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General Details

is an enhanced remake of, for the Nintendo Switch

Paper Mario Color Splash Recut serves as the final installment in the Paper Mario Recut triolgy, and like it's two predecessors, it aims to better align the newer Paper Mario games with the original Ryota Kawade trilogy. In addition to character and story changes, the gameplay is heavily tweaked with various fixes and quality of life additions.

Changes from Original to Recut

General Gameplay

Partners return. While they still have overworld moves for new/reworked puzzles, they provide passive perks in battle. Partner field abilities are assigned to the Y Button. Huey Hints, meanwhile, are moved to on the D-Pad. To switch partners on the field, press Left or right on the D-Pad.

Mario starts the game with 20 HP, rather than 50. Enemy attack is recalculated accordingly.

In addition to Paint , HP can also be leveled up by EXP. After filling the EXP Bar, Mario can choose to level up just HP (+10), just Paint (+20 of all colors), or both (+5 HP, +10 of all colors). He cannot pick the same option twice in a row, though.

, can also be leveled up by EXP. After filling the EXP Bar, Mario can choose to level up just HP (+10), just Paint (+20 of all colors), or (+5 HP, +10 of all colors). He cannot pick the same option twice in a row, though. Mario uses less Paint in the overworld, while using slightly more in battle. OM-SHARED . Things are renamed "Artifacts".

. Artifacts are redesigned to look like Mario characters. In dark areas, such as Regale Trainwork's workshed, Artifacts glow to distinguish them from the background.

While Artifacts are still used to unlock certain spots in the overworld, they're no longer cards. Instead, they're equippables. To save the budget for more important details, the battle animations of almost all Artifacts have been removed rather than pointlessly remaster them. The remaining ones, meanwhile, have been repurposed for certain cutscenes.

Since Artifacts are permanent, Replica cards are replaced with other common cards.

Mario starts the game with 2 slots for equippable Artifacts. By the end, he'll have 8 slots (earned by collecting Grand Paint Stars). However, some stronger Things take up 2 slots.

A speed up feature is added for text. OM-SHARED .

. Due to the negativity it caused, the Fan Thing has been removed. Replacing it is the Fwoosh Propeller.

Luigi gets his own intermissions almost a third of the way into the game. These intermissions eventually lead into his full role from the original version.

Near the end of the game, Mario gains the ability to rematch bosses he's already defeated, as well as some others, if he's collected certain Key Items. These versions of the bosses are referred to as EX Bosses. EX Bosses' stats are calculated for endgame players. EX Bosses can be rematched an infinite amount of times, though they only need to be beaten once to obtain or contribute towards obtaining new Artifacts.

After beating the main story's final boss, a new playable game mode is unlocked.

For those fans who did like the original version of Color Splash, a mode similar to it is included in the game as Original Mode. Despite the name, some of the Recut's changes are also backported into the Original Mode. Those changes that appear in both versions are follow by OM (ORIGINAL MODE)-SHARED . There are also other changes to this port. It reuses the original graphic fideltity (720p) exactly as it was, even in TV Mode. Thing battle animation intro are cut, heading straight for the Action Command step. Replicas "count" as weaknesses. Completing Paper Mario Color Splash Recut's Original Mode does not unlock the EX Mode. Due to needing to remove several enemies to make room for Recut ones, several enemies from the original game are still replaced in original mode.



Overworld Gameplay

OVERWORLD REWARDS : Coins, Normal Cards, Artifacts, Stat-Up Items

: Coins, Normal Cards, Artifacts, Stat-Up Items Due to the heavier focus on battle gameplay, the damage most field obstacles inflict is dramatically decreased, usually to less than half their original strength. OM-SHARED . Enemies can no longer damage Mario in the overworld, even with projectiles, without triggering a battle. They still get a First Strike in their favor. OM-SHARED .

. Partner abilities and obstacles are added, varying up the gameplay even more.

