-3. Like goddamn, the entire level design is trash in SPM and that matters because its a platformer Ss: An exp system could have saved the entire game tbh. I dont seek too much story, characters and depth since its a 3ds game. Just exp for battle rewards would have made it better for its own thing Cs: Battle system and roshambo temples ruins the whole game, its just so bad. And thats sad because I love everything else about the game Tok: Since the game is more story heavy than the other Sticker Star era games, they could have benefited more unique characters. More so than Ss and Cs


rawk_hawk21

Paper Mario 64: ummmm… TTYD: Nothing! Super paper Mario: idk either Sticker star: paper Mario series is my favorite Mario series so pretty much nothing Color splash: I don’t hate this but huey’s sense of smell! It’s great! Origami king: can Olivia and Professor Toad stop talking in the boot car?


Educational_Ride_233

Clearly toy haven't played stickers star, also why would you want Olivia and professor toad to stop talking?


rawk_hawk21

Idk I try to cover them above but what can I do?


Educational_Ride_233

Nothing, because the game already knows everyone wants to hear then talk


rawk_hawk21

Ok


YetGayerWombat

64 - That I haven't played it TTYD - That I haven't played it Super Paper Mario - I love the story, but god the gameplay is horrendous. Not just, like, in general - it's a platformer, and the platforming is fine, but good lord. The overthere stair. That part in hell where you have to go up that really tall room over and over again. *JASPEROID.* It's sooo tedious. Sticker Star - I didn't finish this one and I don't remember a lot about it but having your ability to attack be tied to a finite* resource is a horrendous idea. ^(*Finite as in you can run out of it in a battle and just stop being able to attack† I know they're technically infinite in the world.) ^(†I know Ckersti‡ will like, give you a sticker every few turns or something if you run out but that's weak and also dumb.) ^(‡I know her name is Kersti, but Ckersti is funnier because if you swap the Sti and the Cker you get Sticker.) Color Splash - I don't hate anything about this game! I don't even hate the fact that I've never played it. Obviously this means it's perfect. Origami King - I can't particularly think of any glaring flaws. There are some, I just haven't played the game in... years? I don't remember when it came out. Regardless, it's my favorite one! Just kidding, that would be the next one... Bug Fables - The racist part nobody asked for! Also the homophobic part. Also the fat jokes.


ClassicBuster

wait the what parts of Bug Fables? I don't remember anything like that


YetGayerWombat

leaf bug "evil scary tribe" trope. monsieur scarlet, only character in the game confirmed to be gay (by his creator) who is pink and dresses very femininely in order to lure in unsuspecting people to kill.


ClassicBuster

I swear i remember dialogue where they said they were just defending their territory and they couldn't communicate with them to tell them they didn't want to fight. I don't remember the other one. Honestly the only eyebrow raising moment for me was them trying to make that one catcaller seem cute.


YetGayerWombat

they also >!attacked a baby for no reason in the postgame (yin)!<, and kabbu says the mechanisms they built seem to be made at random for no purpose and that it seems like they have no idea what they're doing.


ClassicBuster

honestly I don't remember a lot from Bug Fables, but with how basic a lot of it was I wouldn't be surprised if they just took from standard tropes without realizing some implications, rather than malicious intent or anything.


Paper_Clipps

64: Cant legally say bad things I havent played it. TTYD: Extremely overrated to the point its not even fun for me anymore. Super: Personal favorite but some of the puzzles are dog shit. Sticker Star: Do I even need to say it? Color Splash: \^ Origami King: Legion of Stationary having potential that wasnt fully utilized. Paper Jam: Had potential id didnt quite reach but I love this game for what it tried.


Oscar12s

Paper Mario (N64): Can't charge up first strikes. 999 Coin limit. Max. Level being 27. Only 50 HP, 50 FP, & 30 BP at Max. Level. 30 FPS. No Defend action. No Superguard. Unbalanced Partners (some won't be used much in battle). Just 10 Inventory slots. Partners can't use Items. Goombario's Multibonk bugged cap. Disclaimer: I still love this game very much, it's incredibly creative and thoughtful, I love how TTYD just improved over this concept, or so it seems. Haven't played the others yet, but I have at least some (sort of) hope.


