I'm really sorry for the extra long wait on this one, as I had mentioned in other places and at the end of this video, a lot of various things came together to make this video a much more complicated project than expected, and it resulted in it being delayed multiple times. I hope the finished product was worth that wait, and now that it's done I can rest a bit easier. I know a lot of you have been looking forward to the Color Splash review, and I promise it's the next video, I'm already a fair way into writing the script for it, and plan on getting it done as soon as I can. My goal is for it to be done sometime in June, but even if that can't be made, it will not be a long wait. I'll try my best to not have as big a gap between major videos as this one again.
@@multifandomfangirl9664 oh I got a good name for the Color Splash Remake Idea Paper Mario The Rainbow Stars and the Colorless Island which is appropriate given the nature of the macguffins and the main inciting factor for the games conflict is Bowser draining the Color from the Island the game takes place in.
@@multifandomfangirl9664 I'd be curious how'd you slavage Color Splash. Origami King should be simple since there's only a handful of big changes needed to clean up that entry. Heck, the Refolded mod is already doing it.
these ideas felt so real to me that i wish the next paper mario game brings some of them into fruition also, fun fact: sticker star's original story was heavily implied to be about several kings becoming corrupted by an object, so the bosses you came up with almost line up with that part of the beta
I think bringing back Kammy Koopa is a fun idea, but instead of being on holiday she's actually retired, resulting in Kamek taking over as Bowser's magical right-hand man. Her scolding of Kamek could be from her being his former teacher.
One thing interesting is that in the original boss fight with the king goomba after defeating the final phase all his allies ditch him realizing that the crown’s power literally went to his head. Which indirectly supports your theme of selfishness in your rewrite.
Here's an idea for Emperor Piranhazuma. You enter the final level of World 5, and... Nothing. The Royal Sticker is right there. You go and grab it but then a Piranha Plant snatches it and the Sticker turns it into the Boss you'll have to defeat to get it back. Kersti can even comment about how this Royal Sticker is a freebee, but then gets annoyed when the Piranha Plant eats it whole before it powers up. That would be in line with most Nintendo games, where an item that ends the level gets stolen and then a surprise Boss Battle happens out of nowhere. It would be cool to see. Especially in a game like Sticker Star that desperately needed innovation.
I had a cool idea where in the ice world Kersti would wonder why its snowing in spring. And talking to the NPC's they would say its because the groundhog didn't show up. Which would lead you to fighting the Monty mole boss showed in the beta footage. And after the Monty mole would explain that he isn't why its snowing and that it's coming from the mountain leading into the Baron Blizovsky fight.
Great pitch. Another name for the remake can be _"The Sticker Over Toadsmouth"_ and have the characters getting transfomed into stickers, which makes them seem like abominations to the normal paper folk.
Idea: In Enigmansion, Boos would be like in Luigi's Mansion. What I mean is that they will have names that are puns on Boo, will be separate enemies, and depending on which is it, they will have different stats. In place of Stack Boo, there will be a discount Boolossus, though Big Boo will stay Big Boo since he wouldn't split like Boolossus. Another idea: after you beat all the chapters, you can find Luigi in areas of the chapters either thanking Mario for the help there and figuring out how he could avoid the situation like "maybe escaping the goombas when they were attacking would have been better idea than trying to fight them...", or finding a way to make the news seem like purposeful embarrassment like "There where too many goombas at once!" if you DON'T save him.
42:55 what if Great Gonzalez Jr painted himself a messy collage of all his possible colors from thousand your door. Much like how some warriors paint themselves before battle.
Now I kinda want to see how a Color Splash in the style of TTYD would work, I’ve seen both vids and love them to death, especially Kammy’s quest for eggs, and I think you could make a a game with amazing dialogue like Color splash with the poor execution in battle and over all story, and make it truly magical
imagine Shy Guys reaction to opening the Don't-ask being that one jumps down and says "What did we told you? We spied on you, just in case. People's curiosity can never ensure safety of private stuff!" Bowser being like "One shy guy against all of us?" And that shy guy just says "Not one" and all types of shy guys, including Anti Guys and even General Guy as cameo, fall on you and because you have no chance against this, you game over. or something like that.
i like how Luigi realizes he can save the world by himself, but keeps getting into trouble because of something that is his mistake but it isn't something that would deny him being strong and great
I want to live in the universe where this game and Paper Mario & The Dark Prognosticus exist so, so badly. I applaud you and Horayn for the amount of time you spent coming up with these Frankly (heh) brilliant ideas. It honestly makes the ironically named Intelligent Systems look even more incompetent since you guys managed to come up with a better concept for Sticker Star than they did.
I love the idea that the Royal Stickers act as influences towards unsuspecting characters. This would make Bowser a perfect target, who desired power. It would also make the main Royal Sticker a greater scope villain like Majora's Mask. It would give everyone redemption arcs, who gave into their desires.
Amazing changes to 99.9% bad game. However, I think it would be cool if instead of Mario becoming shiny and powered up at the end of the game, Mario instead wears Kertsi like a Royal Sticker, except, of course, Mario becomes filled with Empathy and selflessness.
I love how Goomoto wears sunglasses on his eye that covers the real eyes. Kinda reminds me of myself since I love wearing my glasses on my headwear, like masks or some special glasses.
This was really well done! I like how you further established the maddening powers of the royal stickers wishing abilities; making them the antithesis of the Star Sprits. I especially appreciate giving Kersti an character arc. As for the battle system, I feel you guys are borrowing a bit too much fro TTYD. Maybe it can be mix of that and PM64.
Man, if Nintendo actually remade Sticker Star and made it similar to this, I would gladly buy it, I may not hate Sticker Star as much as most people do, but this new version would’ve been so much better than what we actually got, excellent job!!
my idea for the kersti character development was pretty similar, in my idea in the part where kersti gets caught in the web and mario loses all his stuff, all the partners choose to stay behind, so mario is on his own looking for kersti. the cave is full of roadblocks and puzzles, so mario is getting pretty slowed down and taking a bit to find kersti. about 2 thirds of the way, mario find ls a hole in the wall, and peeks through it to find kersti! ...on an angry rant about how terrible mario is for leaving her there for that long, and that he probably left her behind and continued without her. Mario is hurt by this, but decides to continue, giving kersti the benefit of the doubt that she doesn't know WHY it's taken that long. upon saving her, she scolds mario for how long he took, and as the dialogue passes, mario gets more and more upset, before finally cutting kersti off by making a bunch of angry hand movements at her, before dropping the sticker album on the floor in front of her and storming off on his own. the camera sticks with kersti for a couple seconds, her trying to follow mario, upset at him, and confused why he reacted that way. When the player regains control of the red guy, he is FAR away from kersti, infact, nearing the exit! but as the final room closes in, a big, purple scuttlebug drops down and initiates a battle. Since mario left the album behind, all he can do is use his normal jump and hammer. Since he is unequipped for this fight, he loses, and kersti catches up to him to see him on the floor. She paused for a second, realizes that she's the reason mario ran off, flips through the book and throws mario a mushroom, healing him. kersti then apologizes. her apology is a bit half hearted, but mario accepts it anyways, as her attempting any sort of apology was enough for him. They meet back up with the rest of the partners, and continue the adventure. Kersti at this point has barely changed at all, but she thinks about what happened back there and slowly but surely works towards doing better. My idea was that both of them were somewhat in the wrong, as Mario ditching the entire adventure was a but of an extreme reaction, but at the same time kersti really should not have said what she said there.
btw if it wasnt clear my version of sticker star functions like a mix of origami king and ttyd where different sticker types are spearated onto different pages that you can flip to through a popup menu and any time you use a sticker it gets weaker until the adhesive on it breaks and it falls out of the album
Sorry I won't be doing one for Color Splash, I just want to finish up the reviews and move on to something else, so I don't want to add more videos to it.
I like how kamek isn’t removed and replaced with Kammy, the most under appreciated mario character gets his redemption. Seriously please tell me I’m not the only kamek fan.
Great video! I'll keep adding to this post as more things come up: 24:42 I love the little *thump* that sounds when you talk about the Aviators. Such a little detail but you sure are passionate about it.
Very nice! If only this was the mindset of the actual devs. This is more like what a Paper Mario game is supposed to be. Only thing I'd personally add is bringing back more of the ideas from the prototype versions, like the King Monty Mole boss and the Mander species. I had my own concept for a "classic version" of Sticker Star called Royal Radiance, but it wasn't really developed much past "has E3 2010 art style, has classic PM elements, has scrapped characters from SS" because I don't have the patience to put together a whole fleshed out concept like this.
We didn't want to stray too far from what Sticker Star did, so there wasn't much room for the beta stuff. Though thinking about it now, the card area might work as part of Snifit or Whifit. The King Monty Mole could potentially be an optional boss for a trouble though.
I had an Idea for one of Chompers attacks where Mario has to hold him back in a specific spot so that Chompers has enough range to hit the enemy so you can't keep him too close but if you don't keep a tight enough hold on him he is released attacking all grounded enemies ending the attack. It would deal one damage per chomp and would probably be an ultra rank attack with the final blow dealing 5 to each grounded enemy. As for the action command it will be like the "Don't let the bar fill up all the way" where pulling back on the stick lowers the bar while not touching it raises it, and that the longer the attack goes on for the harder it gets to manage the action command as to not create an infinite damaging attack
I'm in the same boat as you. A big peeve of mine is when people think the idea to a remake of a game is to undo or overcorrect elements, they deem worthy of gotten rid of. Rather than preserving the original's image, while tweaking the less fortunate aspects. The same applies to when developers do it too. I also agree that I don't think remakes should completely undo the original games, as the mindset people fall into is "this game sucks now" basically treating it as a pair of used socks. I'd rather keep the identity of the game, rather than overcorrect every aspect I hate for the sake of it. I also rather enjoyed the concept you guys came up with, love Horayn's ideas! I feel an underdiscussed topic in regard to this series is their take on various lands you visit. What I appreciate about TTYD, SPM and TOK's world designs are their deviations away from typical adventure game biomes like Snow land, desert land, spooky forest etc, while it's a strangely criticized aspect now (I don't understand, feels tact on) I think it adds to the world building of the games that passively added to the various aspects of the worlds. Not to say these aspects are bad, but I enjoy when games take chances to ramp up their world with takes on biomes (like Twilight Town being an answer to a generic spooky forest area with its nice use of gothic color palettes and NPCs that look like old, torn up puppets) or the jungle area adding more of a pirate theme, it transitions well past its introduction of typical grassy plains, and even then it just plays a part to building a more interesting world. And for all my problems with SPMS, I loved the geometric design for its worlds, giving them all a distinct feel. And TOK's giving off a sense of adventure. I like you guys take on the worlds of this game to give them more of a feel beyond generic adventure game biomes that are segmented pieces of areas. I love the idea of Goombella actually showing up in Sticker Star, since I think it would have been cool if later games, not bound to the stupid character restriction rule would bring back previous companions as minor or major NPCs in some way. Like traveling by sea, and while in trouble you are encountered by Cortez and Bobbery on a long voyage who just happen to be going where you're at. Your take on Kersti reminds me of Midna, where she starts out not caring about Link and using him as a means to an end but develops and appreciates him. Love the use of Kammy and how Bowser's appearance progresses.
I don’t even hate sticker star but all of the ideas in this video are way better than what was actually in the game😂. I think it’s such a missed opportunity that this is the first paper Mario game Bowser Junior is in but he never even interacts with Bowser once (not that they would’ve had much of an interaction because Bowser doesn’t talk for some reason)
Unfortunately a certain Zelda release distracted me from this video's launch yesterday, that said I am very proud of the work that has gone into this and am beyond glad that it has finally released! Great to see it in a final form after all of this time, oh and happy mothers day I suppose lmao.
An easy way of coding relevant Dialoge would be to use an if then else statement with a flag to indicate the character growth of Kersti. Ie “if kersti development happened, then say this, else, say that.
I should sort of share my idea I had with Color Splash... if you do read this comment, (The Red Guy) For the idea I had for color splash, I feel like taking the idea of Bowser's possession of the Black Paint and that the Black Paint itself was evil, and was actually an Evil Black Paint Star works far better than what we got. All boss fights would be similar but each koopaling would be still guarding their respective Big (I called them Grand Paint Stars) Paint Stars, but they are more or less possessed by the Big Paint Stars that have been corrupted by the Black Paint. Defeating each Koopaling would help them regain control of their bodies and they'd say a few lines of dialogue related to Bowser not being himself, with Roy saying that he tried to fight Bowser but was fully corrupted by the Black Paint as well. The final area would actually be inside the Paint Fountain where you'd fight the Grand Black Paint Star itself. Initially, I had also added a White Paint Star for Roy to hold, but Huey being a secret Big/Grand Paint Star would work well as a sacrifice. Mario, Huey, and the Koopalings would enter the Black Paint Portal to the Grand Black Paint Stars home world. You'd get multiple sections of which you'd fight Black Koopalings, which are identical to the other various Koopalings, only for The Big Paint Star of that color that the Koopaling Guarded to Power it up, and allow it to basically fight multiple fake copies of themselves as the others escape. Going in order of when you fight each Koopaling. You'd end up Battling Black Bowser just the same as before, but instead of Huey's sacrifice going the same way, The Other Koopalings would return with the respective Big Paint Stars and help you out for the second phase of the fight. This being the freeing Bowser phase. The Big Black Paint Star would have a design similar to the other Big Paint Stars only with red eyes. Once the Big Black Paint Star is defeated, it begins an escape section where Mario and the others have to escape. And they do just in time. The Black Paint Portal disappears and Bowser feels sad that he didn't get to do what he wanted to do and is sorry for all the trouble he caused. Mario pauses for a moment before Using his paint Hammer on Bowser's Shell and painting it rainbow Colors. The ending ends far more happy for Bowser, since he honestly didn't intend for what happened.
