Thursday, December 29, 2016

Paper Mario: The Thousand-Year Door ~ Top Ten Music Tracks


Now that I've covered the chapters and partners of both games, and as I've done a list with the first game, let's now look at the best of the best music tracks of The Thousand-Year Door. And like my first list, I'm only taking one song per chapter. So keep that in mind when reading (or perhaps more appropriately listening to) this list...

Chapter 2: The Great Boggly Tree

I know I'm supposed to include one track per chapter on the list, but without that one rule, I possibly wouldn't have this on here. Sure, it is catchy, but I don't feel it's entirely suitable for a big tree and rather just an intense quest. I still like it, but its situation could've been suited much better. Aside from that, it's also included in the weakest and most boring chapter of any Paper Mario game to date...



Chapter 1: Castle and Dragon

An intense music track that really builds up your trek to the very top of the castle to fight the beast, Hooktail Castle has that feeling to which you're preparing for your first major boss fight in the game (and by that I mean the chapter's main boss). Those dead Dull Bones (and one miniboss; Red Bones included) throughout the castle especially give the castle a more intense feel to it as you make your way to the top to fight the dragon. Not as good as other themes in the game, but still pleasing to the ears.

Chapter 6: 3 Days of Excess

A deeply soothing track that makes me feel as though I'm in a hall or world of beauty, this music track can best be described for me as relaxing. I could also see myself as being in a world that looks like an dreamy illusion of my mind. I could've put it much higher, but it's a shame its a little too short, but searching for a Shine Sprite, an "L" Emblem badge, and the real Garnet Star in the sanctum at least makes up for it. I could listen to it at time in any sanctum I'm in and I'd still feel peacefulness.

Intro

This and the Sanctum in Poshley have to be some of the most underrated of the game. It suits how the story starts off at the brothers' home and shows you their usual lives and how they're living like normal citizens of the Mushroom Kingdom on a bright and sunny day. It's a really underrated one since it only plays in the very beginning and right before the credits, but I give it better rep than it already has, and it also gives me that feel of everyday life when I'm going about me usual life.

Chapter 4: For Pigs the Bell Tolls

A suiting boss theme for a battle with a doppelganger Duplighost, Doopliss' main boss theme defines his true character and how haunting he is for one who turns an entire town in pigs. He is too easy of a boss but he's worth it for the music that plays in both of his battles in Chapter 4 - before replacing Vivian as a member of the Shadow Sirens for the rest of the game's story. It does that Halloween feel to it, but I like just cause it's... well, a boss theme nonetheless.

Chapter 5: The Key of Pirates

Cortez be like the skeletal Flying Dutchman of Mario characters if you gave him a spanish accent (since he says "amigo" rather than matey for a pirate), and two extra arms with swords and a hook in all four of them. His boss theme suits him especially and makes him sound like one pirate you do not want to mess with, nor steal his treasure. The fight with him is fun and his theme just adds to the excitement and satisfaction you get once you take him out. (Sort of)

Chapter 3: Of Glitz and Glory

I know most of you would've considered Rawk Hawk's boss theme a better and more appropriate entry for this list, but for me personally, I find it to be overrated and one that overshadows most other boss themes in The Thousand-Year Door. Macho Grubba's on the other hand however is more intense and blood-pumping for a boss battle since the situation it plays in fits him best. Like Doopliss though, he is a bit too easy of a boss (since I can superguard all of his attacks easily), but in the end, the fight's worth it for the super intense music that plays in its scenario.

Chapter 7: Mario Shoots the Moon

While I don't listen to this again and again like other themes both in this game and other installments, it's one of those games that makes me feel wondrous of any place that has snow. Seeing how traveling through an ice cold village of snow is best suited with this music, it also makes me feel like going to land of snow - as much as that awesome canon shooting moment to the moon makes me want to go to the Moon itself up in space to build a fortress (ever since I was around 10 when I played this for the first time).

Chapter 8: The Thousand-Year Door

I wouldn't exactly call it the best boss theme of the Paper Mario series, nor of the entire franchise of Mario in recent times, but all three of The Shadow Queen's boss themes are every bit as epic as they are intense. They perfectly capture the Queen's feeling to destroy those who attempt to stop her (like Mario and his partners), and this is especially catchy for one of the show's greatest final boss battles. It makes itself clear telling you not to mess with her, but on the flipside, to also take her down by means of saving the world.

Ending

It was very, VERY hard for me to choose just which track should be the best of the game, but I had to go with this one since the ending and its credits always leave me satisfied with completing the game after defeating the Shadow Queen. It suits its recapping of every major thing Mario did on his most recent adventure, and felt like something magical. It's also a reminder of all my old days of had with when I was around ten years old. It's a warm and fuzzy feeling that'll stick with you forever every time you listen to this theme, and is something to remember for a long time.

Do you agree with my list? What do you think is Thousand-Year Door's best music track?

For more catchy posts posted every year, be sure to tune in to The Super Mario Brony Blog.

Thanks for reading!

Wednesday, December 21, 2016

Paper Mario Series - Worst to Best ~ Chapters (Part 2)



Trying to play out similarly to the first game's 5th chapter, The Key to Pirates was fun having to travel throughout a huge island in order to find the great ghostly pirate king Cortez to recover the 5th Crystal Star and was a wonderful build up to the chapter boss himself as well as the final chapter was for the very final boss of course. We also get the sympathetic salty seadog Bom-omb Admiral Bobbery for a partner, a new boat form to acquire, and even Lord Crump and his minions for a bonus boss after defeating the chapter's main boss Cortez. With a plot that involves Mario searching for the pirate king in Pirate's Grotto after getting past Fuzzies, Pale Piranhas, and a few Embers, I really can't dislike this only because you have to go back and forth around Keelhaul Key to help Bobbery before accessing Pirate's Grotto. And nonetheless, the chapter's good fun with a well constructed narrative and better handling than most of the previous chapters before it.


Much like Super Mario Galaxy's Toy Time Galaxy (six years later), this level of Paper Mario's 4th chapter can best be described as a concept of being both cheerful and delightful. You may have to do sluggish things like go in and out of the toy box to return valuables to other citizens (all of which were stolen by a bunch of thieving Shy Guys) from Shy Guy's Toy Box in Toad Town like Tayce T.'s frying pan for a cake to feed to Gourmet Guy, or even return things like a calculator back to Rowf and Rhuff at their badge shop, and Russ T.'s dictionary just for more Star Pieces, but all in all, going in and out of the box from time to time is worth it just to complete more of the actual game. The great thing about this chapter is the creativity around each station you travel around via the toy train you get from Harry T. in his storehouse in his shop cause each station you stop by in the toy box truly has a wide variety of clever design (from slot machines to rising plaforms etc.).