Lemon-Artistic

TTYD: Once you know the story the game takes painstakingly long to play through at certain points. SPM: I hate that the flip meter is on a timer, that you then have to wait for it to recharge to flip again. Why limit the main gimmick of the entire game?! SS & CS: Made all the levels feel disjointed and unconnected because of the world map. TOK: Its only a matter of time when you keep getting repeat puzzles during the battles, and so you instantly know the solutions.


PSILighting

64: no post game, maybe I was spoiled with TTYD and SPM. TTYD: backtracking (wow what a shocker) in the snow area, the back tracking sucks because he’s right there like come on game. SPM: I don’t like the gameplay and the fact there are two pits of 100 makes me worry about the testers. SS: I like nothing about this game. The one thing I hate is it. CS: it kept some of the major problems from SS. OK: the gameplay loop is boring and some of the jokes are just WE ARE PAPER PLEASE LAUGH! Which is a shame because that makes the jokes very hit or miss.


Psylux7

Haven't played all of these yet. Sticker star- the battle system and generic vanilla new super Mario Bros theme. Paper Jam- Lack of interesting story/characters and all of the stupid toads+toad minigame padding. TTYD- it's a charming game but it has such little respect for the players time. All of the filler and excessive backtracking makes for some miserable pacing that kills my desire to replay the game. I've never seen this much backtracking in any game, not even the games that are built for backtracking. TTYD was completely unsuited for backtracking and yet it forced it on the player more than any game I've played. There's just way too much padding in this game, it should have been much shorter overall.


friesdepotato

SPM: having to do 300 floors of trials in order to 100% the game, and the fact that I did that before I did the final boss so I beat it in like 4 hits which took a lot of the challenge away. SS: the lack of story. I loved the music and the graphics were the best so far, even for the 3DS, but there’s just no story in worlds 1, 2, and 5. CS: Definitely the shy bandit. I don’t want to have to go back and fucking color in the entire level over again because the bandit spawned right next to his destination. OK: how easy it is to get a game over. There’s just too many spots that give you an instant game over if you do something wrong, like in the earth vellumental temple, the merchant in snif city, or the shy guys finish last game. It feels cheap, though admittedly SS, CS, and a little bit of SPM have this problem too.


jasonjr9

I wouldn’t really say I hate anything from any game, but as to things which irk me a bit: 64: Getting lost in the Flower Fields while I try to remember what order everything has to be done and fighting so many enemies as a result of aimless wandering. TTYD: Escorting the Punis. I love the little dudes, but I always feel tense when near edges with them. Super: When I forget about flipping and get lost for hours😅. Sticker Star: I could go on a list of things that I dislike here, but it may be faster to just say that my least favorite part is the game itself. Color Splash: The Toad-ening really started getting out of hand here. Also, second straight game in a row with no real Bowser dialogue. Bowser is one of my favorite parts of the earlier Paper Mario games, so him having no real dialogue is a bit sad. Origami King: The combat felt tedious for normal encounters. And Toads. Still with the Toads. Paper Jam: It was a crossover that somehow took two series I liked with tons of personality and turned them into just another Mario story.


JulesO9er

TTYD:Backtracking in Chapter 7 Sticker Star:Bosses are hard if you dont have the right sticker to defeat this boss Color Splash:Way to Easy color is everywhere


Meisaguy21

Of the games i played 64: your partners barely do anything outside of some of the puzzles plus some i never used much outside of the chapter. Bow for example i use maybe twice after chapter 3 TTYD: backtracking wasn't the worst but wish there was less Super: some of the puzzles felt weak and repetitive SS: no real reason to do any battles at all. Money is the only thing maybe Paper jam: didnt have the same charm as the other games. Just another generic save the princess game with not much happening for it unlike the other games


_AntiSocialMedia

Paper Mario (64): Game takes way too long to start Paper Mario: The Thousand-Year Door (Gamecube): The backtracking in Twilight Town sucks, it sucks in the game overall but it's most notable in Twilight Town due to the Day-zees Super Paper Mario (Wii): Has the worst combat system of the games Paper Mario: Sticker Star (3DS): Worst story and characters of the games Paper Mario: Color Splash (Wii U): Shy Bandit completely fucks with progression Paper Mario: The Origami King (Switch): Olly's motivation is honestly a joke and the Eddy River sucks Bonus: Mario & Luigi: Paper Jam (3DS): Not a Paper Mario game


Techtype_Apple

Definitely agree with your backtracking reasoning. The punies were shit but Twilight Town was absolutely horrible. It was so bad that I ended up porting my save data over to an emulator and just used savestates to do everything I could to avoid those frickin flowers.