To add on to this idea, at the end of chapter one, instead of flying away on an airship, bowser would leap into a portal made of black paint. Maybe have each koopaling use the big paint star they guard to buff themselves during their fights as well. You could even add an effect in each chapter with the colors dulling and causing negative effects on the island until you get their corresponding paint star back, to add a bit of urgency. It would also be cool if bowser Jr. was at the fountain with bowser when he got corrupted, and was your first partner, being scared for his dad and wanting mario to beat the sense back into him.
@@superlagbro192 A reference to Bowser's Fury right? That's brilliant. Now as a bonus, have each Koopaling also be possessed by the Dark Powers of the Black Paint Ztar who is the one controlling Bowser, and with the weakened states of the Big Paint Stars, they were easily taken over. The Koopalings have no knowledge on what's going on, but help add bits of info for what is happening to Bowser. Lets leave Bowser as the main bad guy for majority of the game, but pull a Kirby (Kirby's Adventure to be precise)
Fantastic video. One thing you didn't quite mention is if you'd keep the sticker rarity concept the base game has if at all, and I keep thinking about there's potential for it in this reimaigining, but I'm not fully sure how to go about it, but the idea is to give players the capacity to mod their stickers with certain options to further customize their loadouts. Since you're transforming the BP into the grid-like system, I have this idea that some stickers could be compressed to cost less SP to equip, or on the other hand, made bigger to have greater effects, or maybe, upgrade their polish and make them keep the same SP cost but have increased effects but may cost higher FP. Heck, you could keep a bit of the original Sticker Star's spirit by making stickers widespread and have to fuse them together to improve them. And then you need to get clever in how you order up your stickers so you don't just slap everything and forget about it. The bottomline is to expand upon the stickers as well, as it would further increase replay value. It may make the game a bit grindier compared to TTYD, but it expands into its idea of stackable badges. And this could be retrofitted into the Polish Shop to give it further use. Another wacky idea is to rework the system a bit more thoroughly and still taking a page out of the original (if only from a visual flavor standpoint). Instead of having an arbitrary amount of SP, you can make a system where Mario (and maybe his partners?) equip "pages" of stickers at a time. Want a loadout focused on going all in on your jump? Switch to a page full of Jumpman and whatever Stomp stickers. Want a generalist loadout? Switch to a page that combines Power and Defend Pluses with Flower Savers and Happy Hearts/Flowers to the side. Heck, this system and the previous one could even work together, as the player needs to decide either to upgrade the existing pages or go for new ones. There's a lot of potential with the stickers instead of just relegating them to consumables or just the replacement for badges tbh. Of course, this would require a lot of rebalancing and testing, but I think both ideas work nicely with the concept of a more open ended RPG adventure.
Imagine if the NPC that gives you the Do The Pit quest is a guy who you meet several times and he always has the craziest theory on what Royal Stickers are and after you meet him in every location, he gives a quest to get to the bottom of the pit to gather some solid lore material for his next, Ultimate Royal Sticker Theory, and he would be sort of a tribute to MatPat. We will miss you, MatPat.
I'll be real here: I feel like the decision to make the battle system just TTYD again while relegating stickers to "Badges but with extra steps" is kind of...cheap? I don't know. Sticker Star was absolutely awful, but I don't think the idea of consumable-based combat has to be bad. That game just made it SO bad while making baffling decisions that now everyone thinks it's just inherently terrible. I think it would be an interesting idea to try and remake the battle system while keeping both consumable stickers AND partners/leveling intact.
The whole pitch of these videos was just what would these games be like if they played like TTYD, so we didn't want to make a different battle system. We probably could have thought of ways to expand more on TTYD's battle system here, but for this video we were more focused on fixing the story and the non linear structure. We came up with more ideas of expanding TTYD's battle system in the Dark Prognosticus video with the swap able lead characters. Maybe it can be done well, but I have a hard time envisioning a completely consumable based battle system working in turn based combat, at least in Paper Mario styled combat. Maybe you could make something like it work, but I don't think it'd be a good fit for Paper Mario. The idea of consumable attacks doesn't gel well with action commands which is what Paper Mario's battle system was built around. And if we're adding partners into this then you'd have to deal with multiple inventories across all characters, and that really doesn't sound fun. You'd have to keep track of what stickers each character had, and it would be less of "what character is best for this situation?" and more "do any of my characters currently have something useful?" This would take away a lot of strategy, enemies and bosses couldn't be designed around certain characters or attacks because it's not guaranteed you'll have them, which leads to the same issue of trial and error Sticker Star had. If its the kind of thing where you always have a default attack that doesn't use a resource, then it is just FP with extra steps and unnecessary inventory management. FP already fills the need for resource management without any of the issues Sticker Star had.
I think I have a proposal for this. Before anything, I consider that this solution might sound good but It can lack of execution, as It wasn't proved. Well, my idea is that Mario Will keep his basic comands; Hammer, Jump, Item , Defend. But when you choosed an command, a bar Will display showing you the stickers you wanna apply to that attack as an effect; Put a jump attack a Fire sticker and you have a Fire jump. Put a Hammer attack an spring sticker and you have spring Hammer. I think It might be interesting that sticker doesn't do nothing by their own , but instead compliments the attacks you do, and doesn't contradict any previous rule. This can be a far better use of the roulete, as this Will act more as an accesibility option or used as an strategy if you wanna add more sticker effects. Things Will get outright removed, and so the "shiny" and the "Big" stuff(or you can make It bigger because its objectily a better option) And maybe the stickers you have in Battle can act as a deck(meaning that stickers are not one time only consumable anymore, more like in what is used in Shovel Knight King of Cards), so you may have , so you may recharge It with a refill box, meaning that shops Will have a diferent porpuse. Instead of purchasing a consumable, you will buy a sticker you may add to your deck and have more options. Maybe one kind of sticker (like fire ones could have a limit of how many can you buy) If they don't want to give us exp, we Will have to accentuate the use of money, in a way that mainly by battling you Will get It, and that upgrades(like upgrading your deck or health boost) can be bought by spending It. As a reminder, I consider SS consumable system as a bad idea, and the worse It is the harder is to work around, so don't be afraid to correct me if something doesn't convince you!
@@TheRedGuy Yeah, that's fair -- I really liked all the partners and extra story flare you guys added. I'm just not sold on the battle system being a near-perfect retread. Like, that's the whole reason they ended up in this mess at all since they were apparently so worried about redundancy. It might be easy to feel like FP makes the concept of sticker management pointless, but again, I feel like that's only because of terrible implementation. Don't get me wrong, I _do_ like the classic style better, as MP as a general concept is tried and true. But simply cleaning up stickers and streamlining them along the way would probably still get us a nifty (and more importantly, _functional)_ little system that could still take advantage of action commands. For example, let players more easily sort their stickers manually by letting them see all of their pages at once. Allow them to star their favorite stickers (hehe) for easy selection. If partners were added, there could be ways to obtain their moves as stickers in Mario's inventory (I'll go over that briefly in a bit) -- they don't all have to have their own exclusive menus. The game could also have stickers increase in durability depending on their tier: the bigger ones especially would last for several turns at a time and deal lots of damage, but take up more space. Still, though, the problem remains: why use stickers if they'll just eventually disappear? Well, how about giving that disappearance an incentive of its own? For example, let's say this hypothetical Sticker Star has a new stat called SP (Sticker Points). Akin to Star Points in the old games, you get them primarily from winning battles; however, you also get them when a sticker "breaks." The more valuable the sticker, the more SP you get. After this, you can use your stored SP to either combine stickers into higher, more durable tiers (sort of like merge-number games lol) or spend it in bulk during battle for exclusive stickers, such as partner moves and royal stickers. As you progress and battle through the game, you'll naturally have more and more SP, which means you'll have more consistent access to stronger stickers -- it's not leveling, but it's a fluid form of progression. As for coins? Well, perhaps shops could offer stuff like HP-up hearts and badges, which are unobtainable with SP. I admit it's still not like the old formula, and there are probably flaws I haven't thought of with this fix since I essentially thought of this on a whim. I'd definitely prefer a new game that used the other system instead. But the point is, considering what we actually got, there had to be a better way for them to execute it in a way that didn't simply draw a tangent from TTYD. I mean, @JoseViktor4099 suggested stickers as a supplementary system, and I think that would work perfectly fine as well.
Those are interesting ideas from both of you, though it's always hard to gauge how good a concept would be in practice. Again I'll admit we could have expanded on the battle system more here, and if both Dark Prognosticus and Sticker Comet were what we actually got there would be a risk of stagnation. Though I think the changes we came up for Dark Prognosticus would be enough to avoid that, but Sticker Comet would need more. But I don't think completely overhauling the battle system is the only solution, Mario and Luigi kept a pretty similar battle system across all it's games (from what I know of them, only actually played Partners in Time so correct me if I'm wrong) and I've never heard anyone complain about them being stagnant or redundant.
@@TheRedGuy Of course, you are on point of that you should see what does It work and utilize It. Thats why M&L games never got a complain gameplay wise, because they knew that might be a better idea adding to the formula than "change for the sake of change". SS Battle system was a very curious case, because It has RPG elements, but surprisingly only the worst ones. Its have that simplicity of only using your strongest attacks and grinding in a lot of cases, while It lacks the customization , the incentive and the strategy a proper RPG has. My take was to do what the to build upon the stablished only getting the concept of stickers, but I have to admit that @Charnutboy take sounds promising.
Ok I love almost everything I love the story,pacing of non linear, and the stickers badges,the battle system,and the bosses I will take this over the original anyday if they ever did a remake but a couple of things I will add two more chapters to make the traditional a magic carnival level and a sky level but if they ever make a remake they probably not include kersti because she annoying whiny and very useless even aqua was more useful then her at least she was funny and entertaining and well you know I take aqua anyday over her Ok so prologue almost basically the same as yours but instead of the hated kersti being there it’s everyone fan favorite everyone clamoring for him to be in smash,the coolest wooden doll we know and love geno he come back to help you to revive the sticker star because the disturbance in star road or star way he’s like kersti but more likable he really stress about the royal stickers if we are too late and he is serious and learn to have fun along the way and found the positive in with the bad An another one from super Mario rpg he cloud puff who is a prince he’s prince mallow Ch.1 same as yours also fun fact i was originally say ok king goomboss from paper Mario 64 or 64 ds but samurai goomba sounds cooler and more original and I like goon marshal only thing I would change make him golden(like in the leaks I think I read that there’s was suppose to be a golden goomba partner) Ch.2 love it the boss of super Mario ds reference and the conflict the only thing I would change make him a girl whatever the female version of coal is Ch.3 keep wiggler personality and the book and again make him a girl call Krystal and minimize the back tracking Ch.4 almost prefect expect the partner I believe an enemy turn friend so it is you know that leak of a king Monty from the beta would be funny after we defeat him suddenly friends like lakilester and Vivian it’s already a perfect chapter Ch.5 ok here my few changes sorry but I love Petey the pirhana plant i like monteunzema plant problem is we had it in ch.5 in paper Mario 64 second the partners twin chain chomps one is the boy and the one is a girl so you can name them whatever they want but their official names are chompy and chompette And the second is another one is a girl so you know on the beta leaks there was a lava snake thing well let’s name her Regina she is blue not cause of ice no,no,no it’s blue fire she mocks by other lava snakes call rexes their male counterparts for being weak but blue fire is strong Ch.6 it is magic amusent carnival park like in leaks where there is suppose to be cards now you can pick one optional partner there are two you can pick you can’t pick both you can have only one or another one here are two options one you can pick the best partner in origami king story wise bobby the bomb omb he’s green and depressed and done with life he’s great story wise but suck gameplay wise you had to really train him expect no sacrifice or you can pick birdo powerful in gameplay but not so much story wise and the villain is wit the magic hooded some creature his royal sticker is a magic hat and he’s random when you defeat him he became the normal hooded guy Ch.7: this is super Mario rpg cloud castle that mallow got kicked off and you can probably guess who are the two bosses are queen vatentina with pink bird royal sticker in her head she’s oppress the cloud people and dodo is back too Ch.8 same but with three levels and one is the airship and I love the kammy appearance ,second is factory that operate the kingdom with kamek but much harder then the final one bunch of mini games you can do then after done with that an empty hallway with bowser waiting for you i love every phase but add one with the giga bowser and a geno sacrifice the king is down geno still alive just in his star form and,geno pose in stars and sticker star fly high while the others enjoy the festival and say their goodbye as with tradition this point and a great parade
The original trilogy I love it even super paper Mario I am warm up with non traditional rpg i got as far in ch.3 when I was a kid but with the new trilogy there are bright spots in otherwise bland and frustrating games sticker star(original) I didn’t even made it ch.1 color splash I just pretend it doesn’t exist origami king while there are things I feel “okay that’s amazing” but I didn’t make past ch.1 because the dumb stupid battle system seriously traditional rpg, or platform like in super paper Mario that’s it they do not give you time my version is sticker star(remastered), paper jam, orgami king without the dumb battle system and office supplies as bosses seriously who thought of that.Made also make it end game where all partners in Mario in rpgs and some new ones like skull goomba,spike, kamek,bowser,bowser jr,professor toad, and yours truly the ice pirhana plant plantunia or whatever her name is, and oh Olivia and peach against king Ollie
I like to think that if your going in order of chapters, in chapter 3 specifically Char Cole would be holding a fireball in his hand to guide Mario and Goombarshal through the smog
It sucks seeing this, I see it all now, like the first paper mario I played as a kid was sticker star and I thought it was incredible mostly.... even as a kid though I remember thinking sometimes "hmm.... this is really bad... or wow kersti sucks"
Most "fixings" of things i notice usually come from sheer distain and a lack of willingness to truly understand the source material. This feels like it actually has passion, i like it!