Healing cards can be used on the overworld to replenish Mario's survival stats. However, paint cannot be applied to them here, in order to balance the game. OM-SHARED .

. Mini-Paint Stars which were very close to each other have been combined into Double Paint Stars, cutting down on unnecessary replays of a level. OM-SHARED .

. After he's unlocked, Shy Bandit (now Mr. Masque) no longer steals paint from levels on the overworld map. Instead, he's merely causing a ruckus, with the timer now a shrinking dust cloud. Failing to catch Mr. Masque has no negative consequences on other sidequests whatsoever. OM-SHARED .

. The number of instant Game-Overs has been drastically reduced or changed to not be fatal. OM-SHARED . All lava outside the final room in Kiwano Temple only inflicts 12 damage. See below for the more lenient consequences in failing Snifit or Whifit. Princess inflicts huge damage if she reaches Mario. Afterwards, she rolls back a bit to allow Mario a chance to escape. See the Levels section for changes regarding the final level's escape sequence.

.

Battle Gameplay

BATTLE REWARDS : Coins (exact amount depends on enemy), Enemy Cards, Paint, EXP Hammers

: Coins (exact amount depends on enemy), Enemy Cards, Paint, EXP Hammers Damage numbers and exact enemy HP in numbers are shown in battle (though the amount of HP each enemy has is also still visually represent by how much they're "filled"). OM-SHARED .

. Button prompts for Action Commands show up during the attack. OM-SHARED .

. All Hammer Action Commands have been returned to the original "hold back on the Control Stick until the star is at the largest". OM-SHARED . The timing for all Hammer cards has increased by 3/10ths of a second, allowing a little more leeway and error. OM-SHARED . None of the original Hammer cards emit shockwaves anymore. A new battle card is dedicated to hitting multiple ground enemies.

. Mario has three attack slots from the beginning of the game all the way to the end.

All Battle Cards' attack power or healing potency has been completely recalculated to account for Mario and the enemies' new stats. As a general rule of thumb, most returning Sticker Star cards have their power from the original Sticker Star .

cards have their power from the original . Like the first two Paper Mario games and Sticker Star Recut , Mario can pick his targets out of order with most cards. This is even if he uses only one single-target card, such as Jump. OM-SHARED .

games and , Mario can pick his targets out of order with most cards. This is even if he uses only one single-target card, such as Jump. . Rather than power up cards, paint merely regenerates them into the deck. Since cards can be regenerated, they cost 2x the amount in shops. Also due to the regeneration, cards take double the paint they do in the actual game. This change has the side effect of making paint usage all or nothing.

To better balance the battle system, there aren't any multi-copy cards (Worn-Out x5, Normal x3, etc) anymore.

Several new cards have been added to make up for the above.

The 1-Up Shroom has a different effect, while some of the new cards are in charge of refilling Paint.

There aren't any pre-painted cards anymore, as they would just infinitely regenerate.

The player can pick up to 6 cards to apply Star Clips to. Star Clips frontload those cards to the front of the deck, ahead of unclipped cards (though still shuffled according to official order). In addition, if the card is used and there's another copy of it in the deck, OR Paint is applied to the card, that card will be frontloaded or regenerate to that exact spot. OM-SHARED . EX- Mario has 7 Worn Out Jumps, 5 Normal Jumps, 6 Worn Out Hammers and 4 Hammers in his deck. A Star Clip is applied to 1 of each card. Therefore, Mario's current hand would be... Worn Out Jump, Jump, Worn Out Hammer, Hammer, and the other cards in whatever order. Even if Mario auto-sorts the deck, those four cards will still stay in front.

to. Star Clips frontload those cards to the front of the deck, ahead of unclipped cards (though still shuffled according to official order). In addition, if the card is used and there's another copy of it in the deck, OR Paint is applied to the card, that card will be frontloaded or regenerate to that exact spot. . To speed up the card selection in battle, all Touch Control options have been overhauled and replaced with just two options- Normal and Simple. OM-SHARED . Normal- Pick all three cards at once before using them. Simple- Switch between picking a card and choosing an enemy to attack or Mario to buff. Once a move has been performed, it cannot be undone. OM-SHARED . The Advanced option has been removed. Instead, selecting a card with the A Button picks it without painting, while the X Button paints it completely as soon as it's picked. In Original Mode, holding the X Button accomplishes this. Flicking cards upwards has been consolidated into the confirmation step's animation. OM-SHARED .

