Monday, 15 April 2024

SPM Post Chapter 5 Part 3: Plunging Into Danger

We're down here this time, with two point-infusion snacks, four Pit-only heals, and a Life Shroom just in case.

It's time for us to attempt the Pit of 100 Trials! Since this game's mechanics don't really punish being underlevelled the way RPGs do, doing this underlevelled isn't as horrible an idea as it sounds. The power of healing items and extra HP/Atk is more of a safety net.

Of the new Pixls, Dottie is a really good one to have. Being invisible to enemies is a great asset. Cudge being high power in close quarters also encourages the casual strat of reaching Chapter 5 before attempting the place, but afterwards, you've got nothing to wait further for. Well, OK, there is one more thing we can still get, but spoilers, it's not very useful in the Pit.

How does one do "Pit of 100 Trials" with a 2D platformer? All combat floors take this rectangular shape, a 4x4 grid of rectangles that can fit two of these doors side by side. Each floor has its own pre-determined layout of filled blocks that follow the outsides of these rectangles (as we can see from the example, they can do so partially), and is populated with a fixed quantity of enemies. One enemy will be randomly given the key to the locked door to the next floor, and your job is to kill that enemy, claim the key, and get to the door. Killing any other enemy is only for points, clearing space, and wasting the five minutes you have to complete this task (this timer resets to five minutes for every floor, never more, never less). The doors are also randomly positioned in one of the 32 positions- although, of course, the door can only actually appear on one of the positions where there is ground underneath it.

All floors of the Pit play this rather droning sort of theme. On loop, until we clear floor 99. It is not a fun part of the Pit.

As demonstrated, this can randomly be done in ten seconds, or it might take you longer. It will usually take you longer if the room is filled with enemies and simply navigating around is a hassle, but in some of the emptier floors, you might find everything you need right on top of each other.

One down, 99 to go.

Sunday, 14 April 2024

SPM Post Chapter 5 Part 2: Full to Bursting

Now that I'm back in town, I stop to sell my Meteor Meal and store all these new ingredients I've picked up.

...I knew the inventory was capped, but damn. I've actually hit it. All those ingredients that I've been gathering and not cooking have finally piled up too high for Howzit, and it's time for me to put up or shut up.

This update is going to be a lot of putting up.

Saturday, 13 April 2024

SPM Post Chapter 5 Part 1: Demoted to Errand Girl

...Is that supposed to be an actual song? Where's the rhythm? The general sense of actual musical talent?

Even O'Chunks is losing steam singing it.

Mimi storms into the room, wearing what I think is an air hostess outfit and being highly irritated with his newfound hobby. It's getting in the way of her me time.

Nastasia taking a creative approach to minion discipline. The fact the motivational tune is so terrible suggests that O'Chunks personally wrote it, and the fact "motivational" is about Bleck speaks volumes. Although perhaps Nastasia gave him some creative prompts.

As a reminder, O'Chunks' second defeat in Chapter 5 happened after Dimentio manipulated him into giving up his autonomy, and he isn't even aware that it happened.

Mimi admires Nastasia's creativity. Enough to set aside the matter that she's being irritated by being forced to listen to it.

Besides, she has a more important question: She's bored. It's been how long since Chapter 2 and she hasn't done anything but play dress-up. At least O'Chunks and Dimentio have been occupying their time between deployments (Dimentio by showing up in chapters that aren't tecnically his, and O'Chunks by having the more involved punishment rituals).

Mr. L barges in and asks for a turn, too. Despite, you know, having had Chapter 4, Mr. L is already ready for his second round. I guess that's how you tell he's the newbie who missed orientation.

Unfortunately for them both, it sounds like mayhem is no longer on the agenda.

Tuesday, 9 April 2024

Super Paper Mario Chapter 5: A Crag in the Dark

Chapter 5 is, somehow, a bit of a more "traditional" chapter in a sea of creative ideas. That still has its own interesting concepts of its own. And then kinda squanders most of them.

Let's start with the setting, since that's the big one. Chapters 3 and 4 were massive differences from the norm: 8-bit land and space, respectively. Chapters 6 and 7, likewise, have some very unique choices in land, especially for the time. Even Chapter 2 is pretty original, with the mansion setpiece usually being "haunted house" and not "trick house". Chapter 5 uses a relatively routine mountain biome as its home, with the original elements being the cavemen vs flower people conflict and the incongruent technology both sides possess. Chapter 5 comes the closest to feeling like "same old Mario", which is arguably why the parts that are still SPM's weak platforming design stand out so much more.

The plot of the story is simple: The Floro Sapiens are kidnapping Cragnons, go stop them. One thing about RPGs that allows them to write more involved stories is the fact that you are not only able to return to villages after the first time you visit them, but you are often expected to. Super Paper Mario's more linear approach doesn't facilitate that- and it even shows that off with the existence of Jasperoid to give you gameplay hints for a simple block puzzle that doesn't have anything to do with anything. There is no reason to go back to the Cragnon Village after receiving your mission, so the whole "polluting the water" element of the plot doesn't go anywhere because you can't even look at it. Even if you wanted to put some polluted streams on the path, it's hard to justify seeing Cragnons outside the village during this kidnapping crisis.