I always liked the idea of being able to do the worlds out of order, with the consequence being that later worlds are slightly less intense, and leaving early worlds for later makes them get worse. As time passes (measured in chapters completed), maybe more and more undead get possessed in the desert the longer you wait. the goombas in grassland refurbish their fortress more and get closer to doing real damage to the peaceful town. conversely, going to the jungle early means the volcano isn't in as severe a state, or the snow world isn't quite so frozen over. It does bug me that this messes with Kersti's character development though, and its no simple thing to get it to happen anywhere but the poison forest. It'd be nice to have a little arc she could go through per chapter, to develop her in at least small ways, but I'm stumped on how that would work, plus it would be really complicated to implement
I'd also add something to where Paper Mario & the Sticker Comet Taking place farther from the Mushroom kingdom having decalburg taking place at where the sticker comet was first formed to seal the royal stickers
HYPE!!!! You have no idea how many times I have replayed your sticker star review to fall asleep to lol. Instant click. Great vid and I ain't even watched it yet!
I haven’t really watched any videos on sticker star so for the longest time I thought “Sticker Star” described Mario, calling him a “Sticker Master” or “Sticker Superstar,” and I didn’t actually know the Sticker Star was a thing in-game (well to some extent)
This is such a cool video, I love all of the ideas! I am one of the few who actually loved Sticker Star. It was one of my first 3DS games, although I do wish it got the treatment of the others. I absolutely loved the bright flashy scenes in every world (especially the winter one), but at times the game did feel a bit tedious and simple which could be discouraging- I hated the mini battles and no characters particularly stick out as a main friend or foe in the game. If it had been more like you proposed I think it would have been even more fun to play.
Damnit now I really wish there was a nonlinear paper Mario game. (I know sticker Star was already like that but I want one that’s done better than sticker star) Experimenting with different routes that would unlock different partners at different times to unlock different parts of the game which could potentially give you different badges earlier or later depending on how you do things has so much potential. The only thing I would prefer is if the strength or power of enemies would scale with you as you progress because if you go out of your way to do chapter 5 first and make the game super hard at the beginning wouldn’t the enemies in chapter one be really easy? I also love the idea of sticking on badge stickers like the sticker sorting already in the game
Technically, Sticker Star isn’t even strictly nonlinear. You need to finish most of World 1 to get to World 3, and then probably half of World 3 to battle the Cheep Cheep blocking access to the other worlds.
@@iantaakalla8180 Maybe the worlds could be in batches. Like you have access to the first 3 worlds and can approach them in any order, and they all have roughly the same difficulty. Then after you clear those you gain access to the next 3 worlds that have significantly jacked up difficulty compared to the first 3, but also have roughly the same difficulty as each other, and so on.
The weird adventures version of whatever Sonic Frontiers did. It can work as sort of a nod to the cliché of the ever increasing power the last owner of the Royal Crown would have. Like the crowns collectively know you are a threat and ramp up the difficulty of bosses and sticker enemies. That would be very cool.
So, Pokesses wanted to be revived which made the dead pokey body undead I guess, Mizzter Blizzard wanted to not die, and Piranha plant wanted to grow, but what is the selfish desire of Goomba and Gooper Blooper that Royal Sticker managed to use them?
@@JezElectro13what if gooper blooper was already in the factory before the sticker landed on him and when he got it he wanted to get revenge on the shy guys
I am loving your versions of Paper Mario the Dark Prognostics and Sticker Comet!! The post game section is so good! It's such a shame these ideas will just be ideas
I think Kersti should've been worn by Mario in the end which would weaken her by alot which makes it so she simply gos away Edit: I realise that I didn't say this well but, when I say Kersti "Goes away" I mean she's alive but significantly weakened and somewere else and doesn't appear again. But she is somewhere.
Might I ask how do you view origami king as a game? I think that would be interesting to see how you would change origami king because alot of it is arguably already good, the legion of stationary is just to good to replace imo, maybe some more original origami enemies and new character designs for some characters would be lovely,and better combat of course. So Id love to see how you would change a game like that,which unlike sticker star has a actual plot and y’know characters.Although origami king does actually use the genericness to its advantage with characters like bobby who while a normal bob-omb and king ollys motivation literally being toads are so similar it’s aggravating. Edit:This video also could probably be much shorter and condensed considering the changes would be more simple I just think it would be fun to hear what ideas you’d have for that game.
@@TheRedGuy I hope you enjoy TOK its not going to be as good as TTYD or 64 but it has a great story and combat that isn’t fantastic but is definitely a improvement from the sticker/card combat of the last two. I think you honestly could come out of it more positively especially considering now we are getting a remake of ttyd meaning that this game was the step towards the franchise returning to its former glory (hopefully)
I’d personally give Sticker Star 2 more chapters, expand the ocean and a ghost themed area. Sticker Star is quite short compared to the other games, ignoring World 3.
Amazing as always! Thank you very much for your hard work again with this one. I appreciate how long these videos must take to make, and how they're made with a lot of skill and passion. You're very underrated and a skilled channel, and I applaud you on this. Well done :)
Only 1 thing I'd want for sticker star that would make it a million times better. Give it the standard jump and hammer attacks and have the stickers as special attacks. The rest of the game can stay the same. Just give me that and I'll be happy with it.
I never would've thought that there'd be enough materials in Sticker Star to actually make it into a good game if it got expanded on--though I can't say I'm surprised. It was a pretty bare-bones game, and that definitely shows. It felt much more like a mediocre fan-made game that people would've given a tad more praise had it been that instead only with everyone pointing out that it also felt unfinished (which I would actually myself say that it was) than an officially licensed Nintendo title, which it actually was and unbelievably so. I liked the ideas you guys came up with to fix it. Basically what it heavily lacked was story, characters, and gameplay elements, and you guys hit the nail on the head in all those departments--even bringing back some old ones that really needed to come back! I think that, with what you guys added in, this game would've been good and actually have been a game that deserves to exist and be played, unlike the lackluster garbage we did end up with. Personally, I probably would've wanted to see a complete overhaul, maybe with a handful of the good elements, but yeah, that would've defeated the purpose of what you guys were going for. If there's anything I would want to add, I think this game, especially with everything you guys added in, could benefit from having a couple additional chapters, to help make it extend to the length of its predecessors. As it stands I can see it getting away without those, especially considering that the original Paper Mario had two chapters that were filler chapters that either needed some work to make them more interesting or could've been removed all together and not change much about the game, just simply making it shorter (those being chapters four and six). But, then again, this game could've suffered from the same problem as that, having too much extra content (unless, of course, it's written really, really well to justify it being there). I also definitely would've redesigned the backgrounds, since I don't care about them in this game too much (looks a little too crafty for my taste; I like the original Paper Mario's design a lot better, or even TTYD's would've been okay). And, as I mentioned on my comment in the Sticker Star video, I would very much replace a handful of the tracks in this game, and improve some other ones. There is a handful in this game I thought was good, but I've never been a fan of this soundtrack. It is so overrated. I don't know why people think it's good, but it's not imo. I'm rambling at this point, though. After hearing your guys' changes, I'm discovering one problem this game's presenting that I never would've thought I would ever say about this or any video game period. You guys wanted to add to the story, which I think is great, and that is definitely something that this game really, really needed. But then you also wanted to bring the battle system back to TTYD. And I agree. TTYD's battle system was definitely the best. And I would do practically anything to put it into Sticker Star (or, in your guys' case, Sticker Comet). But after hearing the battle system coming back into The Dark Prognosticus, as well as this game, with virtually no changes, I'm ironically starting to see the problem that Miyamoto probably saw when he was playing the original draft of what became Sticker Star. It's starting to get a little repetitive. I mean, don't get me wrong--I'm not saying that games should completely change to keep things fresh (the direction that Paper Mario already underwent is a painful example of that). And I'm not saying you guys haven't offered any changes in this game, or The Dark Prognosticus, for that matter, to keep things from being too samey, either. But what I am getting to notice is that, if there's not enough of something to innovate the gameplay experience just enough to keep things from getting stale, it almost defeats the whole purpose of having a new game at all. Now, I mean, like I said, I don't think that's really a problem that's cropped up with you guys. You definitely did do something to bring some new changes to the gameplay from game to game. TTYD, while having a handful of flaws that give it some flack, was a shining example of what a Paper Mario game should be. You guys' version of Super, called The Dark Prognosticus, innovates by playing around with flipping in a more conceivable fashion, as well as letting Mario himself be switchable with other mains, which I thought was genius. And Sticker Comet does something that the other Paper Mario games do not, which is allowing for a more diverse chapter order that you can play through without glitches AND while being fun and innovative (at least, I think it's a good idea, but, if I may, probably could use a little more work to really sell the idea that that's how it's meant to be played so it doesn't feel like you're only invited to but should still play the normal way, like how Breath of the Wild does it, for instance. Maybe a cross between the two styles would be fun). And I'm not saying that the problem I observed necessarily showed in your ideas, either. But I am baffled that none of us actually noticed it before, either. I don't know if anyone here is reading this comment, but I hope you are, because what I'm about to write here, I believe, is something that every gamer, and probably every game developer, should know. A good game series doesn't repeat itself or completely overhaul just to be innovative. A good game series, or any series in general, recognizes its core elements and identity and sticks with them--but changes certain other aspects so that it feels like something new, while still being a part of the old. I think the problem Miyamoto noticed was this: the game draft that he played on, while we don't know much about, probably was too much like The Thousand-Year Door, because, while it wasn't necessarily a direct copy of the same game, it did share too many things in common with that game to where it didn't innovate enough. Miyamoto told those guys to innovate a little more, but he failed to recognize what elements needed fixing, and everybody started making a whole series that left most of its core elements behind, changed its identity (still the same one, but with a different persona), and became something it was not. I've seen other videos about other franchises that have undergone similar problems, some as bad as this but for different reasons, others worse or not quite as bad, but all with the same outcome. And now I've been playing The Legend of Zelda: Tears of the Kingdom, and--spoiler alert, if you really want to experience it for yourself first--it, so far, has felt like a perfect experience going in from Breath of the Wild, being a game that recognized its core elements and identity, while still changing enough to feel like something different. It did it all perfectly. Ironically, I was disappointed at first with TTYD because it changed too many things from the original that I didn't want it to. But now, I have a much better appreciation for it--especially after what happened with Sticker Star. And all the things I've seen and experienced have finally made me discover all this and start to recognize it for the first time ever. This is all important to me, because, not only am I a gamer, I'm also an animator, and lately I've dabbled a little in video game design. And now, I'm starting to recognize elements that I want to incorporate in the things I create. Now, hopefully, I can do things in the right ways and for the right reasons, and, for those who take the time to read this, hopefully I've done the same thing for you, too! (Also, in case anyone's wondering, as much as I would love to recreate Super Paper Mario and Sticker Star into the games that The Red Guy suggested they become, that's never been the task I've set out to do. I don't mean to disappoint or anything; it's just, with what I've seen, anytime someone tries to create a rom-hack, a recreation, or even a completely original game with any of Nintendo's IP in it, let alone Mario, without their express permission, it never ends well. It either gets a cease and desist before it gets finished or gets taken down. So, personally, I don't think it's worth investing into. While I don't encourage anyone else to try this because of what could happen, I would also be supportive of them in their efforts to create these. I am definitely, however, willing to create games like Paper Mario, though, since that's one of my biggest inspirations.) So, yeah, another long comment, again like on the original Sticker Star video, but I hope I brought forward some good points and thoughts that I had in watching this video, as well as in general, regarding aspects surrounding this game. I could practically talk about this series forever!
Yeah if the series kept going with the same gameplay style it could have gotten stale if they didn't change it up enough, but I don't think it had reached staleness with TTYD. A sequel to TTYD in the same style I think would have been fine especially if it expanded the concept to a similar level that TTYD did to 64. Perhaps beta Sticker Star offered no expansion to TTYD's concepts, in which Miyamoto would have a point, but had it properly expanded on TTYD I don't think it would have been a problem. I feel the additions we suggested in the Dark Prognosticus would be enough, though Sticker Comet might suffer in a world where both existed given what we've suggested. We focused more on the story than gameplay for this one. The non linear structure could help, though might not be enough for those who would just play in the default order and not care enough to change up the order. If either game were to become a reality there would need to be a lot to be considered that hasn't been discussed in these videos. Thanks for the well thought out comment!
Well then let me ask you a simple question? Why are 8 Mario Karts acceptable? What about 8 2D Marios? What about 8 Mainline Pokemon games? Them using new and unique partners alone, which we saw, is a pass as we've seen. BotW and TotK are good exploration games, but generally speaking terrible Zelda games. A lot of people have brought up the lack of anything past bare-bone puzzles and temples. A combat system which discourages participating in it. A building system where most parts are literally worthless or detrimental to use. These games have created a rift between the Exploration vs Puzzle/Combat fans of the series that is very likely to cause some very major issues.
