Paper Mario Partners Only Challenge: Rules and Guidelines

For players seeking a unique and challenging way to experience Paper Mario, the “Partners Only” run offers a fresh perspective on this classic game. This guide outlines the rules for a playthrough where Mario’s direct attacks are heavily restricted, emphasizing strategic partner usage and item management.

Core Gameplay Restrictions

Limited Direct Mario Attacks: Mario is fundamentally restricted from attacking directly. Jumping and Hammer attacks are forbidden throughout the challenge, except in specific, story-mandated battles. These exceptions are limited to encounters like the initial Bowser fight and the Jr. Troopa battles, where the game’s design necessitates Mario’s direct involvement.

Strategic Retreats: In scenarios where victory is unattainable without items due to the inability to damage certain enemies with partners alone, Mario is permitted to run away. However, this is a last resort. Players must ensure they have exhausted all offensive options by defeating every enemy vulnerable to partner attacks before choosing to flee.

No First Strikes: Initiating battles with a First Strike by Mario is prohibited. Accidental First Strikes that do not result in immediate victory require the player to run from the battle and restart the encounter. If a First Strike inadvertently wins the battle, a reset is mandatory to maintain the integrity of the challenge.

Partner Switching and Actions: To maintain strategic flexibility, players are allowed to switch partners during battle. The newly selected partner can then perform an action in the same turn, allowing for dynamic tactical adjustments.

“Do Nothing” Turns: Several rules detailed below will require turns where actions are deliberately skipped. It’s crucial to note that these “do nothing” turns are specific to the battle in which they are incurred. Any unused “do nothing” turns do not carry over to subsequent battles if the current battle is won before they are completed.

Item Usage System

Outside of Battle Item Restriction: Mario’s item usage is strictly limited to battles. Items cannot be used outside of combat situations, with a specific exception detailed later under “Slow Go,” which likely refers to a separate set of rules or modifiers not included in this base rule set.

In-Battle Item Usage and Partner Restraint: Item usage during battles is tied to partner actions and item power levels. When Mario uses an item, partners must actively refrain from using their abilities on that turn, effectively choosing the “do nothing” command. This restraint is scaled based on the item’s power:

  • Green Power Level Items: Require partners to “do nothing” for two consecutive turns.
  • Red Power Level Items: Demand partners to “do nothing” for three consecutive turns.

If a partner becomes paralyzed after an item is used and subsequently performs “do nothing” turns due to paralysis, this is acceptable and counts towards fulfilling the item usage restriction. However, players cannot use another item while the “do nothing” effect from a previous item is still in effect.

Item Usage Limits Per Battle: Players are restricted to using a maximum of one item per power level in a single battle. This allows for the strategic use of up to three items in one battle, provided they each belong to a different power level (blue, green, and red).

Tayce T. Created Item Exception: A significant exception to the power level item limit exists for items created by Tayce T., the in-game chef. If an item has been created by Tayce T. at any point, players can use multiple items of the same power level in a battle, as long as they are all from the Tayce T. crafted pool. This even applies to items that can be bought but have also been crafted (like Fire Flowers). This rule encourages engagement with the cooking mechanic and adds a layer of strategic item preparation.

Double Dip and Triple Dip Badges: If using the Double Dip or Triple Dip badges, players must tally the required waiting turns for item usage as usual but are allowed to subtract one waiting turn for Double Dip and two for Triple Dip to compensate for the badge effects.

Item Power Level Categorization: Items are categorized into power levels based on their effects, which dictates the partner “do nothing” turn requirement:

  • Blue Power Level:

    • Items healing less than 10 HP and FP combined.
    • Items curing poison or shrinking status.
    • Items naturally inflicting 3 or less damage to all enemies.
    • Items naturally inflicting 5 or less damage to a single enemy.
    • Items inflicting status effects on enemies (with one exception noted below).
    • Mystery and Fright Jars.
  • Green Power Level:

    • Items healing between 10-24 HP and FP combined.
    • Items granting or inflicting status effects on Mario.
    • Life Shrooms. If the automatic use of a Life Shroom violates any item rules, the player must intentionally lose the battle or reset.
    • Items naturally inflicting 4 or 5 damage to all enemies.
    • Items naturally inflicting more than 5 damage to a single enemy.
    • Stopwatch item.
  • Red Power Level:

    • Items healing 25 or more HP and FP combined.

These rules aim to create a challenging and engaging Paper Mario experience that forces players to rely heavily on partners and strategic item usage, while significantly limiting Mario’s direct offensive capabilities. This “Partners Only” challenge offers a novel way to revisit a beloved classic.

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