![]() 6 Differences from the other Paper Mario games.5 Similarities to the previous Paper Mario games. ![]() The game was rereleased for the Wii U eShop in 2016. Motion controls were added to certain gameplay features, pushing the release date back to April 2007 for North America and Japan, and September of that year for Europe and Australia. The game was originally planned for a 2006 release on the Nintendo GameCube, but was moved to the newer Wii console. While the plot is considered dark by Mario standards, as in earlier Paper Mario titles, humorous dialogue and references to other games, nerd culture, popular culture, and even mythology abound. As the players defeat enemies, they accumulate points and level up, making their own attacks stronger. In addition to the four playable characters are fairy-like Pixls that grant the main party members various extra abilities, such as hammering objects or calling up a temporary shield. The story focuses on Mario, Princess Peach, Bowser, and Luigi journeying across various dimensions to stop a villain named Count Bleck from destroying all of existence. In addition to the regular Paper Mario aesthetics, the game also uses many novel character, enemy, and background designs, including a fully pixelated world and the use of sprites from the classic Super Mario Bros. The game fuses elements of 2D and 3D gameplay together, shifting back and forth between dimensions, once being described as a "2.5D" sidescroller by Nintendo Power magazine. Unlike the other Paper Mario games, Super Paper Mario is a platformer and does not use a turn-based battle system, but rather incorporates RPG elements with platforming. Super Paper Mario is a platformer role-playing game released in 2007 for the Wii, as well as the first Mario game for the console. Vault Weight - It's Halloween, so vaults that feature graveyards (including the Zonguldrok Wizlab) are more common.“Interdimensional adventure!” - Save data description Monster Flavour - It's Halloween so Death Cobs get replaced with Angry Jack-o-Lanterns with no mechanical change just sprite and description. It's winter, ice-themed monsters are more common, etc. It's autumn, most the trees are in their autumn sprite style (leaves changed, etc.) It's Halloween so rations may use a candy apple sprite and a message about eating candy on eating most the plants are pumpkins and some have been carved into jack-o-lanterns. Visual/flavour - It's Spring so a lot of the plants in the lair are blooming. Which kinds of changes would you be alright with for Seasons and Holidays? Holidays may partially overwrite seasons IE: White Christmas (Snowing) even though it's Summer (Southern Hemisphere). Setting it to a particular holiday will make the game act as if that holiday when it's not setting to week would use the holiday about two weeks around the holiday (default) setting to day uses that day none will force no changes even when it is the holiday. Holiday - (any supported holiday, like say Halloween or Christmas)/week/day/none Probably default to Southern (to match that it's originally an Australian game) unless set. None would ignore the system to be current behavior. Northern or Southern gets the current season for that Hemisphere. Setting it to a particular season forces that season regardless of the time of year. Season - spring/summer/autumn/winter/northern/southern/none I'm thinking about adding Season and Holiday changes to my fork though I'm not sure if I'll do much on it before Halloween it is Halloween that's got me thinking about it and I'll use FALL and HALLOWEEN as examples here.
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