. Partners have a Partner Meter that can be filled using attacks. When the meter is full, the Partner unleashes their own power. This does not count as one of Mario's three attacks. Partner attacks do not trigger any auto-dodge defenses that enemies or bosses have. If Mario switches partners at anytime, the Partner Meter empties by 50 points. There's a way to get an extension for the Partner Meter, allowing for 2 Partner attacks. However, it's not available until after Chapter 5.

Enemies summoned by cards no longer run from bosses. OM-SHARED . Instead, a new "mark" mechanic is implemented. Each card has a visible "mark" on it, pertaining to whom the enemy serves- the Koopalings, the Musketeers, and possibly other marks related to other ideals. Some cards don't have a mark. Unmarked cards can be used on any enemy or boss without ATK penalty. However, they're much weaker than marked cards (about x0.7) Marked cards, meanwhile, are much stronger and durable. However, for every enemy with the same mark on the other side, the summoned card loses x0.1 their ATK. Fighting against bosses, meanwhile, reduces their power further by x0.3. EX1 - A Slurp Guy fights 2 other Slurp Guys. The Slurp Guy on Mario's side has 7 ATK. All 3 are allied with the Koopalings . Therefore... POWER= (ATK (1-(0.1ENEMY+0.3BOSS)))RNDUP=(7 (1-(0.1(2)+0.3(0))))RNDUP=(7 (1-(0.2)))RNDUP=(7 (0.8))RNDUP=(5.6)RNDUP=6 ATK EX2- A Dry Bones fights 2 Dry Bones, 1 Slurp Guy and 1 Musketeer boss. The Dry Bones on Mario's side has 8 ATK. All but the Slurp Guy are allied with the Musketeers . Therefore... POWER= (ATK (1-(0.1ENEMY+0.3BOSS)))RNDUP=(8 (1-(0.1(2)+0.3(1))))RNDUP=(8 (1-(0.5)))RNDUP=(8 (0.5))RNDUP=(4)RNDUP=4 ATK If non-card summoned enemies with opposing marks are in the same battle, they'll hit each other first, then hit Mario immediately after. While this can be useful, enemies defeated by other non-card enemies do not drop EXP Hammers. In other words, in example 2, the opponent Dry Bones and Musketeer boss would back and forth with the solo Slurp Guy before fighting Mario, and vice versa. Nevertheless, to prevent enemy card bodyguarding the whole fight, there’s two other changes. When facing mini-bosses and bosses, allied enemy max HP drops to 1/3 normally, or 1/6 if the marks match. Bosses (and some enemies) gain splash effects to some of their attacks, allowing them to hit both Mario and the allied enemy. OM-SHARED .

. Card summoned enemies who have shell attacks (Koopas, Buzzy Beetles, etc) no longer bounce off a wall if there's one after the enemies. OM-SHARED .

. Koopaling (and all miniboss cards) all act like normal enemy cards instead of behaving like Fright Jars. Miniboss card stats also depend on Mario's HP and Paint level. OM-SHARED . During times in the story where these characters aren't in any condition to come help Mario, phantoms of them take their place. After the credits roll, all the minibosses are their flesh selves despite the story being rewound to a point where some of them aren't in any position to help Mario . OM-SHARED .