Inside the caves, we are introduced, almost out of nowhere, to Flint Cragley. Much like the pollution, returning to the Cragnon village after reloading the map does give you a foreshadowing dialogue, but even knowing the man exists doesn't quite prepare you for... him. Cragley follows in the footsteps of Kolorado and Flavio, almost blatantly so, and in doing so carves his niche as being... the most competent of the trio? OK, Flavio is far more successful in his chosen career and deservedly so, but Flint clearly has some grasp of how to use the footage he gets to parlay fame among the Cragnons, even if he cluelessly bumbles his way into acquiring it (and may or may not exaggerate elements of what he finds). I think he's not a clear downgrade from Flavio, but I do prefer Flavio's cohesion as a character in a story in comparison.

The Floro Sapiens, and their King Croacus IV, are the dictionary definition of missed potential. Or, arguably, ignored potential. Ignoring them brainwashing and enslaving the Cragnons, they're kinda "in the right" here, and the fact they possess the Pure Heart suggests that the inverse story- where we spawn in the Floro Caverns and fight our way to the Cragnons- may have been an equally valid way to tell the story. A daring story may still have kept the unsavoury elements of Croacus's character, having us challenge him about how far his revenge on the Cragnons should extend. I find the idea of us having entered a conflict, chosen a side and selected wrongly interesting- and fitting SPM's overall tone of challenging the nature of the RPG Hero- but like many of its narratives, it's all concept and no execution. Admittedly, the big problem here was brainwashing the Cragnons and making the Floro Sapiens bad guys.

Ah, the brainwashing. The Floro Sprouts, likewise, seem more useful to Dimentio than they do the Floro Sapiens. Croacus has brainwashed the Cragnons into mining beautiful gemstones- overall, this does less for his goals directly and mostly just gets Cragnons out of dumping trash in the river by having them not actually being there. Dimentio, meanwhile, is experimenting with what O'Chunks can and can't do while brainwashed, and rather explicitly has more in his back pocket. We are very definitely setting up a plot point in which Dimentio pulls one out whenever it is least convenient for us, and all we really thought about it here was putting a dead one on to fool a scanner. I don't think we're meant to walk away thinking that the dead one had any psychological impact, but it was still a highly risky idea.

Mechanically, Chapter 5 is a bit of a lull. The combination of the lack of exciting setpieces and narrative means we read this as a purely gameplay chapter. Playing Super Paper Mario as pure platforming exposes a lot of the game's weaknesses, not helped by the backtracking in 5-1, if you need to check the passwords with Jasperoid, all the puzzles to find the tablets in 5-2, and then digging through to find Hornfels and Monzo in 5-3, and going through all the puzzles of 5-4. Huh, that's a lot of puzzles this time around. Considering narratively, we're not asking enough of our circumstances, I find the fact that the gameplay is asking us to explore these samey environments and learn our way around to be both ironic and ill-fitting. I feel like the gameplay should be straight-forward, with a nagging sense of there being something we're missing- lots of 3D secret opportunities that aren't capitalised on, for example. I guess that explains why our brain has been turned off when the cutscenes start.

Monday, 8 April 2024

SPM Chapter 5 Part 3: Sap-Soaked Leaves

Croacus's time to... you know, appear is coming.

But of course, we're in the company of our dashing hero, so we have vital cubist ramblings to listen to first.

We start our brave journey through Floro Caverns some more with...

...Er... nothing. Cragley's gone and jumped the gun.

This would be the perfect moment to cut to Cragley being kidnapped by a Floro Sapien.

Well, maybe normally, but not this time.

We get two mountain levels and two mountain cave levels. This may be the most same-y chapter, even more than Lineland and Merlee's Mansion.

At least we started on a good note.

Sunday, 7 April 2024

SPM Chapter 5 Part 2: Say It Loud

Don't worry, everyone, we have still cleared 5-1. We just have to walk all the way back through it to get to where we were.

And apparently fill our inventory again.

The poor Stone Buzzy, watching as we bully him some more.

Whee! That kinda makes up for it.

Again?

Did I just phase through that guy by switching? That can sometimes happen, but I didn't think it took that long.

This is how I think you're "intended" to fight Muths.

Or you can do this, if you're feeling muscular.

Lets you just pile up the mammoths.

Whoo. Actually, I think I needed another one of those for the recipe. Never mind.

Three screens. We're already done. This was probably the best time to eject from a chapter halfway through.

No eyecatches on the second go around, incidentally.

...Hm...

Tut. Didn't work.

Apparently I didn't clean out my inventory enough.

Seriously, who needs that much stuff?

I'm using up the stuff I'm gathering in the first place!

Our destination was five screens from the very beginning of the chapter, two of which involved a minimal amount of walking. This tall pillar of one block stacked jumps, not very fun to do repeatedly, is where we use those tablets we've been finding.