The chapter's two bosses the Big Lantern Ghost and General Guy (along with the opitional Anti Guy at the first station who guards the chest to one of the Power Plus badges) were both pretty clever and fun to fight, but the great thing about defeating the Ghost was the partner (who has to be the best the game offers you that) you get afterward; a little sparky named Watt (though it's completely confusing as to which gender Watt is much like Thousand-Year Door's Chapter 1 boss Hooktail). Watt comes in very handy when it comes to both combat and when searching for hidden blocks that can only be found with a little hint of light. And it's no wonder that such a good partner comes from a pretty good chapter. With plenty of great puzzles to solve, two good boss fights (with an optional one towards the very beginning of course), awesome layout, and every other good thing I mentioned about it, Trails in the Toy Box just goes to show that Mario can be as kid friendly as you'd always view him.


Possibly the game's equivalent to Agatha Christie's 1934 novel Murder on the Orient Express (except with no mystery on a murder/killing), this 6th chapter ranks a higher spot on this countdown for its variety of mysteries you must solve on the Excess Express over the course of three days before you reach the fancy town where the Garnet Star is located known as Poshley Heights. It starts off like your regular typical trip on a train, but soon an series of unfortunate events occur throughout the train, during the first day, and then the next having to do with you arriving briefly at the Riverside Station to locate a switch to activate a bridge that has been put up. Adding to the chapter's fun factor is the train's detective Pennington who soon helps Mario to locate the real Crystal Star in his Sanctum at Poshley Heights after secretly putting up a red herring fake on display for those imposters (who try to thief it for evil purposes like the Shadow Sirens and Bowser).

There isn't too much depth of space in the chapter to explore other than the train, the station, the town, and Poshley Sanctum, but what really matters is we get a chapter with good pacing and plenty of good fun to be had. The narrative for this chapter is definitely gripping and intriguing to follow along with during the pacing that goes throughout the chapter as you wait to reach your destination at Poshley Heights, and does have that awesome Smorg boss on the beginning of the third day. The only downside (though it isn't exactly a big one) is that their weren't a lot of enemies to fight other than at Riverside Station and in the deeper reaches of Poshley Sanctum, but even in spite of that, the chapter is still very good that its practically replayable whenever you replay the entire game all over again.


Would it be cheating if I instantly gave this the top spot just and only for the first game's final boss? With all due respect, I'd say sort of. Because I really can't look at just one thing in a chapter that stands out. I can tell you though that this final chapter is by no means terrible. Exploring Bowser's Castle before reaching Peach's feels like actual buildup to the final boss of Mario's arch-nemesis and does give you that feel that you should prepare for an intense and epic face off with the great and evil Koopa King. All of the puzzles and challenges against Bowser's minions in his castle before reaching Peach's all felt like the perfect kind of buildup to the final boss fight with the King of Koopas himself, and thank graciousness that this is also supposed to be both the 6th and last time time you ever fight Jr. Troopa, the first boss/enemy you actually defeat in the game, whom you also love to hate.

It's a majorly epically climatic and stellar conclusion to the game with some awesome music inserted in, and thanks mind-blowing puzzles, epic boss battles (especially Bowser's final phase), and excellent pacing all add up to a chapter that will test you, haunt you, stun you, and most importantly, it will entertain you. Nuff said.


The chapter of the second game with the most epic, intense, insanely awesome, and fun boss battles of the game goes to the very last one. Alongside a variety of fun puzzles to solve and items to collect to either help you in battle or progress through the palace, you'll also be going from room to room flipping switches before reaching the final boss, defeating enemies (besides the bosses; Dark Bones, Gloomtail, the Shadow Sirens & Doopliss, Grodus, and Bowser & Kammy Koopa) to access keys to newer chambers throughout the palace, and even collecting useful items along the second part (like Life Shrooms and Shooting Stars). It's a perfect conclusion to the game's story and there's lots of fun to be had since it's paced out perfectly and balances all of the aspects that make a chapter so good and there's nothing bad to be said here as its impossible to call it bad.


Some may call it the best of the first game, but for me, A Star Spirit on Ice is only a close second, but that's not to say it's completely bad. Like the previous chapter before it, ASSoI is an excellent chapter thanks to its beautiful and gorgeous environments of snow and ice - especially the Crystal Palace. The story of the chapter sees Mario at first trying to clear his name of a sudden murdering of the mayor that he's instantly blamed for, then eventually traveling down the icy road to Starborn Valley where he meets another wizard named Merle (Merlon's son) to learn the secrets and true of the Crystal Palace where along the way in Shiver Mountain, Mario also runs into Merlon the Wizard's ancestor Madam Merlar to learn even more about the secrets of the Crystal Palace and what lies ahead. What follows is Mario accessing his way to the palace with a placed Star Stone in the mountain to make his way to the palace and eventually having to fight off enemies like duplighosts and White Clubbas, all while leading his way up to the Crystal King to save the last Star Spirit; Kalmar.

Finding your way throughout the palace to solve puzzles throughout the palace, and fighting probably the most challenging boss in the game at the end of it only makes this heartfelt chapter more fun as to giving a really high spot on this Worst to Best. And let's not forget that it may be hard for you to tell between your partners when their are numerous duplighosts impersonating them, and there's even a boss made of several other protective star kids known as Monstar before you reach Starborn Valley - not to mention this is the 5th time you'll fight Jr. Troopa. I really hope you leveled up if you're a newbie, cause this chapter will challenge you so much (even if you're already an expert).


Yes, I think this is the best chapter of the sequel like most others who played this game would. I view this to be slightly better than the final chapter, and I'm not saying or considering that just for the fact that the intensely epic, and great final boss alone would've ultimately made it my favorite of this Paper Mario sequel. No, this is the chapter that comes out as the best since that feeling of battling against enemies feels like some sport since you do fight all of your enemies in the Glitz Pit after all. We not only get great music and enemies to battle against (including Bowser after defeating Rank 5 on the Glitz Pit Fighters bar), we also get a gripping plot in the chapter despite some cutscenes popping in after the first few battles in the Minor-League room with lamely pointless text from King K. (the Yellow Koopa at Rank 19), but the random messages you get from your "X" buddy (who turns out to be none other than Jolene at the end) are more than enough to give you a fun quest of solving mysteries throughout the Glitz Pit.