. Boss super attacks, such as Morton's Flame Hammer, are nerfed heavily. While they still drop a lot of HP, it's nowhere near a one-hit KO. OM-SHARED . EX Morton's Flame Hammer inflicted 48 damaged despite Mario blocking. Now, on top of other changes with Morton, the attack only inflicts 16 damage unblocked (with the assumption Mario has 40 HP at that point), and can be blocked further. OM-SHARED . Only 5 battleable characters in the game have unblockable super-attacks. Even then, they're mostly nowhere near one-hit KOs. The status effects of these super-attacks are also still blockable. The change from Things to Artifacts means bosses have new, extra weaknesses to fill in the difference (though some Artifacts can be equipped to still exploit them). Nevertheless, their battles are changed so they can be fought more fairly. Almost none of the bosses have HP safeguards anymore. With the few that do, the boss loses their safeguard at the start of the next turn. OM-SHARED . With one exception (Iggy), bosses can no longer auto-dodge attacks they shouldn't be able to, and Artifacts are no longer mandatory. OM-SHARED .

. Kamek's Curses from the original version have been completely replaced with Pollinated Battles around Prism Island. Rather than activating at complete random, Pollinator Flowers are placed at set locations of each level. OM-SHARED . When Mario begins a fight while near a Pollinator Flower, the flower sprays its pollen on Mario, his partners and the enemy. Depending on the color of the pollen, Mario undergoes a different effect. The mercy rule for escaping has been changed from "Cards= 0" to "Current Turn= 3 or 3<". OM-SHARED . Miniboss cards are not affected by the Pollinator Flowers. OM-SHARED . If Mario and friends win the battle while Pollinated, they earn more kinds of rewards from the encounter. Also, the flower wilts for the remainder of Mario's playthrough for that level. Pollen Colors and rewards: GREEN Mario's cards are regressed to their weakest state for the battle. TRIPLE EXP HAMMERS RED All participants start the battle Burned. 3x RED PAINT BLUE All participants start the battle Wet. 3x BLUE PAINT YELLOW All participants start the battle Shocked. 3x YELLOW PAINT PURPLE All participants start the battle Poisoned. FIVE MUSHROOM CARDS (Normal in Chapter 1 and 2 stages, Super in Chapter 3-5, Mega in 6 and above) ORANGE Mario's partner perks are disabled. In addition, partner attacks deal half damage. MAXED-OUT PARTNER METER MONOCHROME Mario can't apply paint to his cards for the battle. 2.5x RED, BLUE AND YELLOW PAINT Pollinator Flowers do not affect enemy cards. OM-SHARED . In Original Mode, where Kamek's Curses still happen, the mono-type curse is gone. This prevents the infamous Swoop glitch from the Wii U version from occuring. In addition, the spots where the Pollinator Flowers were in the Recut version now have magical shape distortion in Original Mode.

Quicksand no longer sucks Mario and friends down if idle during battle. OM-SHARED .

. Mini-enemies no longer get first strike priority, nor do they have piercing damage. This also means Mario is allowed to fight the Mini bug gangs in Sacred Forest and possibly not take any damage. OM-SHARED.

Fire enemies can be hit with Hammer attacks without getting burned . OM-SHARED

The Battle Bingo from Paper Mario: The Thousand Year Door makes a special comeback. However instead of healing Mario and the Partner's HP or Flower Points, the Roulette only restores paint. Each time the player successfully executes a Battle Card attack, a random icon will appear in the upper-right corner of the screen: Mega Mushroom: Heals 25 percentage of the paint. Golden Fire Flower: Heals 50 percentage of the paint. Power Star: Heals 75 percentage of the paint. Shine Sprite: Doubles the amount of paint Mario has. Multi-Moon: Fills up all of the Paint entirely.

makes a special comeback. However instead of healing Mario and the Partner's HP or Flower Points, the Roulette only restores paint. Each time the player successfully executes a Battle Card attack, a random icon will appear in the upper-right corner of the screen:

Characters

Toads are not the only species on Prism Island. There are at least 5 others this time, many taking the place of the Toads. In addition, the NPC characters (including Toads) are further individualized by name, gender, age, and even clothing or apparel. PIANTAS (main series) LAKITU (main series) BRUSTACHES (DMZ veteran) MEMPHAWKS (new-ish) VELLBEX (new) TOADS (main series) (adults, kids, both genders) In Original Mode, only Toadettes, Piantas and Lakitus are added. Minus some minor script edits for gender and species, only those Toads, generic or not, whose Recut replacements were Piantas and Lakitus are changed.