I've given this some more thought over time and as of now have been rewatching Red's series again before he releases his Origami King review, and I will say this: I don't think that this is a bad idea at all. In fact, as I stated earlier in my comment, this is a game I would much rather play over Sticker Star any day, and there are some aspects he mentions in here I forgot about that I definitely think outdo what TTYD does (the Luigi role and Pit of 100 Trials twist being a couple of my favorites!). Basically what I was getting at was something that kinda came to me as I was listening and hadn't thought about before, but seemed to make sense at the time. Also, I'd been watching lots of other videos giving more insight into the history of this game and its predecessors and got a bit of a bias out of it, but watching this shortly after rewatching the Sticker Star review did put things into light a little more. I never said I had a problem with this. In fact, I love it! It was just an insight I had. @Buglin_Burger7878 As for your reply, it does spark up some more thinking, and I appreciate that. I find this topic so interesting because there's a lot objectively wrong with Sticker Star, and yet, some people still find things to enjoy about the game. Personally, I've never really understood it, but, while I heavily disagree with those people based on my own experience with the game, I at least respect them for liking it, because video games are art, and the kind of art you enjoy is subjective. I've always been more of a story-first kind of guy when it comes to video games (though I definitely do believe the gameplay is important, don't get me wrong), so that's a big reason why I have problems with this game. Red said he's got a more gameplay-based approach, but even he appreciates the story in games, so, again, it shows how different some people can be and how the same we also can be. But, I digress. My point is, some games do benefit more when you at least come up with some way to innovate so it isn't too water-downed of an experience because it's too much of the same thing. Granted, some games I've played handle this pretty well. I was impressed with how Ori and the Will of the Wisps followed up Ori and the Blind Forest feeling like the same experience while not being boring in comparison, which doesn't happen often in games. Maybe some might argue with me on that, and that's fine, but that was my experience with those games. They are both in the same series and feel the same, but they both still work well from that. So, this isn't a problem by that measure. Granted, they are just a duology, which probably does help, since they at least don't overstay their welcome. So, yeah, depending on the context, innovation isn't necessary. As for the example of Mario Kart: it does still innovate in its own ways. While sure, the gameplay is the same, most of the games do things differently. Mario Kart 64 changed the appearances of the characters and made the courses look much more interesting than the flat loops of Super Mario Kart, and the gameplay is more fun. Double Dash brings in the concept of two characters per kart, which they do a lot with, and this idea was only used in that game. DS brings in the Mission Mode--again only used in that game. Wii experimented with motion control steering, which, while it is brought back in 8, it was still an innovative idea then. And, of course, 8 brings in DLC courses and characters. My point is: imagine the whole series remaining exactly the same game with nothing to make them stand out. The only changes are the character roster and courses, and that's it. Sure, that's mostly what Mario Kart is anyway, but, without something interesting to counterbalance it, it would get stale after a while. 2D Mario gets that problem in the second half of its series. Sure, Super Mario Bros. 2 was an outlier (being based on an entirely different game for those outside Japan), and 3 expands on what the first one did. World was kinda the same as 3, but it had its differences in the map screen presentation as well as its art style and the introduction of Yoshi. New Super Mario Bros. for the DS came along and it was an excellent game that brought back the 2D games. NSMBW was another excellent entry for bringing back the Koopalings and introducing the infamous 4-player coop. But then look what happened after that. 2 had a gimmick that made it too easy. Fun in its own way, but starting to get a little stale. And now people are complaining about NSMBU for being too much of the same. If you look at the New Super Mario Bros. titles over time, they start getting stale as it goes on. Sadly, I haven't played much Pokemon, but I am a recently-made Zelda fan, and BotW was my first one. I've played quite a lot of the series since, including TotK (obviously), OoT, MM, LttP, LA, OoS, OoA, MC, and SS. And I will say, while I'm not a contender for this, I understand where people are coming from for not seeing BotW and TotK as good Zelda games since they change a lot. I've seen videos talking about that, and I've heard that there is a controversy over it all. But at least they're still good games in their own right, even if they alter what the series did in the first place. The problem we Paper Mario fans have with Sticker Star is, not only is it an insult to those of us who like the old series, it's not even a good game to begin with. Again, some people find things to like about it, which is fine. But the Red Guy points out that that game is flawed in just about every way imaginable, with or without bias, and as a result that game is not a fun game to play. Again, video games are art, art is subjective. But even certain ways that art is made have objectivity. An art piece may not be perfect, but at least its representation and what the artist is trying to present through it has purpose and something for people to get out of it. And all the other games we've discussed have that as well. But Sticker Star? I don't see much purpose to that game other than to extend the series with something that is completely mediocre, especially compared to the rest of the series. Sorry about this long reply, but I hope you took the time to read it. And thanks for the question! It gave me a lot to think about and reflect upon.
A bunch of people are unloading their own concepts here, so I feel that it wouldn't hurt to include my own: (It's pretty long; expand at one's own risk) To make Goombarshal's Rank 1 Skill more thematic to his design, it instead has the player perform consecutive button presses to rile him up, gaining an aura with faint spikes on his head; and being respectively renamed "Sharp Mind". Chrysl falls into the web alongside Mario and gets fully encased by the Scuttlebug; where he breaks out after transforming into a Flutter. When Emperor Piranhazuma is defeated, Mario and Co. fall into its mouth right before the volcano erupts; shielding them from the lava. They escape from an uprooted and incapacitated Piranhazuma somewhere else in the jungle. The jungle wasn't affected too badly when the volcano erupted in Paper Mario 64, so why not here as well? Instead of turning into Egg Bombs during the Kammy trouble, Eggs previously in Mario's inventory turn into Century Eggs, which she remarks that Bowser hates very much. This prevents eggs from being compromised during the quest while still remaining invalid for completion. The punishment of opening the "Don't Ask" is Mario suffocating from the resulting contents' vapours. The Shy Guys/Snifits remark that they didn't want it opened, not because they'd get sued for the safety hazard; (you were indeed warned not to inspect it) but because the resulting paperwork to reject liability is a major hassle. Shogunate Goomoto still fuses with a bunch of other Goombas into one sheet of paper, but instead that paper is bent into the figure of a samurai.
in case of Color Splash rewrite, i want to suggest a partner. a Shy Guy who has personality i call "War" personality. (Calling people "Soldiers", calling Mario "General Mario", "Commander Mario" and stuff like that, and talking about everything like it's actual war (of course in a way that wouldn't be TOO out of place in Mario game)) *kinda* inspired by Klump from Donkey Kong. i don't have a name for him, i only really had personality for him, but i wanted to share the idea as a suggestion.
Honestly, that sounds like something Thousand Year Door and Super Paper Mario would do. I love it. By the way, you don't need to limit yourself too much; Bear in mind that, in Thousand Year Door, climate change and actual mob violence weren't hidden very well. Hell, the center of Rogueport is a literal noose.
I loved watching this video, and the one for SPM right after. It gave me ideas for a similar video reworking another black sheep game in a different series, in fact!
Alright I've been waiting for this for what feels like decades and Oh boy does it pay off excellently the concepts the partners the Royal Sticker concepts it's all really great Also an aside one I actually came up with Ideas for special moves for the Dark prognosticus in the reply column on my comment for that video look at it and tell me what you think. and finally this may not be implemented but In the unlikely but possible event you complete the pit before beating the game when Kersti looks at the murals all of her memories as the Queen will come back and if you fight the final phase of the Bowser fight following this she'll actually chastise the King who still has his memories and will actually talk back and is not keen on his "Soft" wife interfering with his plans for domination again at this point the bosses name becomes his real name King Adhesticus III and when Kersti sacrifices herself The King mocks her act of heroism in a very mean way saying something along the line of "Bah a fitting end she always doted on weaklings instead of me as any spouse should it's only fighting she would perish in service of inferior people like you plumber. Oh looking sad little red plebian, because you lost your wittle fwiend? WELL DON'T BE SADNESS IS AN EMOTION ONLY ANTS SHOULD FEEL you'll join her soon enough and with you gone the princess this castle This kingdom, THIS WORLD IT WILL BE MINE ALL MINE AND MINE ALONE TO RULE MWAHAHAHAHAHA!!!!" This angers Mario so much it actually gives him permanent +2 attack boost through out the fight granted he will still be tough but I think it would be somewhat quicker plus I think it would be a nifty addition to incentivize clearing the pit early on Repeat playthroughs.
I feel like instead of another intermission, Luigi's scenes are considered their own mini mode similar to the new side stories in the M&L RPG remakes. After one is unlocked, the player can access them any time from the menu. Two intermissions feels like it could drag the pace between chapters.
Let’s just hope that these side stories aren’t as bad as the ones in Superstar Saga DX and Bowser’s Inside Story DX. I haven’t played those games, but I know those modes are horrendous.
@TheDMan2003 They can't hold themselves as standalone games, but Bowser's Minions and Bowser Jr.'s Quest were enjoyable. A little grindy and not as interactive, but neat idle battlers.
Please make a video on reimagining Mario and Luigi Paper jam. It had so much potential, but it was wasted. I know that if Paper Jam was made at the peak of Paper Mario and Mario and Luigi, it would have been an amazing game.
It's probably too much for a project like this, but I think it'd be great to have Bowser jr get a black eye and a cracked shell from his conversation from Bowser. Thought it may be too much for a Nintendo game. But it'd also be a good catalyst for the two magickoopas to believe Mario and co
Got to love this idea and would of made this game allot better, same too since I recall an Nintendo Power artical showing there were supost to be partners but got cut out.
Quick List how to make the game better. Get new Partners with new ability's like in the first 2 games. Get some Unique Bosses. Some endgame challenge. A level system instead of Coins. Instead of Stickers to attack, you get the normal Attacks Jump & Hammer. Sticker now gonna be like Badges from 1 & 2. Stuff to do after beating the final Boss. Boss Rush Mode. For Example some Instead of a Goomba Boss they could add Shy Guys in Chapter 1 and the Boss could be a Shy Guy Samurai with an Army of Goombas. Your Partner there could be a nervously Shy Guy that wants to fight by your side. In the beginning he is very Shy and he might put you into some bad situations, but Mario still wants him as a Partner and manage to help him out. Your Partner get some development and when something bad could happen to Mario, he starts to save him in a cutscene and manage to get rid of his old behavior's. After fighting the Boss they need someone new to rule over them and this one gonna be your Partner. Yes he might leave you there and Chapter 1 ending. This can go on with every Chapter until you Reach the final one. Right there all your Partners coming with you into the Final Challenge and they help you to fight against Bowser. But its not over yet. After you finished the Final Boss, you can use all your Partners in every Chapter now and with there Help you gonna find some Strange glowing Pipes tin every Chapter hat put you into a Challenge to fight some special Bosses haven´t seen yet. After finishing a Boss, a light starts to glow into a new Area that you can now enter: It´s a Temple with a big door that can only be opened, if you manage to clear all the glowing Pipes and behind that Door gonna be a Secret Boss + a new Sticker that allows you to Dodge everything if you time it perfect, but you always be on 1 HP if you using it(For everyone who just wanna get a challenge) And right after that you get the Boss Rush Mode, where you fight all Bosses 1 by 1.
I’m excited to see what you think of Color splash! It’s probably one of my favourites! I’m also interested to see if you could do this kind of video for Color Splash, as I think you could bring a lot of ideas to the table. The only one I wouldn’t want is origami king because that game is already a work of art.
I'm really sorry for the extra long wait on this one, as I had mentioned in other places and at the end of this video, a lot of various things came together to make this video a much more complicated project than expected, and it resulted in it being delayed multiple times. I hope the finished product was worth that wait, and now that it's done I can rest a bit easier. I know a lot of you have been looking forward to the Color Splash review, and I promise it's the next video, I'm already a fair way into writing the script for it, and plan on getting it done as soon as I can. My goal is for it to be done sometime in June, but even if that can't be made, it will not be a long wait. I'll try my best to not have as big a gap between major videos as this one again.
Can't wait for the Color Splash and Origami King remakes in the future on your channel lmfao
@@multifandomfangirl9664 oh I got a good name for the Color Splash Remake Idea Paper Mario The Rainbow Stars and the Colorless Island which is appropriate given the nature of the macguffins and the main inciting factor for the games conflict is Bowser draining the Color from the Island the game takes place in.
@@multifandomfangirl9664 I'd be curious how'd you slavage Color Splash.
Origami King should be simple since there's only a handful of big changes needed to clean up that entry.
Heck, the Refolded mod is already doing it.
Worth the wait, thanks for your work
Not trying to rush you but any update on this? Is an August date realistic?
"environmentally-friendly poison gas" is the exact type of joke that would be perfectly at home in both paper mario and portal
Basically its green poison gas instead of purple poison gas
T' merely maketh thee eepy.
nahh glados wouldnt sugarcoat. tho id imagine the other announcer at the beginning of portal 2 saying it
Imagine if Goomoto dropped his sunglasses and you could equip them on anyone to look cool, or TRY to equip them on Kersti for additional dialogue.
these ideas felt so real to me that i wish the next paper mario game brings some of them into fruition
also, fun fact: sticker star's original story was heavily implied to be about several kings becoming corrupted by an object, so the bosses you came up with almost line up with that part of the beta
Really that's actually kind of a cool coincidence
@@docbaker3333 Indeed
That's so sad... if only that sticker star got to see the light of day
Kinda makes sense how that seems similar to mario 3 and the sticker story song is a remix of the king theme from mario 3
I think bringing back Kammy Koopa is a fun idea, but instead of being on holiday she's actually retired, resulting in Kamek taking over as Bowser's magical right-hand man. Her scolding of Kamek could be from her being his former teacher.
One thing interesting is that in the original boss fight with the king goomba after defeating the final phase all his allies ditch him realizing that the crown’s power literally went to his head. Which indirectly supports your theme of selfishness in your rewrite.
Here's an idea for Emperor Piranhazuma.
You enter the final level of World 5, and... Nothing. The Royal Sticker is right there. You go and grab it but then a Piranha Plant snatches it and the Sticker turns it into the Boss you'll have to defeat to get it back. Kersti can even comment about how this Royal Sticker is a freebee, but then gets annoyed when the Piranha Plant eats it whole before it powers up.