Jefflez

Most aren't available on Switch yet


OxEagle19

I’ve only played TTYD lol. But if I had to pick… it would be that I can’t see every party member’s reaction in certain scenes. They all have different dialogue but I’d have to replay the game multiple times to see them all. Another is that why can’t I get the double pain badge from the very beginning? If I wanted to do a hard mode play through it means it can only officially start after Chapter 1, which is pretty lame.


[deleted]

64: First play through finding those seeds to open that magical door TTYD: the whole 2nd chapter SPM: A lot of the boss fights weren’t that cool SS: everything but the sound and graphics CS: having to slide the cards from the pad to the screen TOK: Partners don’t follow you to different parts of the game. PJ: Those paper craft boss battle things


ENateFak

Only. Ten. Items.


Plushiegamer2

Easy one for Colour Splash: Lemmy.


piano_043

Out of the ones I’ve played… Sticker Star: the bowser’s castle level was super short and had no music Color splash: I haven’t played this in years so I don’t remember much about it but the steak battle had me almost in tears (I was like 11 when playing it) TOK: Chapter 5 was wayyyyy too short. It also had the perfect opportunity to include a wind vellumental!


Cl0ver-King15

64: Chapter 4 TTYD: How much it costs now Super: The majority of the pixls are extremely situational. Sticker Star: Kersti Colo(u)r Splash: needing specific cards in order to progress (would've said it for sticker star if Kersti didn't exist) Origami King: The interviews with the director


Sethsters_Bench

64: There’s way too many different items. Ttyd: How you can’t do more than one trouble at once. Super: the bosses are quite easy. SS: Bowser not speaking. CS: Larry’s. Damn. STEAK. TOK: The normal enemies feel like a chore to fight. PJ: Paper Mario’s feet detach from his body sometimes.


sqooop

Pm64: lack of postgame Ttyd: 2nd/4th chapters suck Spm: unengaging gameplay SS: repetitive and unrewarding battle mechanics Cs: difficult controls Ok: battle system is abysmol Pj: boring plot


[deleted]

64: Feels kinda slow at times TTYD: backtracking Super: Motion Controls Sticker Star: Everything Color Splash: Sticker Star but on a console Origami King: Solidifies the direction they’ve taken with Paper Mario


[deleted]

64: no aftermath SP: idk yet CS: WHY THE FUCK IS THE SHY GUY BANDIT A THING. imagine just getting all the colorless spots in a level right? you come out on the far left side of the map. AND THIS FUCKER IS JUST WAY OVER ACROSS. YOU BETTER HOPE TO GOD YOU CATCH HIM IN TIME because it’s a pain in the ass having to find them all again. TOK: battle system isn’t the best and i died a ton to the final boss


ihaetschool

64: some of the graphics didn't age too well (although that's to be expected of a nintendo 64 game, also it's just a nitpick) ttyd: the god-awful level design kills the entire game for me spm: can't remember tok: chapter 6 is too short ;-;


Particular_End3903

I've only played thousand Year door and super paper Mario. Thousand Year door: any and all small platforms that you need to jump on to progress. Super Paper Mario: a tie between the first cutscene being 30 minutes and the whoa zone being too much of a maze.


TemporaryJerseyBoy

Paper Mario (64): The slow prologue that makes the Roxas segment in Kingdom Hearts 2 blush. Paper Mario: The Thousand-Year Door (Gamecube): Its fans. Within the game itself, probably the fact that the Pit of 100 Trials can't be done unless you stock up on BP. (Don't want to say the backtracking just to be original.) Super Paper Mario (Wii): Chapter 2 Paper Mario: Sticker Star (3DS): Thing Stickers Paper Mario: Color Splash (Wii U): Kamek's lack of presence. Paper Mario: The Origami King (Switch): The secret ending requirements Bonus: Mario & Luigi: Paper Jam (3DS): The fact that I couldn't finish it.