The Koopalings and their Master are not the only ne'er-do-wells on the island. Another villain force local to the island, the Prism Musketeers, pose a problem to every local citizen. Conversely, Black Bowser is no longer a character in the main story. He can, however, be fought after clearing the EX Mode . Nevertheless, some new details about the black paint (to make it more consistent and less overpowered) double to infer how Black Bowser truly came to exist in the original version. In Original Mode, after the final Grand Paint Star flashback, Huey spouts an extra line about how he felt lingering Gold Royal Sticker energy radiating from Bowser in the flashback. Huey then realizes that the Sticker energy had something to do with only Bowser being transformed by the Black Paint, yet no-one else including Mario. After Black Bowser's desperation attack is successfully blocked, the battle immediately ends. This is to avoid kicking Bowser while he's down and unaware of his actions. OM-SHARED .

The Black Paint cape entity from the concept art is now explicitly a character called Splotchleek , rather than awkwardly writing around the character like the original Color Splash. OM-SHARED . In Original Mode, Mario and Huey explicitly do realize the Black Paint is a character during the final battle. In addition, Peach doesn't blame Bowser for the Black Paint's actions during the ending.

from the concept art is now explicitly a character called , rather than awkwardly writing around the character like the original Color Splash. . The above changes from Curses to Pollinator Flowers also means Kamek no longer has a role in the main story (though it fixes a plothole regarding Kamek's connection to the mechanic versus his role & fate in the original game's story). Instead, he shows up with Kammy in the EX Mode. In Original Mode, Kamek does admit he feels something is wrong with Bowser just before fighting Mario in Sacred Forest. He reveals what tipped him off was Bowser wanting to bathe the whole world in Black Paint. After Kamek is defeated, Black Bowser creates a Black Paint clone of Kamek so the curse system can still logically happen.

Rather than a generic Toad, Toadsworth accompanies Mario and Peach to the island. OM-SHARED .

. Peach isn't kidnapped early on, and therefore none of the Holo Peachs appear. Instead, she personally tells Mario and friends what she's heard about Bowser Junior lately. The holo-character message concept is reworked for a single scene near the end of the game, though.

Morton Koopa’s personality is altered to more closely match how he acted in Mario & Luigi: Paper Jam .

. Due to Luigi's playable status, as well as to fix a plothole regarding his three wildly incompatible roles from the original game, other characters handle some of his other gameplay functions. OM-SHARED . Rosalina from Super Mario Galaxy sends Mario the letters Luigi originally sent. OM-SHARED . Il Piantissimo from Super Mario Sunshine , meanwhile, takes care of Luigi's hide and seek duties. OM-SHARED .

. The host of Snifit or Whifit retains his name from Sticker Star Recut , Snob Biffet. OM-SHARED .

, Snob Biffet. . Some of Huey's incompatible or more jarring personality traits are given to the other partners. Meanwhile, Huey receives a second storyline revealing his origins. Moments where Huey responds to himself are rewritten so someone interjects between certains lines, or he at least has someone else to bounce off of. This is so Huey looks less unintentionally crazy. OM-SHARED

The Rescue Squad's membership has been overhauled. Instead of the semi-generic Toad squad leader, 5 semi-generic Toad leaders and 91 semi-generic Toad members, there's 26 unique characters of various species and identities across all 5 Rescue Squads and its leadership. This alters how the rescue calls play out.