That would be in line with most Nintendo games, where an item that ends the level gets stolen and then a surprise Boss Battle happens out of nowhere. It would be cool to see. Especially in a game like Sticker Star that desperately needed innovation.
I had a cool idea where in the ice world Kersti would wonder why its snowing in spring. And talking to the NPC's they would say its because the groundhog didn't show up. Which would lead you to fighting the Monty mole boss showed in the beta footage. And after the Monty mole would explain that he isn't why its snowing and that it's coming from the mountain leading into the Baron Blizovsky fight.
Great pitch. Another name for the remake can be _"The Sticker Over Toadsmouth"_ and have the characters getting transfomed into stickers, which makes them seem like abominations to the normal paper folk.
I mean they kinda did that in origami king
Hahhahaa thats funny!
Eldritch horrora
The lab over Snakemouth
@@rangersussman5183yeah.
Oh cool, racism in my paper mario
Idea: In Enigmansion, Boos would be like in Luigi's Mansion. What I mean is that they will have names that are puns on Boo, will be separate enemies, and depending on which is it, they will have different stats. In place of Stack Boo, there will be a discount Boolossus, though Big Boo will stay Big Boo since he wouldn't split like Boolossus.
Another idea: after you beat all the chapters, you can find Luigi in areas of the chapters either thanking Mario for the help there and figuring out how he could avoid the situation like "maybe escaping the goombas when they were attacking would have been better idea than trying to fight them...", or finding a way to make the news seem like purposeful embarrassment like "There where too many goombas at once!" if you DON'T save him.
42:55 what if Great Gonzalez Jr painted himself a messy collage of all his possible colors from thousand your door. Much like how some warriors paint themselves before battle.
Now I kinda want to see how a Color Splash in the style of TTYD would work, I’ve seen both vids and love them to death, especially Kammy’s quest for eggs, and I think you could make a a game with amazing dialogue like Color splash with the poor execution in battle and over all story, and make it truly magical
imagine Shy Guys reaction to opening the Don't-ask being that one jumps down and says "What did we told you? We spied on you, just in case. People's curiosity can never ensure safety of private stuff!" Bowser being like "One shy guy against all of us?" And that shy guy just says "Not one" and all types of shy guys, including Anti Guys and even General Guy as cameo, fall on you and because you have no chance against this, you game over. or something like that.
????!
i like how Luigi realizes he can save the world by himself, but keeps getting into trouble because of something that is his mistake but it isn't something that would deny him being strong and great
I want to live in the universe where this game and Paper Mario & The Dark Prognosticus exist so, so badly. I applaud you and Horayn for the amount of time you spent coming up with these Frankly (heh) brilliant ideas. It honestly makes the ironically named Intelligent Systems look even more incompetent since you guys managed to come up with a better concept for Sticker Star than they did.
I love the idea that the Royal Stickers act as influences towards unsuspecting characters. This would make Bowser a perfect target, who desired power. It would also make the main Royal Sticker a greater scope villain like Majora's Mask. It would give everyone redemption arcs, who gave into their desires.
I'd really love to see someone make a mod/fangame out of this. It's really good and looks like an actually good paper mario game.
This is fricking genius, I WISH this is what we got in Sticker Star. But alas...
Amazing changes to 99.9% bad game. However, I think it would be cool if instead of Mario becoming shiny and powered up at the end of the game, Mario instead wears Kertsi like a Royal Sticker, except, of course, Mario becomes filled with Empathy and selflessness.
That would be so cool
I love how Goomoto wears sunglasses on his eye that covers the real eyes. Kinda reminds me of myself since I love wearing my glasses on my headwear, like masks or some special glasses.
This was really well done! I like how you further established the maddening powers of the royal stickers wishing abilities; making them the antithesis of the Star Sprits.
I especially appreciate giving Kersti an character arc.
As for the battle system, I feel you guys are borrowing a bit too much fro TTYD. Maybe it can be mix of that and PM64.
Man, if Nintendo actually remade Sticker Star and made it similar to this, I would gladly buy it, I may not hate Sticker Star as much as most people do, but this new version would’ve been so much better than what we actually got, excellent job!!
imagine this being turned into Fangame/mod, that would be pretty cool.
honesty the chapter 4 boss is honesty the best of the others, don't change it but tweak it little to fit the story
the shadow queen and the final royal sticker would make a killer duo
THIS is the game I wish I grew up with.
my idea for the kersti character development was pretty similar, in my idea in the part where kersti gets caught in the web and mario loses all his stuff, all the partners choose to stay behind, so mario is on his own looking for kersti. the cave is full of roadblocks and puzzles, so mario is getting pretty slowed down and taking a bit to find kersti. about 2 thirds of the way, mario find ls a hole in the wall, and peeks through it to find kersti! ...on an angry rant about how terrible mario is for leaving her there for that long, and that he probably left her behind and continued without her. Mario is hurt by this, but decides to continue, giving kersti the benefit of the doubt that she doesn't know WHY it's taken that long. upon saving her, she scolds mario for how long he took, and as the dialogue passes, mario gets more and more upset, before finally cutting kersti off by making a bunch of angry hand movements at her, before dropping the sticker album on the floor in front of her and storming off on his own. the camera sticks with kersti for a couple seconds, her trying to follow mario, upset at him, and confused why he reacted that way. When the player regains control of the red guy, he is FAR away from kersti, infact, nearing the exit! but as the final room closes in, a big, purple scuttlebug drops down and initiates a battle. Since mario left the album behind, all he can do is use his normal jump and hammer. Since he is unequipped for this fight, he loses, and kersti catches up to him to see him on the floor. She paused for a second, realizes that she's the reason mario ran off, flips through the book and throws mario a mushroom, healing him. kersti then apologizes. her apology is a bit half hearted, but mario accepts it anyways, as her attempting any sort of apology was enough for him. They meet back up with the rest of the partners, and continue the adventure. Kersti at this point has barely changed at all, but she thinks about what happened back there and slowly but surely works towards doing better.
My idea was that both of them were somewhat in the wrong, as Mario ditching the entire adventure was a but of an extreme reaction, but at the same time kersti really should not have said what she said there.
yours is better though
btw if it wasnt clear my version of sticker star functions like a mix of origami king and ttyd where different sticker types are spearated onto different pages that you can flip to through a popup menu and any time you use a sticker it gets weaker until the adhesive on it breaks and it falls out of the album
While I do find your idea interesting. Mario ditching the adventure is out of character as he would still want to rescue Peach and stop Bowser.
This is something that I wish Sticker Star was. You guys did an fantastic job on it. How about showing us what Color Splash could've been next.
Sorry I won't be doing one for Color Splash, I just want to finish up the reviews and move on to something else, so I don't want to add more videos to it.
@@TheRedGuy Aw. That sucks. But I understand. Just do what you have to do.
I like how you made the unused Chain Chomp partner an actual partner in this game
I like how kamek isn’t removed and replaced with Kammy, the most under appreciated mario character gets his redemption. Seriously please tell me I’m not the only kamek fan.
Great video! I'll keep adding to this post as more things come up:
24:42 I love the little *thump* that sounds when you talk about the Aviators. Such a little detail but you sure are passionate about it.
Very nice! If only this was the mindset of the actual devs. This is more like what a Paper Mario game is supposed to be. Only thing I'd personally add is bringing back more of the ideas from the prototype versions, like the King Monty Mole boss and the Mander species. I had my own concept for a "classic version" of Sticker Star called Royal Radiance, but it wasn't really developed much past "has E3 2010 art style, has classic PM elements, has scrapped characters from SS" because I don't have the patience to put together a whole fleshed out concept like this.
We didn't want to stray too far from what Sticker Star did, so there wasn't much room for the beta stuff. Though thinking about it now, the card area might work as part of Snifit or Whifit. The King Monty Mole could potentially be an optional boss for a trouble though.
@@TheRedGuy yeah yeah i like it
I had an Idea for one of Chompers attacks where Mario has to hold him back in a specific spot so that Chompers has enough range to hit the enemy so you can't keep him too close but if you don't keep a tight enough hold on him he is released attacking all grounded enemies ending the attack. It would deal one damage per chomp and would probably be an ultra rank attack with the final blow dealing 5 to each grounded enemy. As for the action command it will be like the "Don't let the bar fill up all the way" where pulling back on the stick lowers the bar while not touching it raises it, and that the longer the attack goes on for the harder it gets to manage the action command as to not create an infinite damaging attack
I'm in the same boat as you. A big peeve of mine is when people think the idea to a remake of a game is to undo or overcorrect elements, they deem worthy of gotten rid of. Rather than preserving the original's image, while tweaking the less fortunate aspects. The same applies to when developers do it too. I also agree that I don't think remakes should completely undo the original games, as the mindset people fall into is "this game sucks now" basically treating it as a pair of used socks. I'd rather keep the identity of the game, rather than overcorrect every aspect I hate for the sake of it. I also rather enjoyed the concept you guys came up with, love Horayn's ideas! I feel an underdiscussed topic in regard to this series is their take on various lands you visit.
What I appreciate about TTYD, SPM and TOK's world designs are their deviations away from typical adventure game biomes like Snow land, desert land, spooky forest etc, while it's a strangely criticized aspect now (I don't understand, feels tact on) I think it adds to the world building of the games that passively added to the various aspects of the worlds. Not to say these aspects are bad, but I enjoy when games take chances to ramp up their world with takes on biomes (like Twilight Town being an answer to a generic spooky forest area with its nice use of gothic color palettes and NPCs that look like old, torn up puppets) or the jungle area adding more of a pirate theme, it transitions well past its introduction of typical grassy plains, and even then it just plays a part to building a more interesting world. And for all my problems with SPMS, I loved the geometric design for its worlds, giving them all a distinct feel. And TOK's giving off a sense of adventure. I like you guys take on the worlds of this game to give them more of a feel beyond generic adventure game biomes that are segmented pieces of areas.
I love the idea of Goombella actually showing up in Sticker Star, since I think it would have been cool if later games, not bound to the stupid character restriction rule would bring back previous companions as minor or major NPCs in some way. Like traveling by sea, and while in trouble you are encountered by Cortez and Bobbery on a long voyage who just happen to be going where you're at. Your take on Kersti reminds me of Midna, where she starts out not caring about Link and using him as a means to an end but develops and appreciates him. Love the use of Kammy and how Bowser's appearance progresses.
Color Splash also has really good world design and theming that people honestly don't talk about enough
I like the sticker album idea making a puzzle out of the badge mechanic.
Someone find me a genie’s lamp. I’ll wish for this concept to replace Sticker Star.
Would Bowser openly be like "Hey, it's my quest" or would he hide his identity until he can't stand Mario taking the quest at first?
He wouldn't be hiding, he wasn't expecting Mario would take his quest and only finds out when Mario approaches him about it.
@@TheRedGuy So he wouldn't even hide the fact that even the great King Bowser needs someone's help?
Given that his selfishness literally ruined everything for him and everyone else, I feel he’d be a bit more humble in the postgame.
I don’t even hate sticker star but all of the ideas in this video are way better than what was actually in the game😂. I think it’s such a missed opportunity that this is the first paper Mario game Bowser Junior is in but he never even interacts with Bowser once (not that they would’ve had much of an interaction because Bowser doesn’t talk for some reason)
The dude made sticker star great.
Unfortunately a certain Zelda release distracted me from this video's launch yesterday, that said I am very proud of the work that has gone into this and am beyond glad that it has finally released!
Great to see it in a final form after all of this time, oh and happy mothers day I suppose lmao.
An easy way of coding relevant Dialoge would be to use an if then else statement with a flag to indicate the character growth of Kersti. Ie “if kersti development happened, then say this, else, say that.
i've always wanted to see what a Good Sticker Star would be like
I should sort of share my idea I had with Color Splash... if you do read this comment, (The Red Guy)
For the idea I had for color splash, I feel like taking the idea of Bowser's possession of the Black Paint and that the Black Paint itself was evil, and was actually an Evil Black Paint Star works far better than what we got.
All boss fights would be similar but each koopaling would be still guarding their respective Big (I called them Grand Paint Stars) Paint Stars, but they are more or less possessed by the Big Paint Stars that have been corrupted by the Black Paint. Defeating each Koopaling would help them regain control of their bodies and they'd say a few lines of dialogue related to Bowser not being himself, with Roy saying that he tried to fight Bowser but was fully corrupted by the Black Paint as well. The final area would actually be inside the Paint Fountain where you'd fight the Grand Black Paint Star itself. Initially, I had also added a White Paint Star for Roy to hold, but Huey being a secret Big/Grand Paint Star would work well as a sacrifice. Mario, Huey, and the Koopalings would enter the Black Paint Portal to the Grand Black Paint Stars home world. You'd get multiple sections of which you'd fight Black Koopalings, which are identical to the other various Koopalings, only for The Big Paint Star of that color that the Koopaling Guarded to Power it up, and allow it to basically fight multiple fake copies of themselves as the others escape. Going in order of when you fight each Koopaling. You'd end up Battling Black Bowser just the same as before, but instead of Huey's sacrifice going the same way, The Other Koopalings would return with the respective Big Paint Stars and help you out for the second phase of the fight. This being the freeing Bowser phase. The Big Black Paint Star would have a design similar to the other Big Paint Stars only with red eyes. Once the Big Black Paint Star is defeated, it begins an escape section where Mario and the others have to escape. And they do just in time. The Black Paint Portal disappears and Bowser feels sad that he didn't get to do what he wanted to do and is sorry for all the trouble he caused. Mario pauses for a moment before Using his paint Hammer on Bowser's Shell and painting it rainbow Colors. The ending ends far more happy for Bowser, since he honestly didn't intend for what happened.