There may not be a huge environment within Glitzville, but those small places you run in the Glitz Pit more than make up for that. The other problem though is the forced loss battle against the Iron Clefts (before you reach the Major-League Champion room), but that's also made up for by the Yoshi Kid you get (who eventually hatches after appearing at the Hot Dog stand after you defeat Rank 15) who can gulp enemies down and is really the only key to defeating the "Invincible" Armored Harriers. In fact the Yoshi Kid (whom you can get in 7 different colors depending primarily on the amount of time you have with him before he hatches) is pretty much the main reason why I keep replaying this game countless times; for the sake of giving him various names that is no matter which color you choose to have for him. Overall this is the best chapter of the game, with my favorite partner of the game making an introduction and an awesome boss at the end (whom of which is the Pit's main promoter Macho Grubba after learning of his true secrets and real identity), and will always remain the most fun and most gripping within the whole game's solid storyline.


Being based around things like your favorite characters, environments, etc. is one thing to add charm to a chapter, and Hot, Hot Times on Lavalava Island is no exception - which is why I feel this chapter is best of both Paper Mario games (and the whole series in general). The story sees Mario heading for the erupting volcano to look for the fifth Star Spirit known as Misstar, and eventually travels throughout the island with the help of his 7th acquire partner Sushie; a motherly Cheep Cheep who is best described as bossy by the other Yoshi kids. And that's another thing that makes this better than every other chapter for me. The Yoshis themselves are all very colorful (both inside and out of their characters), cute, and just plenty kind-hearted. This may have been just a little less awesome if they weren't included, but what's important here is that we get those elements that make a level good, like enemies, pacing and entertainment, and the various environments of the chapter. Its especially fun to search for all those younger Yoshi's after checking the volcano out and never feels one bit tedious unlike the game's fetch quests half the time (or at least a little in that manner).

Along with traveling to find Raphael the Raven in order to get access to the volcano and collecting an ultra stone to power up your partners a second time each, you'll also be exploring the volcano and reaching the chapter's boss Lava Piranha whom I got say that, despite being somewhat too easy, is made up for thanks to his second phase and clever design of a regular Piranha Plant in the Mario universe. What's also cool is that after the End of Chapter screen, you have that brief section of having to escape the volcano before it erupts and then eventually find that treasure chest (after Peach's fun event of winning a Sneaky Parasol after you clear a quiz) to give its treasure to Kolorado and get the last seed to access Flower Fields after collecting the other three throughout Toad Town, Mt. Rugged, and Forever Forest. Always a blast to play (despite that you don't get a Yoshi for a partner and rather a Cheep Cheep), Hot, Hot Times of Lavalava Island is not only the best chapter of the game, but also THE best Paper Mario series chapter of all time.

Do you agree with my list? What do you think is the best chapter of the Paper Mario series?

For more fascinating posts posted every week, be sure to tune in to The Super Mario Brony Blog.

Thanks for reading!

Paper Mario Series - Worst to Best ~ Chapters (Part 1)


I normally would do a list of the first three games of the main series, but since Super Paper Mario has four multiple sections of all eight of its chapters, I'm really only going to be talking about all of those of just the first two games. Now that I've done both lists separately, I feel I should combine them together and rank them on which ones I think are the weakest and those I feel are the strongest in their respective factors of fun, overall appeal, and how much of an impact they made on their game's story.

If you're curious to see my thoughts on the first game's chapters, click here, and for my thoughts on the second game's chapters in the main series, click here. But for now, let's get them both out of the way.

Paper Mario: The Thousand-Year Door

Safe for me to say that this is the one and only chapter in the sequel I don't really like - and not without reason. Whilst I can say the chapter's lands do have superb designs and visuals, what it doesn't make up for is how iffy some of the chapter's pacing turns out to be which, as a result, makes the The Great Boggly Tree kinda dull and really boring. Those Punies are annoying to guide throughout the tree, which you can often lose track of since they're literally as stupid of an AI at times as some of your partners (whom of which I love to mess with by leaving them around and behind just cause its fun), only it's nothing humorous. The two silver linings to this is the fight with the Shadow Sirens as well as the Super Boots you eventually get within the tree. Magnus von Grapple is a decent boss, but looks lame compared to 2.0 and the music isn't really all that good or memorable, but when you do reach this chapter after the first, be prepared to bored to death and complete this as fast as you can, unless you wanna sit through a sluggish quest of guiding punies throughout the great tree all the while putting up with fighting a bunch of weak Piders (that literally scare off the punies at points) and irritating X-Nauts.

Paper Mario

A lot of people may have a thing for spooky levels at the start of a level (or in this case chapter obviously), but for me, I don't like spooky designs of things like ghosts and forests at all. The story of this chapter follows as our titular character explores through Forever Forest to find his way to Boo's Mansion when he's invited by a strange ghost Bootler and to find the third star spirit Skolar who surprisingly escaped from the chapter's antagonist Tubba Blubba's castle. The flaw with the story and disappointing thing is you're given the task that you first must defeat the boss who's literally invincible until the end of the chapter when you find out his secret within the windmill near the beginning of Gusty Gulch. And to think, you have to defeat him in order to release a bunch of other boos Tubba Blubba gobbled up. Don't get me wrong, there are plenty of pros like searching for TB's weakness by weakening his heart in the Gusty Gulch windmill (after you escape from him in his castle after getting the key to the windmill that is), but I really find getting up to Lady Bow in Boo's Mansion to be a bit sluggish and quite boring. And Lady Bow herself isn't that good of a partner, and Thousand-Year Door's Vivian was done much better of a character since most partners in the game aren't developed that much.

Making up for some (if not a lot) of that has to be sneaking and running around and about Tubba Blubba's castle in order to find the key to the windmill. There has been some build up to TB before the chapter which is good, but the story and idea of the chapter could've been done better for me. So I'll just say that I liked at least some of it, but on the filpside, I really just didn't like it that much since literally every other chapter on this countdown is more interesting and much better - both in the categories of plots and fun factor. Not a bad chapter though.

Paper Mario

First levels in games aren't always the funnest or most interesting, but this game's first chapter is pretty good. I gotta say that on another note, it was paced much better than Chapter 3 and actually had some appeal in both the environments and during plenty of enemy and boss battles. Both partners you get, Kooper and Bombette were interesting and colorfully quirky characters who really come in handy when it comes to defeating enemies and bosses and the overall puzzle solving sections and exploration through both the fortress of the Koopa Bros. and Koopa Village were both so fun. It's even fun to be chasing all those bugger fuzzies around in Koopa Village to help restore every Koopa Shell and earn Kooper's partnership, and even blow up walls in Koopa Bros. Fortress with Bombette later on.

