Mario & Luigi: Superstar Saga - Mario & Luigi: Superstar Saga
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Re: Mario & Luigi: Superstar Saga - Luigi's Adventure
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Re: Mario & Luigi: Superstar Saga - Luigi's Adventure
Huh, I wouldn't call Super Paper Mario an RPG. Definitely a Mario platformer with an in-depth plot (which Myamoto says is not possible). That game is even wordier than M&LFusionWarrior wrote: ↑4 years agoand either this or Super Paper Mario is the perfect first RPG to lp.
I would argue the first Paper Mario is an excellent 1st RPG to play. It's even more beginner friendly than M&L, since attacks rarely ever go into the double-digits.
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Re: Mario & Luigi: Superstar Saga - Luigi's Adventure
Re: Mario & Luigi: Superstar Saga - Gendo's Adventure
Re: Mario & Luigi: Superstar Saga - Luigi's Adventure
Really excited to see raocow doing this!
Re: Mario & Luigi: Superstar Saga - Gendo's Adventure
It was only the four Super Mario Advance games that were meant to include this remake of Mario Bros. It was neat how you could play multiplayer across the different cartridges.
But why they included Mario Bros. with M&L? I don't know.
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Re: Mario & Green Guy: Superstar Saga - Green Guy's Adventure
What a wacky adventure so far!
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Re: Mario & Luigi: Superstar Saga - Luigi's Adventure
Re: Mario & Luigi: Superstar Saga - Luigi's Adventure
Oh that's where they're from? I think I recognized the voice effects during dialogue from Golden Sun. Maybe that's borrowing from Fire Emblem too.
Re: Mario & Luigi: Superstar Saga - Luigi's Adventure
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Re: Mario & Luigi: Superstar Saga - Luigi's Adventure
Let's... let's just enjoy it for a bit, shall we.
Re: Mario & Luigi: Superstar Saga - Luigi's Adventure
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Re: Mario & Luigi: Superstar Saga - Luigi's Adventure
I actually played this game a lot on emulator when I was younger. I found I had no need to go out of my way to grind, but I am also the type of RPG player that obsessively beats up every random encounter I find.
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Re: Mario & Luigi: Superstar Saga - Luigi's Adventure
final fantasy mystic questGeneral_Urist wrote: I do think the Mario and Luigi games and especially Superstar Saga are probably the most 'raocow' RPG games out there (with Undertale being a rather distant 2nd place).
This is just how I play to avoid being underleveled, unless I'm playing a Dragon Quest clone or Dragon Quest itself in which case I can't really do that, so I just grind from time to time.General_Urist wrote: I found I had no need to go out of my way to grind, but I am also the type of RPG player that obsessively beats up every random encounter I find.
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Re: Mario & Luigi: Superstar Saga - Luigi's Adventure
You cannot add yourself to the foes list.
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Re: Mario & Luigi: Superstar Saga - Luigi's Adventure
This game had functions exclusive to the GameCube's GameBoy Player. The title card is there to tell the player "hey buy our thing it has special features with this game!"xnamkcor wrote: Any word about that "GameBoy Player" title card? Is that an emulation thing?
Like most games with GBP features, most of the "support" is controller rumble.
Aside from simple rumble during battle, rumble also goes off when you walk over a buried object.
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Re: Mario & Luigi: Superstar Saga - Luigi's Adventure
Re: Mario & Luigi: Superstar Saga - Luigi's Adventure
Any GBA emulator support? Or would a certain someone need to emulate a GameCube to get those features?Blivsey wrote: ↑4 years agoThis game had functions exclusive to the GameCube's GameBoy Player. The title card is there to tell the player "hey buy our thing it has special features with this game!"xnamkcor wrote: Any word about that "GameBoy Player" title card? Is that an emulation thing?
Like most games with GBP features, most of the "support" is controller rumble.Aside from simple rumble during battle, rumble also goes off when you walk over a buried object.
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Re: Mario & Luigi Superstar Saga
Superstar Saga (and the other M&L games, even if they overdo it with the tutorials) is way more in the vein of Symphony than Valdis so I'm personally optimistic about this. Yes, the pace of the LP is probably going to be different and it'll potentially require more editing to cut out battles and other trimmable fat, but probably not too much more compared to removing failed runs in difficult platformers?
That said,
This. I really wish more RPGs kept their stat curves low, not only is it more accessible but it gives things like status effects and buffs that much more strategic weight. AlsoSebby19 wrote: I would argue the first Paper Mario is an excellent 1st RPG to play. It's even more beginner friendly than M&L, since attacks rarely ever go into the double-digits.
building their weakness mechanics around more intuitive physical interactions like the Mario RPGs do as opposed to the standard elemental RPS.
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Re: Mario & Luigi: Superstar Saga - Luigi's Adventure
My only real concern is he's going to pull a Distorted Travesty where if you want to read the text (an important aspect of an rpg game) and aren't a speed reader then you'll have to constantly pause the video. Which means it won't be a particularly enjoyable lp because that's a serious pain in the ass.
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Re: Mario & Luigi Superstar Saga
The low damage rates of Paper Mario (and from what I can tell, later Mario games) made me feel like my attacks didn't do much actually, seeing numbers go up is a big part of what makes JRPGs fun and cathartic to me.Rockythechao wrote: ↑4 years ago I really wish more RPGs kept their stat curves low, not only is it more accessible but it gives things like status effects and buffs that much more strategic weight.
