rdfs:comment
| - The gameplay and mechanics are very similar to the first two Paper Mario games. Unlike Super Paper Mario, Rising of the Lights returns the 3D world exploring and RPG-esque battles. However, the game does have moments in which the game acts more like Super Paper Mario. A new feature though, is traveling to the foreground. This easily lets Mario see what is ahead of him. In order to do so, Mario needs to be carrying a Potion, although rather a blue one and not red. This is actually a limited time thing, and Mario can jump from foreground to mid by entering the door at will.
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abstract
| - The gameplay and mechanics are very similar to the first two Paper Mario games. Unlike Super Paper Mario, Rising of the Lights returns the 3D world exploring and RPG-esque battles. However, the game does have moments in which the game acts more like Super Paper Mario. The Paper Abilities from TTYD have been completely removed from the game, but, more like the RPG games, certain tricks can be learned from Cideker as Mario meets him in the game. The first one (Inchworm Travel) has Mario lay on the floor and crawl to reach small places, the second (Crumple Ball) crumples Mario so he is unharmed by getting squashed, but loses moving abilities, and the third trick (Folded Sheet) has Mario glide through the air calmly, like Plane Mode. Another rare yet recurring feature was the Special Moves, which were used by finding 5 (ten in Chapter 1) Attack Pieces. There were 2 Special Moves in the entire game- oneonly available in the prologue against Astrolio worked with Darkario, named Target Jump, and the other in Chapter one to assist defeat in the Elite Bros, named Spin Jump. Like in TTYD, Mario is allowed to travel to the background, albeit slightly different. In order to do so Mario has to be carrying a Magic Potion on the field. and tossing one lets him explore the background. If he wishes to go back he simply enters the door again, and if he wants another one he can easily grab the limitless stock. A new feature though, is traveling to the foreground. This easily lets Mario see what is ahead of him. In order to do so, Mario needs to be carrying a Potion, although rather a blue one and not red. This is actually a limited time thing, and Mario can jump from foreground to mid by entering the door at will.
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