And was there ever a gamer who leveled up as little as possible to fight the main boss (the TMNT-inspired Koopa Bros. obviously) at only Level 2? (Well I know there have been some, but still) I dare any of you who haven't hardly leveled up to fight ONLY the necessary enemies that require you to progress on through the chapter if you haven't taken that challenge already...

Paper Mario: The Thousand-Year Door

Uh-huh. I think the first chapter is better than the second of TTYD and better than the first chapter of its predecessor. We might be off to a nice if not amazing start, but it makes sense considering the game only gets better and better as you eventually progress onward. After seeing Hooktail fly by to Hooktail Castle while entering Petal Meadows, Mario and Goombella come across Petalburg (as to getting helpful information from the village's mayor to find out the secrets to finding and defeating Hooktail at the castle) and eventually reach Shwonk Fortress to find the key stones to access the enterance to Hooktail Castle while Koops also joins the party along the way. During your trek in the castle, you'll be defeating Koopa Troopas and Dull Bones (including one Red Bones boss), all while solving various puzzles with Koops, and getting the ability to allow Mario to go as a thin piece of paper from a black chest (which is also found in Rogueport Sewers, Twilight Town, and in Pirate's Grotto). When you find the Sound Effect badge in the castle before fighting the boss that'll help you weaken the dragon's defense to 0 and lower his/her (I still can't tell which gender Hooktail is) attack, but does make things a little too simple to play through.

So this may be an easy chapter to start off with but since it's only the very first as I said, it makes complete sense since the game gets better and better as it goes on (mostly), say for the second chapter and overall, it's a great start to a great (or should I say incredible) game.

Paper Mario: The Thousand-Year Door

Now this a chapter where it goes from going on a tedious fetch quest for the first part, and the next having you launched to the moon onto X-Naut Fortress in the second part to find the final Crystal Star. I will admit that this chapter is pretty awesome for its stellar journey on the Moon after Mario finds General White to help get launched from the cannon from Fahr Outpost to the Moon with the helpful rights of Goldbob from Poshley Heights. The problem with the first half though comes from when you have to track down General White from nearly all the previous places you've been before Fahr Outpost which does get on the sluggishly boring side consider it takes more than long enough to travel across and around Rogueport in order to find before getting launched to the moon.

When Mario gets blasted off into Space however, then that's where the fun really begins. Once you reach the X-Naut Fortress, you'll encounter X-Nauts and Yuxs to fight, another quiz against another Thwomp (much like the one at Shhwonk Fortress before getting the key stones to Hooktail Castle), and even card keys to access the chapter's boss Magnus Von Grapple 2.0 (a much better and much cooler improvement from the original Magnus in Chapter 2). So while the first half (or at least most of the beginning) does effect the chapter's greatness as to lowering it on this worst to best, I still love it thanks to your journey on the Moon to reach X-Naut Fortress to obtain the last Crystal Star.

Paper Mario: The Thousand-Year Door

I don't like haunted levels just cause of a spooky atmosphere, but I think this is better than the first few others since the narrative doesn't come to a halt, nor does it involve having to guide a bunch of tiny creatures throughout a big place like a giant tree. Eventually, when you reach Creepy Steeple, you fight the Atomic Boo (who's only an optional boss that could earn you a Lucky Start badge) and Doopliss the body-thieving doppleganger/duplighost. The plot twist is also surprising since you need to get your name and body back from the body thief (a character whom I personally love to hate) after saving Twilight Town from being turned into pigs from the ringing bells from Doopliss' steeple, and that you must use Vivian's help to find a missing letter in the steeple as to help guessing Doopliss' real name before defeating him a second time, but my only problem with it (more than Doopliss being a little too easy of a boss) is the two times you're forced to fail against him when you're unable to guess his name correctly without the letter "p" in the keyboard to guessing his name on the screen.

With colorfully interesting characters, a greatly paced narrative, and plenty of good enemies to take out (despite your two forced failures with Doopliss after completing the first half of the chapter), this is one chapter to remember for a period of time.

Paper Mario

You could argue that this chapter was gonna be fun just from the title. And you can be certain that it clearly lives up to it as it features Mario searching around the ruins as to finding out just where the Star Spirit is hidden, which has been sealed away by the so-called "spooky" ancient Egyptian Koopa pharaoh known as Tutankoopa who literally acts as a ghost as to warning Mario to flee from the ancient ruins. Even the first half of searching for Parakarry's letters and getting them back to him before he joins your party as your 4th partner to journey with more than back all of this chapter's fun factor up despite not being quite as memorable as the rest of the entries that rank higher than it. When you fight a giant bird for a boss and a bunch of Chain Chomps before taking on Tutankoopa, you're clearly in for a treat.

I especially love it when you're given a mystical stone that beeps faster and faster as you reach the ancient ruins to help you gain access to it. It's always fun to revisit the chapter and replay it when you're replaying the whole game itself especially considering you get your second hammer (the Super Hammer) to help you destroy any metal blocks that block your path (and will especially increase your hammer's attack power). All of this adds up to a very enjoyable and well crafted chapter in the first game's story that anyone who loves desert and ruins levels so much that they never get old.

Paper Mario

The last chapter in the first game that gives you a partner (in this case Lakilester), Dark Days in Flower Fields has to be one of the most beautiful levels in a video game to date since literally it takes all around a flower garden and something like your own typical paradise (after you destroy the Puff-Puff Machine that makes the clouds so dark). With both good and evil lakitus, and more quirky and colorful characters like the living tree Wise Wisterwood, Petunia the flower, and even a kind-hearted lily pad (who's also ironically named Lily), every character you come across certain adds to the chapter's charming appeal. Add in the fact that the main boss of the chapter Huff N. Puff (who somewhat reminds me of one Yoshi's Story's bosses; Cloud N. Candy) is literally an evil cloud who tried to ruin the whole field and you have yourself the most evil guardian of all the Star Spirit guarding baddies. Having to take various objects to the creatures of the fields in order to reach Huff N. Puff with a giant beanstalk seems like a pretty big task but once you complete it, it's worth it in the end to deliver the final blow to the cloud master and save all of the fields from total darkness in the sky (or clouds I should say).

With great characters, fun pacing, and a cleverly great layout, DDiFF is another appealing breath of fresh air after progressing more than halfway through the game at pretty much every turn.