I feel Huey feeling responsible for having to carry the Black Paint away since he’s a paint can works well enough.
To add on to this idea, at the end of chapter one, instead of flying away on an airship, bowser would leap into a portal made of black paint. Maybe have each koopaling use the big paint star they guard to buff themselves during their fights as well. You could even add an effect in each chapter with the colors dulling and causing negative effects on the island until you get their corresponding paint star back, to add a bit of urgency. It would also be cool if bowser Jr. was at the fountain with bowser when he got corrupted, and was your first partner, being scared for his dad and wanting mario to beat the sense back into him.
@@superlagbro192 That bit with Bowser Jr. is the exact plot of Bowser’s Fury.
@@superlagbro192 A reference to Bowser's Fury right? That's brilliant. Now as a bonus, have each Koopaling also be possessed by the Dark Powers of the Black Paint Ztar who is the one controlling Bowser, and with the weakened states of the Big Paint Stars, they were easily taken over. The Koopalings have no knowledge on what's going on, but help add bits of info for what is happening to Bowser.
Lets leave Bowser as the main bad guy for majority of the game, but pull a Kirby (Kirby's Adventure to be precise)
Fantastic video. One thing you didn't quite mention is if you'd keep the sticker rarity concept the base game has if at all, and I keep thinking about there's potential for it in this reimaigining, but I'm not fully sure how to go about it, but the idea is to give players the capacity to mod their stickers with certain options to further customize their loadouts.
Since you're transforming the BP into the grid-like system, I have this idea that some stickers could be compressed to cost less SP to equip, or on the other hand, made bigger to have greater effects, or maybe, upgrade their polish and make them keep the same SP cost but have increased effects but may cost higher FP. Heck, you could keep a bit of the original Sticker Star's spirit by making stickers widespread and have to fuse them together to improve them. And then you need to get clever in how you order up your stickers so you don't just slap everything and forget about it. The bottomline is to expand upon the stickers as well, as it would further increase replay value. It may make the game a bit grindier compared to TTYD, but it expands into its idea of stackable badges. And this could be retrofitted into the Polish Shop to give it further use.
Another wacky idea is to rework the system a bit more thoroughly and still taking a page out of the original (if only from a visual flavor standpoint). Instead of having an arbitrary amount of SP, you can make a system where Mario (and maybe his partners?) equip "pages" of stickers at a time. Want a loadout focused on going all in on your jump? Switch to a page full of Jumpman and whatever Stomp stickers. Want a generalist loadout? Switch to a page that combines Power and Defend Pluses with Flower Savers and Happy Hearts/Flowers to the side. Heck, this system and the previous one could even work together, as the player needs to decide either to upgrade the existing pages or go for new ones.
There's a lot of potential with the stickers instead of just relegating them to consumables or just the replacement for badges tbh. Of course, this would require a lot of rebalancing and testing, but I think both ideas work nicely with the concept of a more open ended RPG adventure.
Imagine if the NPC that gives you the Do The Pit quest is a guy who you meet several times and he always has the craziest theory on what Royal Stickers are and after you meet him in every location, he gives a quest to get to the bottom of the pit to gather some solid lore material for his next, Ultimate Royal Sticker Theory, and he would be sort of a tribute to MatPat.
We will miss you, MatPat.
I'll be real here: I feel like the decision to make the battle system just TTYD again while relegating stickers to "Badges but with extra steps" is kind of...cheap? I don't know. Sticker Star was absolutely awful, but I don't think the idea of consumable-based combat has to be bad. That game just made it SO bad while making baffling decisions that now everyone thinks it's just inherently terrible. I think it would be an interesting idea to try and remake the battle system while keeping both consumable stickers AND partners/leveling intact.
The whole pitch of these videos was just what would these games be like if they played like TTYD, so we didn't want to make a different battle system. We probably could have thought of ways to expand more on TTYD's battle system here, but for this video we were more focused on fixing the story and the non linear structure. We came up with more ideas of expanding TTYD's battle system in the Dark Prognosticus video with the swap able lead characters.
Maybe it can be done well, but I have a hard time envisioning a completely consumable based battle system working in turn based combat, at least in Paper Mario styled combat. Maybe you could make something like it work, but I don't think it'd be a good fit for Paper Mario. The idea of consumable attacks doesn't gel well with action commands which is what Paper Mario's battle system was built around. And if we're adding partners into this then you'd have to deal with multiple inventories across all characters, and that really doesn't sound fun. You'd have to keep track of what stickers each character had, and it would be less of "what character is best for this situation?" and more "do any of my characters currently have something useful?" This would take away a lot of strategy, enemies and bosses couldn't be designed around certain characters or attacks because it's not guaranteed you'll have them, which leads to the same issue of trial and error Sticker Star had. If its the kind of thing where you always have a default attack that doesn't use a resource, then it is just FP with extra steps and unnecessary inventory management. FP already fills the need for resource management without any of the issues Sticker Star had.
I think I have a proposal for this.
Before anything, I consider that this solution might sound good but It can lack of execution, as It wasn't proved.
Well, my idea is that Mario Will keep his basic comands; Hammer, Jump, Item , Defend.
But when you choosed an command, a bar Will display showing you the stickers you wanna apply to that attack as an effect;
Put a jump attack a Fire sticker and you have a Fire jump. Put a Hammer attack an spring sticker and you have spring Hammer. I think It might be interesting that sticker doesn't do nothing by their own , but instead compliments the attacks you do, and doesn't contradict any previous rule.
This can be a far better use of the roulete, as this Will act more as an accesibility option or used as an strategy if you wanna add more sticker effects.
Things Will get outright removed, and so the "shiny" and the "Big" stuff(or you can make It bigger because its objectily a better option)
And maybe the stickers you have in Battle can act as a deck(meaning that stickers are not one time only consumable anymore, more like in what is used in Shovel Knight King of Cards), so you may have , so you may recharge It with a refill box, meaning that shops Will have a diferent porpuse. Instead of purchasing a consumable, you will buy a sticker you may add to your deck and have more options.
Maybe one kind of sticker (like fire ones could have a limit of how many can you buy)
If they don't want to give us exp, we Will have to accentuate the use of money, in a way that mainly by battling you Will get It, and that upgrades(like upgrading your deck or health boost) can be bought by spending It.
As a reminder, I consider SS consumable system as a bad idea, and the worse It is the harder is to work around, so don't be afraid to correct me if something doesn't convince you!
@@TheRedGuy Yeah, that's fair -- I really liked all the partners and extra story flare you guys added. I'm just not sold on the battle system being a near-perfect retread. Like, that's the whole reason they ended up in this mess at all since they were apparently so worried about redundancy.
It might be easy to feel like FP makes the concept of sticker management pointless, but again, I feel like that's only because of terrible implementation. Don't get me wrong, I _do_ like the classic style better, as MP as a general concept is tried and true. But simply cleaning up stickers and streamlining them along the way would probably still get us a nifty (and more importantly, _functional)_ little system that could still take advantage of action commands.
For example, let players more easily sort their stickers manually by letting them see all of their pages at once. Allow them to star their favorite stickers (hehe) for easy selection. If partners were added, there could be ways to obtain their moves as stickers in Mario's inventory (I'll go over that briefly in a bit) -- they don't all have to have their own exclusive menus. The game could also have stickers increase in durability depending on their tier: the bigger ones especially would last for several turns at a time and deal lots of damage, but take up more space.
Still, though, the problem remains: why use stickers if they'll just eventually disappear? Well, how about giving that disappearance an incentive of its own? For example, let's say this hypothetical Sticker Star has a new stat called SP (Sticker Points). Akin to Star Points in the old games, you get them primarily from winning battles; however, you also get them when a sticker "breaks." The more valuable the sticker, the more SP you get. After this, you can use your stored SP to either combine stickers into higher, more durable tiers (sort of like merge-number games lol) or spend it in bulk during battle for exclusive stickers, such as partner moves and royal stickers. As you progress and battle through the game, you'll naturally have more and more SP, which means you'll have more consistent access to stronger stickers -- it's not leveling, but it's a fluid form of progression. As for coins? Well, perhaps shops could offer stuff like HP-up hearts and badges, which are unobtainable with SP.
I admit it's still not like the old formula, and there are probably flaws I haven't thought of with this fix since I essentially thought of this on a whim. I'd definitely prefer a new game that used the other system instead. But the point is, considering what we actually got, there had to be a better way for them to execute it in a way that didn't simply draw a tangent from TTYD. I mean, @JoseViktor4099 suggested stickers as a supplementary system, and I think that would work perfectly fine as well.
Those are interesting ideas from both of you, though it's always hard to gauge how good a concept would be in practice. Again I'll admit we could have expanded on the battle system more here, and if both Dark Prognosticus and Sticker Comet were what we actually got there would be a risk of stagnation. Though I think the changes we came up for Dark Prognosticus would be enough to avoid that, but Sticker Comet would need more. But I don't think completely overhauling the battle system is the only solution, Mario and Luigi kept a pretty similar battle system across all it's games (from what I know of them, only actually played Partners in Time so correct me if I'm wrong) and I've never heard anyone complain about them being stagnant or redundant.
@@TheRedGuy Of course, you are on point of that you should see what does It work and utilize It.
Thats why M&L games never got a complain gameplay wise, because they knew that might be a better idea adding to the formula than "change for the sake of change".
SS Battle system was a very curious case, because It has RPG elements, but surprisingly only the worst ones. Its have that simplicity of only using your strongest attacks and grinding in a lot of cases, while It lacks the customization , the incentive and the strategy a proper RPG has.
My take was to do what the to build upon the stablished only getting the concept of stickers, but I have to admit that @Charnutboy take sounds promising.
Ok I love almost everything I love the story,pacing of non linear, and the stickers badges,the battle system,and the bosses I will take this over the original anyday if they ever did a remake but a couple of things I will add two more chapters to make the traditional a magic carnival level and a sky level but if they ever make a remake they probably not include kersti because she annoying whiny and very useless even aqua was more useful then her at least she was funny and entertaining and well you know I take aqua anyday over her
Ok so prologue almost basically the same as yours but instead of the hated kersti being there it’s everyone fan favorite everyone clamoring for him to be in smash,the coolest wooden doll we know and love geno he come back to help you to revive the sticker star because the disturbance in star road or star way he’s like kersti but more likable he really stress about the royal stickers if we are too late and he is serious and learn to have fun along the way and found the positive in with the bad
An another one from super Mario rpg he cloud puff who is a prince he’s prince mallow
Ch.1 same as yours also fun fact i was originally say ok king goomboss from paper Mario 64 or 64 ds but samurai goomba sounds cooler and more original and I like goon marshal only thing I would change make him golden(like in the leaks I think I read that there’s was suppose to be a golden goomba partner)
Ch.2 love it the boss of super Mario ds reference and the conflict the only thing I would change make him a girl whatever the female version of coal is
Ch.3 keep wiggler personality and the book and again make him a girl call Krystal and minimize the back tracking
Ch.4 almost prefect expect the partner I believe an enemy turn friend so it is you know that leak of a king Monty from the beta would be funny after we defeat him suddenly friends like lakilester and Vivian it’s already a perfect chapter
Ch.5 ok here my few changes sorry but I love Petey the pirhana plant i like monteunzema plant problem is we had it in ch.5 in paper Mario 64 second the partners twin chain chomps one is the boy and the one is a girl so you can name them whatever they want but their official names are chompy and chompette
And the second is another one is a girl so you know on the beta leaks there was a lava snake thing well let’s name her Regina she is blue not cause of ice no,no,no it’s blue fire she mocks by other lava snakes call rexes their male counterparts for being weak but blue fire is strong
Ch.6 it is magic amusent carnival park like in leaks where there is suppose to be cards now you can pick one optional partner there are two you can pick you can’t pick both you can have only one or another one here are two options one you can pick the best partner in origami king story wise bobby the bomb omb he’s green and depressed and done with life he’s great story wise but suck gameplay wise you had to really train him expect no sacrifice or you can pick birdo powerful in gameplay but not so much story wise and the villain is wit the magic hooded some creature his royal sticker is a magic hat and he’s random when you defeat him he became the normal hooded guy
Ch.7: this is super Mario rpg cloud castle that mallow got kicked off and you can probably guess who are the two bosses are queen vatentina with pink bird royal sticker in her head she’s oppress the cloud people and dodo is back too
Ch.8 same but with three levels and one is the airship and I love the kammy appearance ,second is factory that operate the kingdom with kamek but much harder then the final one bunch of mini games you can do then after done with that an empty hallway with bowser waiting for you i love every phase but add one with the giga bowser and a geno sacrifice the king is down geno still alive just in his star form and,geno pose in stars and sticker star fly high while the others enjoy the festival and say their goodbye as with tradition this point and a great parade
The original trilogy I love it even super paper Mario I am warm up with non traditional rpg i got as far in ch.3 when I was a kid but with the new trilogy there are bright spots in otherwise bland and frustrating games sticker star(original) I didn’t even made it ch.1 color splash I just pretend it doesn’t exist origami king while there are things I feel “okay that’s amazing” but I didn’t make past ch.1 because the dumb stupid battle system seriously traditional rpg, or platform like in super paper Mario that’s it they do not give you time my version is sticker star(remastered), paper jam, orgami king without the dumb battle system and office supplies as bosses seriously who thought of that.Made also make it end game where all partners in Mario in rpgs and some new ones like skull goomba,spike, kamek,bowser,bowser jr,professor toad, and yours truly the ice pirhana plant plantunia or whatever her name is, and oh Olivia and peach against king Ollie
I like to think that if your going in order of chapters, in chapter 3 specifically Char Cole would be holding a fireball in his hand to guide Mario and Goombarshal through the smog
It sucks seeing this, I see it all now, like the first paper mario I played as a kid was sticker star and I thought it was incredible mostly.... even as a kid though I remember thinking sometimes "hmm.... this is really bad... or wow kersti sucks"
Most "fixings" of things i notice usually come from sheer distain and a lack of willingness to truly understand the source material. This feels like it actually has passion, i like it!
