You're left in charge of designing a Paper Mario game for WiiU

#1xxxxxnPosted 8/18/2014 6:20:17 AM
The rules

You can't release a remake of an older game. It has to be a brand new game.

It can't be like Sticker Star or Super Paper Mario, meaning it has to have turn based battles where you get experience points for each battle.

It has to have an actual story unlike Sticker Star.

Partners have to return, real partners not like the pixels.

It has to have at least 8 chapters like the original 2 and Super Paper Mario.




What do you do to breathe fresh life into the Paper Mario series with a new game?
#2wiiking96Posted 8/18/2014 6:26:59 AM
Prologue: It is shorter than it was in PM64, but has more unique content than in TTYD; it shows how Mario gets to the new setting and the hub world. Mario meets his first partner, the karate Toad partner, during this prologue.

Chapter 1: An autumn setting with a a town of Mario-themes Hippies. The second partner - who Mario meets here - is a female hippy Shy Guy. The conflict involves a second town of characters that don't like the hippies, but who aren't really evil.

Chapter 2: A small kingdom of exclusively plant-based beings, with the leading species being Crazee Dayzees and a new subspecies of them. The third partner is a young female Dayzee who uses a variety of different powers based on singing.

Chapter 3: A music themed world. No partner is met here, but the current partners go through some development. The conflict in this chapter is the first to heavily involve the main villain group, and you learn some new stuff about what needs to be accomplished in the end.

Chapter 4: You first pass through an underwater resort area and meet the next partner; a snobby rich blooper. The rest of the chapter involves a tech town of computer nerds and an element of cyberspace. You jump in and out of several computers, searching for the perpetrator of the crime that is central to the conflict at hand.

Chapter 5: An older community that is dealing with rapid growth into a more modern state. Your final mandatory partner is met here; an elderly male magikoopa who lives in an isolated part of the general area. The main villain group has little relevance to this chapter.

Chapter 6: You revisit the underwater resort area from the beginning Chapter 4, which is facing a crisis. You get there via a series of caverns that lead underneath the bed of the lake. This ends with a discovery of ancient ruins that the main villains are after.

Chapter 7: A factory setting with various mechanical and cyborg beings. The villain from chapter 4 returns here, hacking into the systems of the factory to cause trouble. Some reveals are made about existing characters in the story.

Chapter 8: This starts out with you infiltrating the villain's lair, but a twist has you traversing an unexpected location

Additions to Formula
- End of Battle Rankings
- Badge Merging.
- Stage hazards.
- Attack Priority
- A couple of new enemy types.
- New roles for Luigi, Peach, and Bowser.
- A new way for partners to level up.
- An update to the item inventory system.
- An update to how sidequests are initiated.
- A replacement to Star Pieces.
- 100% new field abilities.

I will go into more detail in later posts as long as people want me to.
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More villains need to be protagonists. BIS proves it can work.
Ridley, Ganondorf, Bowser, Fawful and King Dedede all for their own games!
#3Pharsti01Posted 8/18/2014 6:42:02 AM
Couldnt i just scrap it and use the resources and funding put into it to make something without Mario?
#4Thundering_TNTPosted 8/18/2014 6:45:59 AM
wiiking96 posted...
Prologue: It is shorter than it was in PM64, but has more unique content than in TTYD; it shows how Mario gets to the new setting and the hub world. Mario meets his first partner, the karate Toad partner, during this prologue.

Chapter 1: An autumn setting with a a town of Mario-themes Hippies. The second partner - who Mario meets here - is a female hippy Shy Guy. The conflict involves a second town of characters that don't like the hippies, but who aren't really evil.

Chapter 2: A small kingdom of exclusively plant-based beings, with the leading species being Crazee Dayzees and a new subspecies of them. The third partner is a young female Dayzee who uses a variety of different powers based on singing.

Chapter 3: A music themed world. No partner is met here, but the current partners go through some development. The conflict in this chapter is the first to heavily involve the main villain group, and you learn some new stuff about what needs to be accomplished in the end.

Chapter 4: You first pass through an underwater resort area and meet the next partner; a snobby rich blooper. The rest of the chapter involves a tech town of computer nerds and an element of cyberspace. You jump in and out of several computers, searching for the perpetrator of the crime that is central to the conflict at hand.

Chapter 5: An older community that is dealing with rapid growth into a more modern state. Your final mandatory partner is met here; an elderly male magikoopa who lives in an isolated part of the general area. The main villain group has little relevance to this chapter.

Chapter 6: You revisit the underwater resort area from the beginning Chapter 4, which is facing a crisis. You get there via a series of caverns that lead underneath the bed of the lake. This ends with a discovery of ancient ruins that the main villains are after.

Chapter 7: A factory setting with various mechanical and cyborg beings. The villain from chapter 4 returns here, hacking into the systems of the factory to cause trouble. Some reveals are made about existing characters in the story.