Concluding in Part 2...

Monday, December 19, 2016

Paper Mario Series - Top Fifteen Partners (Part 2)


Paper Mario

How many allies have you ever had by your side to fight evil that are also mailmen? His side quests of delivering mail envelopes to other characters across the Mushroom Kingdom may be a small bonus to the game's replay value that could occasionally bore some to death on the other hand of that, but in both battle and the main gameplay, Parakarry is anything but useless or weak. His attacks allow for him to attack basically any airborne enemies that strike Mario even from the ceiling (like Swoopers) and his more powerful ones just nail even the strongest of foes (what with some power in his shell). Despite how helpful he is when you need to get across large gaps, he doesn't have much of a personality, but since that's not a major factor for the inclusion (and ranking) of the partners here, his battle and main gameplay takes make up for it.

Paper Mario

I have a thing for cold-blooded creatures when it comes to both reality and fictional things in media, and Paper Mario's Cheep Cheep partner Sushie is no exception. With her as a partner, you can swim across waters, though you don't receive her as one until what I consider to be the best chapter of the game; (Chapter 5) Hot, Hot Times on Lavalava Island. For her personality, she's often described as "bossy" by the other Yoshi kids in Yoshi Village though she isn't given much of a backstory, but she is a mother as proven in one of her letters at the Post Office in Toad Town. For battle tactics, she comes in handy when it comes to fiery foes (minus her main Belly Flop ability but so and so), but she's fun mostly when you're fighting Chapter 5's main boss. Who knew a little motherly fish would come in so handy for both adventures and fighting enemies?

Paper Mario

Yes, I've now ranked him a lot higher on (both) this countdown (and mine of the original game), all you fanboys/fangirls of him can finally breath of a relieved sigh now. Koopas to me are more awesome than Goombas normally, but taking every part of a character's true self into account is kinda what matters most about ranking them. With Goombario's personality, he has a family of a five and is like the cool kid in the neighbor (in this case; Goomba Village despite not being an actual neighborhood) who's not afraid of adventure or taking risks when fighting fearsome foes along the way. What puts him above the others also is his usefulness in battle when he not only can Tattle enemies to tell you of their stats of HP, Attack, and Defense, but also Charge up his main Headbonk attack (when he gets to a Super Rank), or even Multibonk enemies down (when he reaches the Ultra Rank but so and so). Sure, he can't attack spiked enemies, but you gotta give him credit for the other things he's capable of doing to other enemies.

Paper Mario: The Thousand-Year Door

Aside from development, can you all guess why she's higher than Goombario by just a split second? The answer; her Tattle Log in the "Journal" section in the game's Pause Menu. Her backstory comes from where she was a former student at Professor Frankly's and studied so much that she's probably the most big-brained and most intelligent of all of Mario's partners (and not just in Thousand-Year Door, but in both games). The only difference between her and Goombario is that her Rally Wink is a replacement for the charge ability which allows Mario to take two turns in one before it's the enemy's turn to attack. It's useful for a partner to charge up his/her attack, but giving the more powerful leader an extra turn certainly helps a lot more. So yeah, Goombella's got all those good things you'd expect or want from a Paper Mario partner/ally. Regardless of which one's better on this Worst to Best, I love them both.

Paper Mario

Uh-huh. Watt is still my favorite partner of the first game. (Though I was confused with the gender at first, at this point I'm going to assume Watt's female since "she" has been used for her name more than "he") She's a little sparky whom Mario first meets once Mario defeats the Big Lantern Ghost, and she accompanies him, you know she's going to be so much fun...not to mention useful in battle. In battle mode, her main attack; Electro Dash can spark enemies while at the same time ignoring the defense of the enemy. Watt's other abilities like her Power Shock or Mega Shock can paralyze foes as to freezing them for a period of time (for a specific amount of turns) and her Turbo Charge can surprisingly boost Mario's attack stats by one for a few turns.

She may not have a backstory, but she does have a wonderful personality as to being of great help to Mario, which she can literally can help you spot invisible blocks when using her as a light in dark places and the usefulness both in and outside of battle is what gives a spot in my Top Three of both games. So she's a very useful and cute partner, but I can't say much about her personality, nor her backstory (since she really doesn't have one).

Paper Mario: The Thousand-Year Door

Like Lakilester, you may have to take her out in Chapter 2, but when you're halfway through Chapter 4 while trying to recover Mario's name and body back from Doopliss, you'll come across Vivian and earn his as a partner. This is primarily due to the fact that Mario shows some kindness for her unlike her obnoxious sister elder Beldam. She's also one you'd have sympathy for like Bobbery or Koops since as I said, she's been treated like dirt by her family yet, her friends after Chapter 4 and Mario showed her true kindness while she was feeling down in Twilight Town (not to mention Mario stood up for her). As for her ability for Mario to use during his journey throughout Rogueport and everywhere else around it, it is similar to Bow's to where Mario's... invisible in a shadow to enemies that Vivian pulls him into, and on the flipside can be used to hide and avoid deadly attacks in battles (like the most powerful that can cause you one too many overkills and Game Overs).

Speaking of battle, with her Shade Fist, you literally can set most enemies on fire to burn them each turn, or with the cost of some FP, the Fiery Jinx to hit every enemy in one battle at once. We also have not only her Veil which, as I said, Mario can use to avoid enemy attacks, but her Infatuate allows you to confuse enemies (depending on if it works) as to making them helpless and attack each other (possibly). And she's the only Shadow Siren you'd come to love, whereas her two older sisters are those that you just love to hate.

Paper Mario: The Thousand-Year Door

Either through the process of elimination, or if you just know me very, very well, you had have guessed by now that the Yoshi Kid would ultimately come out as my Number 1. Ever since even the trailer clips before the game's release date, I've loved this adorable little guy. In fact he's the one main reason above any other as to why I keep replaying this to game to point where it's one of my most replayable. Why? You can name him ANYTHING you want after he hatches - but only at the limit of 8 digits in a word. In which this factor is also the reason as to why I got a second Gamecube Memory Card to play this game on since there was only a limit to four per card. As for his personality, the kid is one tough little dude that he practically GROWS on Mario as to calling him mostly by his famous Glitz Pit name "The Great Gonzales". Not to mention he's also the thing that makes Chapter 3 (Of Glitz and Glory) my favorite chapter of The Thousand-Year Door.