I always liked the idea of being able to do the worlds out of order, with the consequence being that later worlds are slightly less intense, and leaving early worlds for later makes them get worse. As time passes (measured in chapters completed), maybe more and more undead get possessed in the desert the longer you wait. the goombas in grassland refurbish their fortress more and get closer to doing real damage to the peaceful town. conversely, going to the jungle early means the volcano isn't in as severe a state, or the snow world isn't quite so frozen over.
It does bug me that this messes with Kersti's character development though, and its no simple thing to get it to happen anywhere but the poison forest. It'd be nice to have a little arc she could go through per chapter, to develop her in at least small ways, but I'm stumped on how that would work, plus it would be really complicated to implement
I'd also add something to where Paper Mario & the Sticker Comet
Taking place farther from the Mushroom kingdom having decalburg taking place at where the sticker comet was first formed to seal the royal stickers
HYPE!!!! You have no idea how many times I have replayed your sticker star review to fall asleep to lol. Instant click. Great vid and I ain't even watched it yet!
I haven’t really watched any videos on sticker star so for the longest time I thought “Sticker Star” described Mario, calling him a “Sticker Master” or “Sticker Superstar,” and I didn’t actually know the Sticker Star was a thing in-game (well to some extent)
This is such a cool video, I love all of the ideas! I am one of the few who actually loved Sticker Star. It was one of my first 3DS games, although I do wish it got the treatment of the others. I absolutely loved the bright flashy scenes in every world (especially the winter one), but at times the game did feel a bit tedious and simple which could be discouraging- I hated the mini battles and no characters particularly stick out as a main friend or foe in the game. If it had been more like you proposed I think it would have been even more fun to play.
i think something Char Cole could have is if he gets hit too many times he'll become briefly enraged for a turn and get +1 attack power
Damnit now I really wish there was a nonlinear paper Mario game. (I know sticker Star was already like that but I want one that’s done better than sticker star) Experimenting with different routes that would unlock different partners at different times to unlock different parts of the game which could potentially give you different badges earlier or later depending on how you do things has so much potential. The only thing I would prefer is if the strength or power of enemies would scale with you as you progress because if you go out of your way to do chapter 5 first and make the game super hard at the beginning wouldn’t the enemies in chapter one be really easy?
I also love the idea of sticking on badge stickers like the sticker sorting already in the game
Technically, Sticker Star isn’t even strictly nonlinear. You need to finish most of World 1 to get to World 3, and then probably half of World 3 to battle the Cheep Cheep blocking access to the other worlds.
@@iantaakalla8180 Maybe the worlds could be in batches. Like you have access to the first 3 worlds and can approach them in any order, and they all have roughly the same difficulty. Then after you clear those you gain access to the next 3 worlds that have significantly jacked up difficulty compared to the first 3, but also have roughly the same difficulty as each other, and so on.
The weird adventures version of whatever Sonic Frontiers did. It can work as sort of a nod to the cliché of the ever increasing power the last owner of the Royal Crown would have. Like the crowns collectively know you are a threat and ramp up the difficulty of bosses and sticker enemies.
That would be very cool.
no joke, if a modding tool for sticker star ever comes. PLEASE let someone make this a reality!
I love the idea of yoshi kid returning as an optional boss.
So, Pokesses wanted to be revived which made the dead pokey body undead I guess, Mizzter Blizzard wanted to not die, and Piranha plant wanted to grow, but what is the selfish desire of Goomba and Gooper Blooper that Royal Sticker managed to use them?
The goomba would be to rule the land and goober blooper to rule the sea
@@toppy3059 I don't think Gooper Blooper would want to rule the sea, though the Goomba MIGHT want to rule.
@@JezElectro13what if gooper blooper was already in the factory before the sticker landed on him and when he got it he wanted to get revenge on the shy guys
@@toppy3059 That would work very well, yeah.
I wanted to say this for a while, but I love how Pokesses looks like he's Mummy Pokey from New Super Mario Bros. DS
I am loving your versions of Paper Mario the Dark Prognostics and Sticker Comet!! The post game section is so good! It's such a shame these ideas will just be ideas
Dude this deserves more views. Actually so sick!
Solargress jumpscare
If only Kammy were in Deltarune.
Her Quantum Deviled eggs would be a hit
I think Kersti should've been worn by Mario in the end which would weaken her by alot which makes it so she simply gos away
Edit: I realise that I didn't say this well but, when I say Kersti "Goes away" I mean she's alive but significantly weakened and somewere else and doesn't appear again. But she is somewhere.
Stellar ideas! These already make this game a much more enjoyable time!
Might I ask how do you view origami king as a game?
I think that would be interesting to see how you would change origami king because alot of it is arguably already good, the legion of stationary is just to good to replace imo, maybe some more original origami enemies and new character designs for some characters would be lovely,and better combat of course. So Id love to see how you would change a game like that,which unlike sticker star has a actual plot and y’know characters.Although origami king does actually use the genericness to its advantage with characters like bobby who while a normal bob-omb and king ollys motivation literally being toads are so similar it’s aggravating.
Edit:This video also could probably be much shorter and condensed considering the changes would be more simple I just think it would be fun to hear what ideas you’d have for that game.
I haven't played Origami King yet, I'll get to it after the Color Splash review is done, but I have no plans on making this kind of video about it.
@@TheRedGuy I hope you enjoy TOK its not going to be as good as TTYD or 64 but it has a great story and combat that isn’t fantastic but is definitely a improvement from the sticker/card combat of the last two. I think you honestly could come out of it more positively especially considering now we are getting a remake of ttyd meaning that this game was the step towards the franchise returning to its former glory (hopefully)
I’d personally give Sticker Star 2 more chapters, expand the ocean and a ghost themed area. Sticker Star is quite short compared to the other games, ignoring World 3.
Amazing as always! Thank you very much for your hard work again with this one. I appreciate how long these videos must take to make, and how they're made with a lot of skill and passion. You're very underrated and a skilled channel, and I applaud you on this. Well done :)
Only 1 thing I'd want for sticker star that would make it a million times better. Give it the standard jump and hammer attacks and have the stickers as special attacks. The rest of the game can stay the same. Just give me that and I'll be happy with it.
Amusingly this idea is rather similar to an original TTYD-style concept I found on dA some time ago.
This was amazing red and i'm gald this video is finally done and the wait has Been worth it
I never would've thought that there'd be enough materials in Sticker Star to actually make it into a good game if it got expanded on--though I can't say I'm surprised. It was a pretty bare-bones game, and that definitely shows. It felt much more like a mediocre fan-made game that people would've given a tad more praise had it been that instead only with everyone pointing out that it also felt unfinished (which I would actually myself say that it was) than an officially licensed Nintendo title, which it actually was and unbelievably so.
I liked the ideas you guys came up with to fix it. Basically what it heavily lacked was story, characters, and gameplay elements, and you guys hit the nail on the head in all those departments--even bringing back some old ones that really needed to come back! I think that, with what you guys added in, this game would've been good and actually have been a game that deserves to exist and be played, unlike the lackluster garbage we did end up with. Personally, I probably would've wanted to see a complete overhaul, maybe with a handful of the good elements, but yeah, that would've defeated the purpose of what you guys were going for.
If there's anything I would want to add, I think this game, especially with everything you guys added in, could benefit from having a couple additional chapters, to help make it extend to the length of its predecessors. As it stands I can see it getting away without those, especially considering that the original Paper Mario had two chapters that were filler chapters that either needed some work to make them more interesting or could've been removed all together and not change much about the game, just simply making it shorter (those being chapters four and six). But, then again, this game could've suffered from the same problem as that, having too much extra content (unless, of course, it's written really, really well to justify it being there). I also definitely would've redesigned the backgrounds, since I don't care about them in this game too much (looks a little too crafty for my taste; I like the original Paper Mario's design a lot better, or even TTYD's would've been okay). And, as I mentioned on my comment in the Sticker Star video, I would very much replace a handful of the tracks in this game, and improve some other ones. There is a handful in this game I thought was good, but I've never been a fan of this soundtrack. It is so overrated. I don't know why people think it's good, but it's not imo. I'm rambling at this point, though.
After hearing your guys' changes, I'm discovering one problem this game's presenting that I never would've thought I would ever say about this or any video game period. You guys wanted to add to the story, which I think is great, and that is definitely something that this game really, really needed. But then you also wanted to bring the battle system back to TTYD. And I agree. TTYD's battle system was definitely the best. And I would do practically anything to put it into Sticker Star (or, in your guys' case, Sticker Comet). But after hearing the battle system coming back into The Dark Prognosticus, as well as this game, with virtually no changes, I'm ironically starting to see the problem that Miyamoto probably saw when he was playing the original draft of what became Sticker Star. It's starting to get a little repetitive. I mean, don't get me wrong--I'm not saying that games should completely change to keep things fresh (the direction that Paper Mario already underwent is a painful example of that). And I'm not saying you guys haven't offered any changes in this game, or The Dark Prognosticus, for that matter, to keep things from being too samey, either. But what I am getting to notice is that, if there's not enough of something to innovate the gameplay experience just enough to keep things from getting stale, it almost defeats the whole purpose of having a new game at all. Now, I mean, like I said, I don't think that's really a problem that's cropped up with you guys. You definitely did do something to bring some new changes to the gameplay from game to game. TTYD, while having a handful of flaws that give it some flack, was a shining example of what a Paper Mario game should be. You guys' version of Super, called The Dark Prognosticus, innovates by playing around with flipping in a more conceivable fashion, as well as letting Mario himself be switchable with other mains, which I thought was genius. And Sticker Comet does something that the other Paper Mario games do not, which is allowing for a more diverse chapter order that you can play through without glitches AND while being fun and innovative (at least, I think it's a good idea, but, if I may, probably could use a little more work to really sell the idea that that's how it's meant to be played so it doesn't feel like you're only invited to but should still play the normal way, like how Breath of the Wild does it, for instance. Maybe a cross between the two styles would be fun). And I'm not saying that the problem I observed necessarily showed in your ideas, either. But I am baffled that none of us actually noticed it before, either.
I don't know if anyone here is reading this comment, but I hope you are, because what I'm about to write here, I believe, is something that every gamer, and probably every game developer, should know. A good game series doesn't repeat itself or completely overhaul just to be innovative. A good game series, or any series in general, recognizes its core elements and identity and sticks with them--but changes certain other aspects so that it feels like something new, while still being a part of the old. I think the problem Miyamoto noticed was this: the game draft that he played on, while we don't know much about, probably was too much like The Thousand-Year Door, because, while it wasn't necessarily a direct copy of the same game, it did share too many things in common with that game to where it didn't innovate enough. Miyamoto told those guys to innovate a little more, but he failed to recognize what elements needed fixing, and everybody started making a whole series that left most of its core elements behind, changed its identity (still the same one, but with a different persona), and became something it was not. I've seen other videos about other franchises that have undergone similar problems, some as bad as this but for different reasons, others worse or not quite as bad, but all with the same outcome. And now I've been playing The Legend of Zelda: Tears of the Kingdom, and--spoiler alert, if you really want to experience it for yourself first--it, so far, has felt like a perfect experience going in from Breath of the Wild, being a game that recognized its core elements and identity, while still changing enough to feel like something different. It did it all perfectly. Ironically, I was disappointed at first with TTYD because it changed too many things from the original that I didn't want it to. But now, I have a much better appreciation for it--especially after what happened with Sticker Star. And all the things I've seen and experienced have finally made me discover all this and start to recognize it for the first time ever.
This is all important to me, because, not only am I a gamer, I'm also an animator, and lately I've dabbled a little in video game design. And now, I'm starting to recognize elements that I want to incorporate in the things I create. Now, hopefully, I can do things in the right ways and for the right reasons, and, for those who take the time to read this, hopefully I've done the same thing for you, too!
(Also, in case anyone's wondering, as much as I would love to recreate Super Paper Mario and Sticker Star into the games that The Red Guy suggested they become, that's never been the task I've set out to do. I don't mean to disappoint or anything; it's just, with what I've seen, anytime someone tries to create a rom-hack, a recreation, or even a completely original game with any of Nintendo's IP in it, let alone Mario, without their express permission, it never ends well. It either gets a cease and desist before it gets finished or gets taken down. So, personally, I don't think it's worth investing into. While I don't encourage anyone else to try this because of what could happen, I would also be supportive of them in their efforts to create these. I am definitely, however, willing to create games like Paper Mario, though, since that's one of my biggest inspirations.)
So, yeah, another long comment, again like on the original Sticker Star video, but I hope I brought forward some good points and thoughts that I had in watching this video, as well as in general, regarding aspects surrounding this game. I could practically talk about this series forever!
Yeah if the series kept going with the same gameplay style it could have gotten stale if they didn't change it up enough, but I don't think it had reached staleness with TTYD. A sequel to TTYD in the same style I think would have been fine especially if it expanded the concept to a similar level that TTYD did to 64. Perhaps beta Sticker Star offered no expansion to TTYD's concepts, in which Miyamoto would have a point, but had it properly expanded on TTYD I don't think it would have been a problem. I feel the additions we suggested in the Dark Prognosticus would be enough, though Sticker Comet might suffer in a world where both existed given what we've suggested. We focused more on the story than gameplay for this one. The non linear structure could help, though might not be enough for those who would just play in the default order and not care enough to change up the order. If either game were to become a reality there would need to be a lot to be considered that hasn't been discussed in these videos. Thanks for the well thought out comment!