Chapter 8: This starts out with you infiltrating the villain's lair, but a twist has you traversing an unexpected location

Additions to Formula
- End of Battle Rankings
- Badge Merging.
- Stage hazards.
- Attack Priority
- A couple of new enemy types.
- New roles for Luigi, Peach, and Bowser.
- A new way for partners to level up.
- An update to the item inventory system.
- An update to how sidequests are initiated.
- A replacement to Star Pieces.
- 100% new field abilities.

I will go into more detail in later posts as long as people want me to.


Please do, this was great.
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A certain user can get you suspended for quoting them in your sig.
To your right, you'll see the wii u board, and to your LEFT, you'll see a troll.
#5Cowboy0660Posted 8/18/2014 6:51:57 AM
I would turn it into a mlb game that rivals the show.
#6wiiking96Posted 8/18/2014 7:02:47 AM
Mario's Field Abilities

Field Hammer Throw
- Mario's first Hammer upgrade. Lets him throw hammers in an arc to hit things. Comparable to Kooper, but doesn't retrieve items and has vertical range.
- Let's Mario use Hammer Throw in battle.

Field Quake Hammer
- Mario's second Hammer upgrade. Lets Mario slam the ground and cause a tremor. Nearby enemies will be stunned, and it can knock down objects and whatnot. Mario has to wait a bit after using it once before using it again.
- Let's Mario use Quake Hammer in battle.

Grip Boots
- Mario's first Boot upgrade. The Grip Boots let Mario get extra traction on slippery surfaces, get past windy areas, and run up steep slopes ala Super Mario 64. You turn them on and off at will.
- Let's Mario use an attack where he runs on the ceiling and drops onto an enemies(works like Power Jump).

Voltage Boots
- Lets Mario run on electrified surfaces. Gives Mario the ability to get a static charge and activate special devices.
- Let's Mario use Voltage Jump in battle; with Voltage Jump, you charge up for one turn and then jump on one enemy for heavy damage the next. Nearby enemies will be hurt by the discharge for lesser damage, and all enemies have a small chance of being stunned.
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More villains need to be protagonists. BIS proves it can work.
Ridley, Ganondorf, Bowser, Fawful and King Dedede all for their own games!
#7DMZappPosted 8/18/2014 4:56:19 PM
Here's a rough blueprint of a Paper Mario project I've been working on. All rights go to Nintendo:

PAPER MARIO: WORLD TOUR

A. STORY
-Bowser has finally made his move and is attempting to conquer the entire Mushroom world, not just the Mushroom Kingdom.
--Mario and his new partners explore the world to push back the Koopa King's tide of malice, with added help of the World Powers.
--Meanwhile, rumors of an ancient empire threaten to awaken and overtake both sides.
-Story tone is between the original Paper Mario and Super Paper Mario- a little threatening, but still comedic.

B. SOME PARTNERS
1. Agent EEK
: The Squeaker who works for the secret agency SQUEAL, she pledges her allegiance to whoever needs her most.
--Ability: Snitch (tells Mario about the current area and gives hints about it, as well as characters Mario stands near)
2. Ansoo the Guardian: A Boo who manipulates large Sammer Guy armor, he acts all big, but is easily scared.
--Ability: Bash (destroys large objects)
3. Ru T. and Potty Pirahna: A Toad girl who carries her pet Pirahna Plant around in his jar. She’s kind of clumsy yet determined, while he’s kind of ferocious yet protective.
--Ability: Reach (reaches for faraway objects or high-up hooks)

C. SOME LOCATIONS
1. Fungopolis: The biggest city in the Mushroom Kingdom, it's easy to get lost in the size and commune. There are rumors of a place under the city simply called The Pit of 100 Trials.
2. Bandagasand: A large desert region co-ruled by the Mushroom Kingdom and Sarasaland, the fiendish 40 Bandits and their leader, Ari Sworda, are said to thieve in the dark of the night and build a large mountain of riches.
3. Fyrivius: A volcanic mountain near an otherwise peaceful town, SQUEAL has determined there is a strong chance their former biggest threat, Puffdome, is hiding away here and recieving support from Bowser's forces.

D. GAMEPLAY
-OVERWORLD: Use partners and unique Mario abilities to solve overworld puzzles.
-OVERWORLD: Can do the game slightly out of order.
-BATTLE: Similar to the first two games in many ways: two attacks per turn, Star Points earned after battle, HP to survive, FP to allow use of super-powerful attacks.
-BATTLE: A new stat called Mario Points (MP) allows Mario to access Super Star mode, and attack in real time without turns or action commands. The time allotted and the power of jump & hammer attacks increases with each World Power obtained.
-CUSTOMIZATION: In addition to granting extra attacks, badges also increase maximum HP (Mario and partners) and FP (Mario only).
-CUSTOMIZATION (MARIO): There are four badge categories for Mario: jump, hammer, perk, and item. Mario starts with two slots for each type, and can get more slots by leveling up with Star Points (picking between the four categories instead of stats from the first 2 games), up to a maximum of 10 slots total for each.
-CUSTOMIZATION (PARTNERS): There are two badge categories for partners: attack and support. Each partner starts off with two slots in both categories, and can get more slots by giving them an increasing number of Green Stars, up to a maximum of four slots per category.