As if naming him whatever you fancy isn't awesome enough, he also comes SEVEN different colors depending on how long you keep him as an egg when he joins you during Mario's quest throughout the chapter albeit any battles in the Glitz Pit. But he doesn't hatch until after you fail and forcefully run away from the Iron Clefts in battle in the pit. And as for using him on a regular gameplay basis, in battle, his main attack Ground Pound is like Bow's attack, but with more style and that you make it more powerful with items, badges, or the Power Lift, his Gulp can swallow and spit enemies back out at each other (providing that the enemy is at a small enough size), his Mini-Egg ability can can shrink enemies (mostly) when he throws his eggs at them, and his Stampede is the same as his main attack, but that you can attack all enemies at once (both in the air and on the ground).

Adding the name-giving factor, the useful and powerful abilities he has during battles, the speed he gives Mario during the main game, his colorful layout and design (as with basically any other Yoshi in the main franchise of Mario), and his personality of being one cool dude, the Yoshi Kid, by my standards, is no doubt THE best partner of the Paper Mario games. (And I don't think anything or anyone (as in any other future partner in any other sequel) will EVER change that)


Do you agree with my list? Who's your favorite Paper Mario partner?

For more cooperative posts posted every week, be sure to tune in to The Super Mario Brony Blog.

Thanks for reading!

Saturday, December 17, 2016

Paper Mario Series - Top Fifteen Partners (Part 1)


When it comes to characters so to speak, these partners of everyone's favorite plumber are the ones I come to adore with great passion. All off Mario's partners are admittedly good in a way but for my sake in this case, I feel some are just better than others. For this post, I'll be looking at all fifteen of Mario's partners in both the first and second games of this spinoff, and am ranking them based on a mixture of their personalities, usefulness in battle, and my own personal opinion. I will be looking at some of their backstories, but that won't be an important factor for how I rank them here.

NOTE: I've deleted my quickie list of every partner from the first game because I felt that no explanation on them (and just showing how I rank them with no real detail) was kind of a pointless idea before discussing them clearly when combining both lists together, so I'll just be taking each partner from both games instead and put them all on one list and explain more clearly on what I think about each and every single one of them.

Paper Mario: The Thousand-Year Door

I have to say that Thousand-Year Door's badge thief has to be the most useless of all the partners you use in battle mode, but the silver linings Ms. Mowz does have during battles is that her Smooch can heal Mario by 10HP, but at the same time requires the same EXACT amount of FP (10) to use it (sadly), as well as her Kiss Thief ability, but at the cost of some of your audience as well. She does have a wonderful personality because she's...well, a thief, but every other partner you'll be seeing on this countdown has arguably been done better and were all more interesting. She's also the only partner in both Paper Mario games that's only optional (when you take on her trouble in the game that is), but her sniff ability outside of battle in the main gameplay though, would be of use to those rookies who are only so new with the game and its fetch quests. So Ms. Mowz may not be the most interesting partner as I said, but would come in handy for rookies who need to collect every necessary thing like Star Pieces, invisible ? blocks, and even badges.

Paper Mario

Whether you like her or not, I find Bow a little overrated for a Paper Mario partner. Now don't get me wrong, every Paper Mario partner from the first two games do have their fair share of pros, but Bow is more of a partner who isn't quite as interesting as most other partners you get - both in the first and second games at points. So do I necessarily "like" her? Personality wise; yes. Battle system wise; not much. Her Smack and Fan Smack abilities are honestly useless against enemies with even 1 point of defense from strong enemy attacks. The same may go for the Yoshi Kid in the second game, but he's different. And before you go all furious and try and reason with me constantly, I am entirely aware that this was only the first game (go figure), and that partners having HP or badges to raise your partner's attack and defenses weren't introduced at first, but you can do it to her in the sequel and I'm afraid she'd still be the same in character and battle system quality...

Her personality and development of a character showing that she's the boss of all the other boos at Boo's Mansion in Forever Forest (in my least favorite chapter of the game) is something intriguing within her character, but that even still doesn't make up for her weak (but sometimes understandable) battle system strategies. But her Outta Sight move is admittedly useful both in the main gameplay and sometimes battle, her Spook ability to scare enemies away in battle though; more or less the case from one battle to another... Plus her backstory telling how she and other Boos used to scare Chapter 3's main boss Tubba Blubba (who was once a coward) is intriguing.

Paper Mario: The Thousand-Year Door

Madame Flurrie is a partner with a passion for theater and stage acting which gives her an intriguing upside in her personality, but for the most part, she's rather a weird and even suggestive at points for a Mario partner. The prof; her massive cloud boobs (which you can clearly see below her head and on her chest). And this is supposed to be something Nintendo should show kids...? I mean to this day, as a young adult, more than I did in my childhood around age 10 and 11, I still ask; Why? Is Nintendo trying to be all adult-friendly in this case? Anyway, as a partner, she really doesn't help by far the worst chapter in Paper Mario history since other partners are more interesting than her and make her battle tactics look weak.

In battle mode, Flurrie's main move; Body Slam does help when it comes to enemies on the ceiling (like Swoopers in Creepy Steeple) and in the air, but her Gale Force is just as hit-or-miss in battles with regular enemies as Bow's Spook. Yes, her Lip Lock and sometimes her Dodgy Fog were pretty useful and all of her other attacks at least require less than 5 FP, but outside of battle, I just use most other members than her. So she may not be amazing, but she is one ally with her fair share of downs despite also having her fair share of ups...

Paper Mario

Lakilester from my standards has to be the most hardcore partner (acting also as the very last one you get) in the first game. He first starts off as a servant of Chapter 6's main boss Huff N. Puff and you must defeat before receiving him as an ally which is an interesting way to earn a character's loyalty considering you have to prove yourself the stronger one sometimes in order to attract a crowd (although you still shouldn't judge a book by its cover). My main problem with him though; he's not really one of the most useful characters in battle. His spiny shell attacks make him practically useless against enemies at high defense stats, but his Cloud Nine ability does come in handy in some cases. (Yeah, just SOME...not all though) So he is a pretty cool dude to be around no matter how silly or weird his name is (which he prefers his personal nickname Spike but anyway), but his weak battles stats are what sadly put him this low.

Paper Mario

The species of Koopas within the whole franchise of Mario in a general sense, may be some of my favorite characters of all time, but despite being only Troopas and not flying ones like Parakarry (more on him later), that doesn't automatically make them any higher. With Kooper though, I feel his battle tactics like all of his abilities using his shell are pretty powerful...sure, it does make sense that they can't reach airborne enemies since Troopas are only on the ground and not the sky, but even despite awesome personalities a character has, both Koopa partners of the first two games, are just lower entries since most other partners are useful when they can reach airborne enemies.