The Shy Guy on the Sunset Express is changed to an Anti-Guy (the only one in the game). After talking to him, Mario must fight him at Emerald Circus later. OM-SHARED .

. While the finalized Rock Paper Wizard is still used as the main Roshambeau boss, the Duplighost design also appears as a boss in other tournaments. Unlike the original game, there is only one Rock Paper Wizard fighting Mario multiple times. Therefore, his subplot has been dropped. The joke he originally told after his final defeat has also been changed. OM-SHARED .

Several characters return from the original 3 games. In addition, other familiar and not-so familiar faces make a reprise.

There is more of an effort to "involve" Mario in the story beyond just being the main playable character. Mario now uses voiceclips recorded by Charles Martinet whenever expressing extreme emotions, such as happiness, surprise, anger or sadness. The voiceclips are not new, though, but rather archived from previous games.



Story

Unlike the original game, Color Splash Recut has more of an overarching story.

has more of an overarching story. More of Prism Island and its various citizens' histories are delved into.

Like the original 3 games, no-one ever acknowledges the world is made of paper, implying the characters don’t see it that way, even when someone undergoes a paper effect. Those lines of dialogue are replaced with similar, more relatable concepts. OM-SHARED . Rather than being blown away after their defeats, the Koopalings either merely run off or are sent solidly flying. OM-SHARED .

. Regarding continuity, the original three games are canon to and explicitly referenced in this recut. Regarding what comes after, meanwhile, though players can get by with just the original Sticker Star and Paper Jam , Color Splash Recut considers the following as “what really happened”: the Recuts of the aforementioned two games, as well as two unreleased games called Wonder Journey and Relic Hunter .

and , considers the following as “what really happened”: the Recuts of the aforementioned two games, as well as two unreleased games called and . Because of all this, there are massive deviations from the original Color Splash ’s plot, far more than the previous Recuts. As can be guessed, just the addition of the Musketeers means the plot drastically alters almost from the onset.

’s plot, far more than the previous Recuts. As can be guessed, just the addition of the Musketeers means the plot drastically alters almost from the onset. Some lines of dialogue and visuals are changed to de-emphasize/not overblow how important Prism Island and the Grand Paint Stars are to the Mushroom World. Similar changes are also done to avoid implying pre- Sticker Star concepts don't exist or pretending that this is the first time certain plot elements lifted from TTYD have happened. OM-SHARED . Ironically, the story's changes make Prism Island even more important to the history of the Mushroom World.

concepts don't exist or pretending that this is the first time certain plot elements lifted from have happened. . There's only one Prisma Dance, after the Emerald Grand Paint Star. This is unlike the original version, which had a dance after every chapter. This was done to save the budget on important things like the story and characters, rather than reanimate all six dances with the new characters. As a result, instead of six dances creating stat-increasing items, the first five Grand Paint Stars simply give Mario the items. The single retained dance still also augments Mario.



Levels

Snifit or Whifit is heavily overhauled The game “remembers”/caches what cards Mario had before entering the minigame. OM-SHARED . Mario gets a free rental deck pertinent to all the possible answers for the quiz. He gets his real deck back after finishing the quiz, win or lose. OM-SHARED . If Mario loses, instead of getting a game over, he’s simply sent back to the surface. Snob Biffet’s dialogue is changed to reflect this. OM-SHARED . As card painting is all or nothing, the Paint Card challenge instead involves painting and not painting three cards in exact order. The cards shown bob up and down, from right to left. The original legendary prize is given for free just for beating the mandatory rounds. The new Bonus Round prizes are several copies of two completely optional cards not needed for the main story. OM-SHARED .

Since it's required for later, the Lanky Basin Artifact (formerly the Basin Thing) no longer inflicts any damage on Mario prior to being collected. OM-SHARED .