E. OTHER DETAILS
-a focus on the Mario world as a whole (though it doesn't go overboard)
-Some past Paper Mario characters make an appearance.
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#8JobocanPosted 8/18/2014 5:08:05 PM
Cowboy0660 posted...
I would turn it into a mlb game that rivals the show.


So take something that could possibly end up being fun and make yet another boring-as-s*** baseball game? That's an idea.

My answer: I would delegate it to someone who can competently design video games (maybe to the guys who made the South Park game but get them to make something that's longer than a few hours). I can probably handle designing a board game (I do have a design in mind right now that I'll never do anything with), but a video game? Not happening.
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www.vgcollect.com/jobocan - My collection
#9wiiking96Posted 8/18/2014 5:19:17 PM
Blooper partner idea:

Name
Bernard L. Bloopington

Appearance
Light grey male Blooper with a top hat, bow tie, and monocle; he has 4 tentacles which are longer than the rest; two are uses as legs, and two are used as arms. His body structure is like that of the blooper boss in TTYD.

Backstory
Bernard grew up in a blooper town where very long tentacles were a symbol of high respect. Members of his family have had such tentacles in the past, and Bernard is the most recent member to be like this. He inherited a magazine for aquatic-life nuts from his uncle, and has been a wealthy aristocrat his whole life.

Personality
Bernard is rather stuck up and snobby, only making friends with someone if they are famous or at least as rich as he is. He also likes to pick fights with people who offend him, as he’s something of a joke to the other aristocrats he knows, being a blooper; his tentacles have proven very useful in fist cuffs.

Field Ability
Bernard can swim fully underwater and hit things like switches with his tentacles. Mario cannot go underwater with him, so the puzzles are about switching between Bernard and Mario to create paths for each other.

Battling

Attack A – Triple Bloop Strike
Barnard suspends himself over an enemy with his leg tentacles, and does three strikes: a punch by each arm tentacle from the sides, and a body slam maneuver from the top (the order is determined by the player). The body slam has the effect of the jump. This can’t be used on flying enemies or hazardous enemies.

Attack B – Ink Slap
Barnard shoots 3 blobs of ink into the air, and then slaps them into the enemy with his arm tentacles; the third blob is bigger and is hit by both tentacles at once. Can damage any enemies, and it pierces defense. The player chooses which enemy each blob hits.

Attack X – Blooper Bribe
Bernard uses his persuasive skills . . . and some coins . . . to attempt to make an enemy join his side. The more coins you use, the likelier the chance that the enemy joins you.

Attack Y – Tenta-Spin
Bernard spins around with all four of his long tentacles outstretched at the enemies. You control his movement side to side so as to score multiple strikes on the enemies with his tentacles.

Badge Attack – Ink Storm
Bernard shoots a large spray of ink with fairly wide range at the enemies. The direction the spray of ink is shot at determines which enemies get damaged. After the attack is done, ink is leftover on the ground around the enemies; ground based attacks have a chance of failing now due to slipping.

Battle Trait
Bernard’s wealthy friends will appear in the audience whenever he’s out; they have a higher chance of throwing coins than other audience members, and when Bernard appeals, there’s a chance of them throwing expensive items. If you do poorly in battle, Bernard’s friends will be the first to leave.

Effect Badge – Class Up
While Bernard has this equipped, his hat, monocle, and bow tie will be upgraded to be even more classy, which makes his wealthy friends more willing to throw beneficial stuff at your party.
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More villains need to be protagonists. BIS proves it can work.
Ridley, Ganondorf, Bowser, Fawful and King Dedede all for their own games!
#10wiiking96Posted 8/19/2014 11:06:52 AM
Badge Merging

Charge + Zap Tap = Mega Jolt
When you charge, a large jolt of electricity gets let out that hurts the opponents a certain amount depending on what type of enemy they are. It also has a chance to hurt your partner or the audience. It occasionally causes paralysis as well.

Pretty Lucky + Appeal = Crowd Pleaser
Increases the chances of the audience tossing you items, and the chances of them chucking objects at the opponents.

Piercing Blow + Spike Shield = Spike Snapper (by Chaosmaster00)
Mario's Hammer attacks cause Spiny foes to become Jumpable (allows Partners to use Jump attacks on them as well).

L Emblem + Appeal = Brotherly Love (by Chaosmaster00)
If Luigi is in audience, Mario's Appeals or Stylish moves will fully heal Star Power. Also increases the likelihood of him being in the audience.

Item Hog + Zap Tap = Bug Zapper (by Gigaraver)
Automatically electrocutes any enemy that attempts to use an item.

Double Pain + Pity Flower = Rose Thorn (by Gigaraver)
Take double damage and recover an equal amount of FP.
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More villains need to be protagonists. BIS proves it can work.
Ridley, Ganondorf, Bowser, Fawful and King Dedede all for their own games!