The thing Kooper and Koops CAN both do that other partners can't, is attack spiky enemies like Pokeys (and in Koops' case in the second game; Bristles). Speaking of which...

Paper Mario: The Thousand-Year Door

Yes, I rank Koops higher than Kooper. I really don't have to say anything about his battle moves other than they're the exact same thing as Kooper's what with the Shell Toss and all, but personality wise, I just love him. He's also one to have sympathy for due to his lost father at the beginning of Chapter 1 and he's more useful than Kooper since you can hold his shell in place as long as you please while moving Mario at the same time so it seems similar characters others seem to improve more and more with each passing game...at least in SOME franchises. Both Koopas are good partners, but Koops is better for obvious reasons.

Paper Mario

Bom-ombs for partners seemed like a bizarre idea at first come to think of it, but when I got Bombette in the first Paper Mario, I was clearly convinced that, in the end, it wasn't. Her battle tactics are intense and powerful enough to take most enemies out; like all her attacks where she explodes on other enemies, and as for her personality? Well, it's a good one to be precise. She may have no backstory, but what really makes her interesting is the fact that she's a female bomb that kind of grows on Mario like Vivian does (more on her later). So being the third partner you receive in the game, Bombette is character you'd come to know and love. Backstory for ALL of these allies would make them a lot more interesting in the standards of a personality, but that's not the biggest factor as to how I rank all of them as I said.

Paper Mario: The Thousand-Year Door

What's not to love about Admiral Bobbery? He's essentially a sailor and he's a bom-omb who can explode like Bombette. What puts him above Bombette though is his explained personality. This old sea dog is arguably the most sympathetic character of all of Mario's allies; he had a love named Scarlette who passed away from an unknown form of illness while he was out to sea, and that he had that understandable and utter reason to not go back out (before he's convinced to go back out once again by Mario of course). Bobbery's backstory is so heartbreaking that I practically tear up everytime Podley at the Rogueport bar speaks of it to Mario before giving him a letter written by Scarlette for Bobbery.

Anyways, battle system wise, he's on the same level as Bombette as their basically the same thing at most points, but Bobbery's attack of exploding on enemies doesn't cost any FP unlike Bombette who just uses her Body Slam as her main attack. Both Bom-ombs' abilities for fighting off enemies are equal, but Bobbery is slightly better since he's more interesting in both his personality and backstory. Regardless, Bombette is a good partner though.

Concluding in Part 2...

Sunday, December 11, 2016

Paper Mario: The Thousand-Year Door - Worst to Best ~ Chapters


The Paper Mario series is arguably the best spinoff of the franchise of Mario. Considering I've now done my lists of Chapters, Partners, and Music Tracks of the first Paper Mario, I feel that now it's time that I do the same with the game's sequel The Thousand-Year Door considering it's one of the best not only on the Gamecube, but also in all of gaming in general. Now like the first list, I'm ranking these chapters based on their concepts, pacing of the plot, and fun factor. I'll also be looking at the music the places that take place in the chapter, but that won't be too much of a factor for their inclusion here.

I've read The Carrcom Blog's version of this Worst to Best beforehand several months ago and whist I have to disagree with it, I will respect everyone else's opinion of it (besides his)... but now, it's time for my own retrospect on the game's chapters. And a major spoiler alert is right ahead, so if you haven't played this second installment of the Paper Mario franchise, stopping reading, and go play it entirely through (at least once) right now!

Chapter 2

Safe for me to say that this is the one and only chapter in the game I don't really like - and not without reason. Whilst I can say the chapter's lands do have superb designs and visuals, what it doesn't make up for is how iffy some of the chapter's pacing turns out to be which, as a result, makes the The Great Boggly Tree kinda dull and really boring. Those Punies are annoying to guide throughout the tree, which you can often lose track of since they're literally as stupid of an AI at times as some of your partners (whom of which I love to mess with by leaving them around and behind just cause its fun), only it's nothing humorous. The two silver linings to this is the fight with the Shadow Sirens as well as the Super Boots you eventually get within the tree. Magnus von Grapple is a decent boss, but looks lame compared to 2.0 and the music isn't really all that good or memorable, but when you do reach this chapter after the first, be prepared to bored to death and complete this as fast as you can, unless you wanna sit through a sluggish quest of guiding punies throughout the great tree all the while putting up with fighting a bunch of weak Piders (that literally scare off the punies at points) and irritating X-Nauts.

 Chapter 1

Uh-huh. I think the first chapter is better than the second. We might be off to nice if not amazing start, but it makes sense considering the game only gets better and better as you eventually progress onward. After seeing Hooktail fly by to Hooktail Castle while entering Petal Meadows, Mario and Goombella come across Petalburg (as to getting helpful information from the village's mayor to find out the secrets to finding and defeating Hooktail at the castle) and eventually reach Shwonk Fortress to find the key stones to access the enterance to Hooktail Castle while Koops also joins the party along the way. During your trek in the castle, you'll be defeating Koopa Troopas and Dull Bones (including one Red Bones boss), all while solving various puzzles with Koops, and getting the ability to allow Mario to go as a thin piece of paper from a black chest (which is also found in Rogueport Sewers, Twilight Town, and in Pirate's Grotto). When you find the Sound Effect badge in the castle before fighting the boss that'll help you weaken the dragon's defense to 0 and lower his/her (I still can't tell which gender Hooktail is) attack, but does make things a little too simple to play through.

So this may be an easy chapter to start off with but since it's only the very first as I said, it makes complete sense since the game gets better and better as it goes on (mostly), say for the second chapter and overall, it's a great start to a great (or should I say incredible) game.

Chapter 7

Now this a chapter where it goes from going on a tedious fetch quest for the first part, and the next having you launched to the moon onto X-Naut Fortress in the second part to find the final Crystal Star. I will admit that this chapter is pretty awesome for its stellar journey on the Moon after Mario finds General White to help get launched from the cannon from Fahr Outpost to the Moon with the helpful rights of Goldbob from Poshley Heights. The problem with the first half though comes from when you have to track down General White from nearly all the previous places you've been before Fahr Outpost which does get on the sluggishly boring side consider it takes more than long enough to travel across and around Rogueport in order to find before getting launched to the moon.