Like equipping a new, powerful weapon or buffing up and all it does is make you do 5 damage instead of 3 to a boss (provided you do the timed hit nonsense in the former) feels pretty pathetic compared to doing 1000+ damage compared to ~650 as been going on with my FFIV playthrough.
I'll say this. The early Dragon Quest games keep their stat curves pretty well balanced for the most part which does a good feel of making you feel powerful in later levels but not too weak in earlier ones, without also running the risk of making you overpowered like a lot of later FF games. If anything DQ games tend to favor the enemies in a lot of cases, incentivizing you to grind, the feeling of power you gain being the reward for persevering.
In the endRockythechao wrote: Alsobuilding their weakness mechanics around more intuitive physical interactions like the Mario RPGs do as opposed to the standard elemental RPS.
that's still a veil covering what's essentially Rock Paper Scissors. Light, Dark, Water, Wind etc all feel more fantastical than just generic hammer and shells slapstick cartoon stuff, too so...
Like FFX tried to do this with Wakka being good with flying enemies, Auron and a lot of Kimahri's spears being good with enemies with a large defense stat, Lulu being good with magic focused enemies, Rikku being able to disassemble machina enemies, Tidus being good with enemies with a large evasion stat, and it just resulted in the battle system being a series of pointless bottlenecks of switching characters around to damage one enemy instead of focusing on building certain party members at your whim.
At the end of the game I just didn't bother and stuck to Tidus/Auron/Kimahri for best damage output and Haste, with Yuna sometimes being called in for healing assistance. Everyone else just fell into disuse due to how limited they became.
Rudra no Hihou on the other hand made it so elemental weaknesses matter as each weapon and armor corresponded to an element (see below) and you had to strategize according to that element if you wanted to succeed in battle, you couldn't just rely on the best armor statistically.
Light <-> Dark
Wind <-> Thunder
Fire <-> Ice
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Re: Mario & Luigi: Superstar Saga - Luigi's Adventure
Final Fantasy X
, was it ever conveyed in the game itself or only in the manual? I know I read the manual, but if it mentioned it there I didn't pick up on it. I just.. kinda used who I liked most.I do also admit that the low damage threshold in the first Paper Mario got to me quite a bit. Not so much in Thousand Year Door, but the first time I played the N64 one I was super doing poorly by the end of it.
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Re: Mario & Luigi: Superstar Saga - Luigi's Adventure
There's interactive tutorials on it as you fight through the early game.HiroshiMishima wrote: ↑4 years ago I.. actually did not know that aboutFinal Fantasy X
, was it ever conveyed in the game itself or only in the manual? I know I read the manual, but if it mentioned it there I didn't pick up on it. I just.. kinda used who I liked most.
You can use who you like the most but you run the issue of having shit damage rates. Like you could hit a fast enemy with Auron every now and then, but trying to hit an elemental with Wakka or Tidus is the same as throwing a pebble at a brick wall. This could be remedied with putting hours into the Sphere Grid but it requires patience and a lot of grinding so unless you're an FFX superfan or you're going for a run where everyone steps out of their Grid section ASAP (which Expert is great for), such as turning Wakka into a Black Mage or boosting Auron's agility, it's not worth it.
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Re: Mario & Luigi Superstar Saga
(gonna try to make it clear i'm not contesting your opinion here, either, i just like this topic and disagree with you)KobaBeach wrote: ↑4 years ago Prefacing this with a big bold, this is merely my opinion and I do not mean to dismiss anyone else's opinion or attack anyone with this post disclaimer. I don't want to cause another incident.
The low damage rates of Paper Mario (and from what I can tell, later Mario games) made me feel like my attacks didn't do much actually, seeing numbers go up is a big part of what makes JRPGs fun and cathartic to me.Rockythechao wrote: ↑4 years ago I really wish more RPGs kept their stat curves low, not only is it more accessible but it gives things like status effects and buffs that much more strategic weight.
Like equipping a new, powerful weapon or buffing up and all it does is make you do 5 damage instead of 3 to a boss (provided you do the timed hit nonsense in the former) feels pretty pathetic compared to doing 1000+ damage compared to ~650 as been going on with my FFIV playthrough.
this is a really interesting subject to me as someone interested in game design, because for me, the low numbers game in the paper mario games makes any jump in numbers really impactful. most rpgs have a level of power escalation and damage variance that makes the end numbers feel kinda meaningless. over the course of a boss fight, the difference between doing 1486-1523 damage a turn with this move and doing 1668-1749 damage with this other move is basically nil. maybe you save three or four turns approaching it the latter way, but if that costs extra resources, is it worth it? i dunno. is it? it's a question that really varies from scenario to scenario, but what i'm getting at is that it feels kinda nebulous.
because the paper mario games use such low, static numbers, it's very easy to tell when a strategy will be worthwhile in the long run, because the difference between doing 3 damage each turn and doing 5 damage each turn is massive and observably so. it puts into perspective what the numbers actually mean, because 8 damage vs. 9 damage is always going to be proportionally bigger than 3100 damage vs. 3900 damage.
(the math, for anyone curious)
that's just what it means for me, anyway. what's also interesting here--and, amazingly, relevant to this topic--is how mario & luigi fares in this subject.
[light spoilers for how superstar saga does player progression]