Well then let me ask you a simple question?
Why are 8 Mario Karts acceptable? What about 8 2D Marios? What about 8 Mainline Pokemon games? Them using new and unique partners alone, which we saw, is a pass as we've seen.
BotW and TotK are good exploration games, but generally speaking terrible Zelda games. A lot of people have brought up the lack of anything past bare-bone puzzles and temples. A combat system which discourages participating in it. A building system where most parts are literally worthless or detrimental to use. These games have created a rift between the Exploration vs Puzzle/Combat fans of the series that is very likely to cause some very major issues.
I've given this some more thought over time and as of now have been rewatching Red's series again before he releases his Origami King review, and I will say this: I don't think that this is a bad idea at all. In fact, as I stated earlier in my comment, this is a game I would much rather play over Sticker Star any day, and there are some aspects he mentions in here I forgot about that I definitely think outdo what TTYD does (the Luigi role and Pit of 100 Trials twist being a couple of my favorites!). Basically what I was getting at was something that kinda came to me as I was listening and hadn't thought about before, but seemed to make sense at the time. Also, I'd been watching lots of other videos giving more insight into the history of this game and its predecessors and got a bit of a bias out of it, but watching this shortly after rewatching the Sticker Star review did put things into light a little more. I never said I had a problem with this. In fact, I love it! It was just an insight I had.
@Buglin_Burger7878 As for your reply, it does spark up some more thinking, and I appreciate that. I find this topic so interesting because there's a lot objectively wrong with Sticker Star, and yet, some people still find things to enjoy about the game. Personally, I've never really understood it, but, while I heavily disagree with those people based on my own experience with the game, I at least respect them for liking it, because video games are art, and the kind of art you enjoy is subjective. I've always been more of a story-first kind of guy when it comes to video games (though I definitely do believe the gameplay is important, don't get me wrong), so that's a big reason why I have problems with this game. Red said he's got a more gameplay-based approach, but even he appreciates the story in games, so, again, it shows how different some people can be and how the same we also can be. But, I digress.
My point is, some games do benefit more when you at least come up with some way to innovate so it isn't too water-downed of an experience because it's too much of the same thing. Granted, some games I've played handle this pretty well. I was impressed with how Ori and the Will of the Wisps followed up Ori and the Blind Forest feeling like the same experience while not being boring in comparison, which doesn't happen often in games. Maybe some might argue with me on that, and that's fine, but that was my experience with those games. They are both in the same series and feel the same, but they both still work well from that. So, this isn't a problem by that measure. Granted, they are just a duology, which probably does help, since they at least don't overstay their welcome. So, yeah, depending on the context, innovation isn't necessary.
As for the example of Mario Kart: it does still innovate in its own ways. While sure, the gameplay is the same, most of the games do things differently. Mario Kart 64 changed the appearances of the characters and made the courses look much more interesting than the flat loops of Super Mario Kart, and the gameplay is more fun. Double Dash brings in the concept of two characters per kart, which they do a lot with, and this idea was only used in that game. DS brings in the Mission Mode--again only used in that game. Wii experimented with motion control steering, which, while it is brought back in 8, it was still an innovative idea then. And, of course, 8 brings in DLC courses and characters. My point is: imagine the whole series remaining exactly the same game with nothing to make them stand out. The only changes are the character roster and courses, and that's it. Sure, that's mostly what Mario Kart is anyway, but, without something interesting to counterbalance it, it would get stale after a while.
2D Mario gets that problem in the second half of its series. Sure, Super Mario Bros. 2 was an outlier (being based on an entirely different game for those outside Japan), and 3 expands on what the first one did. World was kinda the same as 3, but it had its differences in the map screen presentation as well as its art style and the introduction of Yoshi. New Super Mario Bros. for the DS came along and it was an excellent game that brought back the 2D games. NSMBW was another excellent entry for bringing back the Koopalings and introducing the infamous 4-player coop. But then look what happened after that. 2 had a gimmick that made it too easy. Fun in its own way, but starting to get a little stale. And now people are complaining about NSMBU for being too much of the same. If you look at the New Super Mario Bros. titles over time, they start getting stale as it goes on.
Sadly, I haven't played much Pokemon, but I am a recently-made Zelda fan, and BotW was my first one. I've played quite a lot of the series since, including TotK (obviously), OoT, MM, LttP, LA, OoS, OoA, MC, and SS. And I will say, while I'm not a contender for this, I understand where people are coming from for not seeing BotW and TotK as good Zelda games since they change a lot. I've seen videos talking about that, and I've heard that there is a controversy over it all. But at least they're still good games in their own right, even if they alter what the series did in the first place.
The problem we Paper Mario fans have with Sticker Star is, not only is it an insult to those of us who like the old series, it's not even a good game to begin with. Again, some people find things to like about it, which is fine. But the Red Guy points out that that game is flawed in just about every way imaginable, with or without bias, and as a result that game is not a fun game to play. Again, video games are art, art is subjective. But even certain ways that art is made have objectivity. An art piece may not be perfect, but at least its representation and what the artist is trying to present through it has purpose and something for people to get out of it. And all the other games we've discussed have that as well. But Sticker Star? I don't see much purpose to that game other than to extend the series with something that is completely mediocre, especially compared to the rest of the series.
Sorry about this long reply, but I hope you took the time to read it. And thanks for the question! It gave me a lot to think about and reflect upon.
7:55 Char Cole..... HA I get it..... That's probably the best pun I've seen in this video yet.
Paper Mario Sticker Star: Re-folded
Frankly, I'm floored! This would be such a fantastic game! Someone needs to get on this YESTERDAY!
A bunch of people are unloading their own concepts here, so I feel that it wouldn't hurt to include my own: (It's pretty long; expand at one's own risk)
To make Goombarshal's Rank 1 Skill more thematic to his design, it instead has the player perform consecutive button presses to rile him up, gaining an aura with faint spikes on his head; and being respectively renamed "Sharp Mind".
Chrysl falls into the web alongside Mario and gets fully encased by the Scuttlebug; where he breaks out after transforming into a Flutter.
When Emperor Piranhazuma is defeated, Mario and Co. fall into its mouth right before the volcano erupts; shielding them from the lava. They escape from an uprooted and incapacitated Piranhazuma somewhere else in the jungle. The jungle wasn't affected too badly when the volcano erupted in Paper Mario 64, so why not here as well?
Instead of turning into Egg Bombs during the Kammy trouble, Eggs previously in Mario's inventory turn into Century Eggs, which she remarks that Bowser hates very much. This prevents eggs from being compromised during the quest while still remaining invalid for completion.
The punishment of opening the "Don't Ask" is Mario suffocating from the resulting contents' vapours. The Shy Guys/Snifits remark that they didn't want it opened, not because they'd get sued for the safety hazard; (you were indeed warned not to inspect it) but because the resulting paperwork to reject liability is a major hassle.
Shogunate Goomoto still fuses with a bunch of other Goombas into one sheet of paper, but instead that paper is bent into the figure of a samurai.
See, little changes like this - huge, huge difference. Well done
Those ideas would make sticker star way better than what we got. I wish they would STICK with the ideas like those you came up with.
in case of Color Splash rewrite, i want to suggest a partner. a Shy Guy who has personality i call "War" personality. (Calling people "Soldiers", calling Mario "General Mario", "Commander Mario" and stuff like that, and talking about everything like it's actual war (of course in a way that wouldn't be TOO out of place in Mario game)) *kinda* inspired by Klump from Donkey Kong. i don't have a name for him, i only really had personality for him, but i wanted to share the idea as a suggestion.
I'm not going to be doing one of these for Color Splash, but that's a neat idea.
@@TheRedGuy ok. Also, thanks
Honestly, that sounds like something Thousand Year Door and Super Paper Mario would do. I love it.
By the way, you don't need to limit yourself too much; Bear in mind that, in Thousand Year Door, climate change and actual mob violence weren't hidden very well. Hell, the center of Rogueport is a literal noose.
@@dragonbornexpress5650 Thanks :)
I loved watching this video, and the one for SPM right after. It gave me ideas for a similar video reworking another black sheep game in a different series, in fact!
Alright I've been waiting for this for what feels like decades and Oh boy does it pay off excellently the concepts the partners the Royal Sticker concepts it's all really great Also an aside one I actually came up with Ideas for special moves for the Dark prognosticus in the reply column on my comment for that video look at it and tell me what you think. and finally this may not be implemented but In the unlikely but possible event you complete the pit before beating the game when Kersti looks at the murals all of her memories as the Queen will come back and if you fight the final phase of the Bowser fight following this she'll actually chastise the King who still has his memories and will actually talk back and is not keen on his "Soft" wife interfering with his plans for domination again at this point the bosses name becomes his real name King Adhesticus III and when Kersti sacrifices herself The King mocks her act of heroism in a very mean way saying something along the line of "Bah a fitting end she always doted on weaklings instead of me as any spouse should it's only fighting she would perish in service of inferior people like you plumber. Oh looking sad little red plebian, because you lost your wittle fwiend? WELL DON'T BE SADNESS IS AN EMOTION ONLY ANTS SHOULD FEEL you'll join her soon enough and with you gone the princess this castle This kingdom, THIS WORLD IT WILL BE MINE ALL MINE AND MINE ALONE TO RULE MWAHAHAHAHAHA!!!!" This angers Mario so much it actually gives him permanent +2 attack boost through out the fight granted he will still be tough but I think it would be somewhat quicker plus I think it would be a nifty addition to incentivize clearing the pit early on Repeat playthroughs.
This video did do one thing for me.
It reaffirmed how much I like Sticker Star. Not really much about the game I would want to change.
I love all these ideas amazing video as usual.
Idea: Chet Rippo of this game would be a special Magikoopa, with unique design and all.
I hope someone makes this into a mod someday
I wish they add Luigi so he can help his brother as well.
I feel like instead of another intermission, Luigi's scenes are considered their own mini mode similar to the new side stories in the M&L RPG remakes. After one is unlocked, the player can access them any time from the menu.
Two intermissions feels like it could drag the pace between chapters.
Let’s just hope that these side stories aren’t as bad as the ones in Superstar Saga DX and Bowser’s Inside Story DX. I haven’t played those games, but I know those modes are horrendous.
@TheDMan2003 They can't hold themselves as standalone games, but Bowser's Minions and Bowser Jr.'s Quest were enjoyable. A little grindy and not as interactive, but neat idle battlers.
Thanks for not changing Mr. Blizzard's story much. Best part of this shitshow of a game i swear.
Please make a video on reimagining Mario and Luigi Paper jam. It had so much potential, but it was wasted. I know that if Paper Jam was made at the peak of Paper Mario and Mario and Luigi, it would have been an amazing game.
this is very fun! you have a knack for the paper mario style and it's cool seeing such a maligned game getting built upon
I will pay someone to make this a game
It's probably too much for a project like this, but I think it'd be great to have Bowser jr get a black eye and a cracked shell from his conversation from Bowser. Thought it may be too much for a Nintendo game.
But it'd also be a good catalyst for the two magickoopas to believe Mario and co
I'd love to see this concept explored for Color Splash
Got to love this idea and would of made this game allot better, same too since I recall an Nintendo Power artical showing there were supost to be partners but got cut out.
Quick List how to make the game better.
Get new Partners with new ability's like in the first 2 games.
Get some Unique Bosses.
Some endgame challenge.
A level system instead of Coins.
Instead of Stickers to attack, you get the normal Attacks Jump & Hammer.
Sticker now gonna be like Badges from 1 & 2.
Stuff to do after beating the final Boss.
Boss Rush Mode.
For Example some Instead of a Goomba Boss they could add Shy Guys in Chapter 1 and the Boss could be a Shy Guy Samurai with an Army of Goombas.
Your Partner there could be a nervously Shy Guy that wants to fight by your side.
In the beginning he is very Shy and he might put you into some bad situations, but Mario still wants him as a Partner and manage to help him out.
Your Partner get some development and when something bad could happen to Mario, he starts to save him in a cutscene and manage to get rid of his old behavior's.
After fighting the Boss they need someone new to rule over them and this one gonna be your Partner.
Yes he might leave you there and Chapter 1 ending.
This can go on with every Chapter until you Reach the final one.
Right there all your Partners coming with you into the Final Challenge and they help you to fight against Bowser.
But its not over yet. After you finished the Final Boss, you can use all your Partners in every Chapter now and with there Help you gonna find some Strange glowing Pipes tin every Chapter hat put you into a Challenge to fight some special Bosses haven´t seen yet.
After finishing a Boss, a light starts to glow into a new Area that you can now enter: It´s a Temple with a big door that can only be opened, if you manage to clear all the glowing Pipes and behind that Door gonna be a Secret Boss + a new Sticker that allows you to Dodge everything if you time it perfect, but you always be on 1 HP if you using it(For everyone who just wanna get a challenge)
And right after that you get the Boss Rush Mode, where you fight all Bosses 1 by 1.
I’m excited to see what you think of Color splash! It’s probably one of my favourites! I’m also interested to see if you could do this kind of video for Color Splash, as I think you could bring a lot of ideas to the table. The only one I wouldn’t want is origami king because that game is already a work of art.
not that game we wanted but the game we needed
Sounds good, but I just have one request, mainly for Kersti: Make her Irish. That’s it.
Love it, i might actually make some of these partners into paper figures (not to use in videos if you dont want oviously)