When Mario gets blasted off into Space however, then that's where the fun really begins. Once you reach the X-Naut Fortress, you'll encounter X-Nauts and Yuxs to fight, another quiz against another Thwomp (much like the one at Shhwonk Fortress before getting the key stones to Hooktail Castle), and even card keys to access the chapter's boss Magnus Von Grapple 2.0 (a much better and much cooler improvement from the original Magnus in Chapter 2). So while the first half (or at least most of the beginning) does effect the chapter's greatness as to lowering it on this worst to best, I still love it thanks to your journey on the Moon to reach X-Naut Fortress to obtain the last Crystal Star.

 Chapter 4

I don't like haunted levels just cause of a spooky atmosphere, but I think this is better than the first few others since the narrative doesn't come to a halt, nor does it involve having to guide a bunch of tiny creatures throughout a big place like a giant tree. Eventually, when you reach Creepy Steeple, you fight the Atomic Boo (who's only an optional boss that could earn you a Lucky Start badge) and Doopliss the body-thieving doppleganger/duplighost. The plot twist is also surprising since you need to get your name and body back from the body thief (a character whom I personally love to hate) after saving Twilight Town from being turned into pigs from the ringing bells from Doopliss' steeple, and that you must use Vivian's help to find a missing letter in the steeple as to help guessing Doopliss' real name before defeating him a second time, but my only problem with it (more than Doopliss being a little too easy of a boss) is the two times you're forced to fail against him when you're unable to guess his name correctly without the letter "p" in the keyboard to guessing his name on the screen.

With colorfully interesting characters, a greatly paced narrative, and plenty of good enemies to take out (despite your two forced failures with Doopliss after completing the first half of the chapter), this is one chapter to remember for a period of time.

Chapter 5

Trying to play out similarly to the first game's 5th chapter, The Key to Pirates was fun having to travel throughout a huge island in order to find the great ghostly pirate king Cortez to recover the 5th Crystal Star and was a wonderful build up to the chapter boss himself as well as the final chapter was for the very final boss of course. We also get the sympathetic salty seadog Bom-omb Admiral Bobbery for a partner, a new boat form to acquire, and even Lord Crump and his minions for a bonus boss after defeating the chapter's main boss Cortez. With a plot that involves Mario searching for the pirate king in Pirate's Grotto after getting past Fuzzies, Pale Piranhas, and a few Embers, I really can't dislike this only because you have to go back and forth around Keelhaul Key to help Bobbery before accessing Pirate's Grotto. And nonetheless, the chapter's good fun with a well constructed narrative and better handling than most of the previous chapters before it.

Chapter 6

Possibly the game's equivalent to Agatha Christie's 1934 novel Murder on the Orient Express (except with no mystery on a murder/killing), this 6th chapter ranks a higher spot on this countdown for its variety of mysteries you must solve on the Excess Express over the course of three days before you reach the fancy town where the Garnet Star is located known as Poshley Heights. It starts off like your regular typical trip on a train, but soon an series of unfortunate events occur throughout the train, during the first day, and then the next having to do with you arriving briefly at the Riverside Station to locate a switch to activate a bridge that has been put up. Adding to the chapter's fun factor is the train's detective Pennington who soon helps Mario to locate the real Crystal Star in his Sanctum at Poshley Heights after secretly putting up a red herring fake on display for those imposters (who try to thief it for evil purposes like the Shadow Sirens and Bowser).

There isn't too much depth of space in the chapter to explore other than the train, the station, the town, and Poshley Sanctum, but what really matters is we get a chapter with good pacing and plenty of good fun to be had. The narrative for this chapter is definitely gripping and intriguing to follow along with during the pacing that goes throughout the chapter as you wait to reach your destination at Poshley Heights, and does have that awesome Smorg boss on the beginning of the third day. The only downside (though it isn't exactly a big one) is that their weren't a lot of enemies to fight other than at Riverside Station and in the deeper reaches of Poshley Sanctum, but even in spite of that, the chapter is still very good that its practically replayable whenever you replay the entire game all over again.

Chapter 8
 → Final Chapter ←

The chapter of the game with the most epic, most intense, most insanely awesome, and most epically fun boss battles of the game goes to the very last one. Alongside a variety of fun puzzles to solve and items to collect to either help you in battle or progress through the palace, you'll also be going from room to room flipping switches before reaching the final boss, defeating enemies (besides the bosses; Dark Bones, Gloomtail, the Shadow Sirens & Doopliss, Grodus, and Bowser & Kammy Koopa) to access keys to newer chambers throughout the palace, and even collecting useful items along the second part (like Life Shrooms and Shooting Stars). It's a perfect conclusion to the game's story and there's lots of fun to be had since it's paced out perfectly and balances all of the aspects that make a chapter so good and there's nothing bad to be said here as its impossible to call it bad.

Chapter 3

Yes, I think this is the best chapter of the game like most others who played this game would. I view this to be slightly better than the final chapter, and I'm not saying or considering that just for the fact that the intensely epic, and great final boss alone would've ultimately made it my favorite of this Paper Mario sequel. No, this is the chapter that comes out as the best since that feeling of battling against enemies feels like some sport since you do fight all of your enemies in the Glitz Pit after all. We not only get great music and enemies to battle against (including Bowser after defeating Rank 5 on the Glitz Pit Fighters bar), we also get a gripping plot in the chapter despite some cutscenes popping in after the first few battles in the Minor-League room with lamely pointless text from King K. (the Yellow Koopa at Rank 19), but the random messages you get from your "X" buddy (who turns out to be none other than Jolene at the end) are more than enough to give you a fun quest of solving mysteries throughout the Glitz Pit.

There may not be a huge environment within Glitzville, but those small places you run in the Glitz Pit more than make up for that. The other problem though is the forced loss battle against the Iron Clefts (before you reach the Major-League Champion room), but that's also made up for by the Yoshi Kid you get (who eventually hatches after appearing at the Hot Dog stand after you defeat Rank 15) who can gulp enemies down and is really the only key to defeating the "Invincible" Armored Harriers. In fact the Yoshi Kid (whom you can get in 7 different colors depending primarily on the amount of time you have with him before he hatches) is pretty much the main reason why I keep replaying this game countless times; for the sake of giving him various names that is no matter which color you choose to have for him. Overall this is the best chapter of the game, with my favorite partner of the game making an introduction and an awesome boss at the end (whom of which is the Pit's main promoter Macho Grubba after learning of his true secrets and real identity), and will always remain the most fun and most gripping within the whole game's solid storyline.


Do you agree with my list? What's your favorite chapter of Thousand-Year Door?

For more intriguing posts posted every week, be sure to tune in to The Super Mario Brony Blog.

Thanks for reading!