. Toad Trainworks has been renamed Regale Trainworks. OM-SHARED . The Sunset Express passengers are completely unable to damage Mario, inflicting 0 damage each hit rather than 1. This is to prevent them from unnecessarily depleting Mario's HP when the "battle" is only supposed to be a joke. OM-SHARED .

. Tangerino Grill's pizza minigame has been heavily eased up, to allow more room for error.

The Sunset Express level has been separated into three spots on the map- the first station, the train, and Starlight Cape. This is to allow easy re-entry aboard the train. Despite this, they're all part of the same level and share the same Mini-Paint Star. OM-SHARED .

. A new mandatory level has been added to the end of Chapter 5, Starlight Workshop. The Tangerine Grand Paint Star has been moved here, while a normal Blue Mini-Paint Star is added to a new screen in the Sunset Express level.

The escape sequence after the final boss is heavily reprogrammed to not muck over players too much after such a tough battle. OM-SHARED . There's a visible 4 minute timer. The timer starts after Mario repaints Peach, temporarily pauses during the cutscenes through the escape, and ends as soon as Mario and friends reach the exterior of the level. OM-SHARED . Huey will simply not allow Mario to leave the final boss chamber until after Peach is repainted. OM-SHARED . Platforms will not crumble until after Mario leaves the correct side. In addition, one-way invisible walls that start the crumbling spawn during the escape that prevent Mario from backtracking onto a falling platform. He can still fall through holes in the floor, though that's not fatal either. OM-SHARED . The black paint merely inflicts 20 damage like it did at Sunglow Ridge. Mario is then teleported back to the last safe ledge he was on. OM-SHARED . Debris is weakened to 3 damage. Only half as much debris falls onto the main path. OM-SHARED .

. A Pit of (100) Trials is added, accessible via a secret Rainbow Mini-Paint Star in Crimson Tower. In this pit, Mario must use colored shapes to progress forward. He gets the shapes by defeating enemies in rooms of 10, while he uses his Color Hammer to color the shapes. The shapes are also set to drop by enemy, and are not randomized. Because of this, it’s possible to open the way to the next area without defeating every enemy (hence dropping the “100” from the dungeon name).



Music

Most of the music from the original version of Color Splash returns.

Because not all the Koopalings are Chapter bosses anymore, their themes have been repurposed. "Me Will Rock Me" has been renamed "Koopalings Rock". Though Morton still has it as his battle theme, it's now more of a general Koopaling miniboss theme. Ludwig, the first battle with Roy, Larry and Lemmy also have this as their battle themes. "Battle with Ludwig" is renamed "General Guy's Professional First Phase". It's now solely used for the first phase of General Guy's battle. "Larry's Runaway Train" is just "Battling on a Runaway Train". It's now used as the Sunset Express train's battle theme when outside the cabins. "Lemmy's Grand Finale" is renamed "Blades of the Musketeers." It's now used for all battles with Pitholl & Cucleer, as well as the first battle with Aace.

The theme for the Recorder Thing is now used as Jaykan 's theme. To cut down on repetition, the song is repeated at one pitch higher after two loops, then returns to normal two loops later.

's theme. To cut down on repetition, the song is repeated at one pitch higher after two loops, then returns to normal two loops later. Some music from previous Paper Mario games also returns. From Paper Mario 64 ... "General Guy's March" returns as General Guy's cutscene theme. "Keeping Pace" is used for the second phase of the General Guy battle, replacing the original track in that span of time. While the level theme for Redpepper Volcano is the original music in both Recut and Original Modes, EX Mode swaps it out with " Bowser's Castle ". From Paper Mario The Thousand Year Door ... "New Party Member" returns as the jingle for gaining a new partner. "Learning a New Skill" returns as the theme for learning a partner's abilities. "Luigi's Theme" returns as the cutscene theme of Luigi. "Invincible Shadow Queen Battle" is used for the unwinnable battle against Eclipse Princess Shadhema . "Final Battle" is used for the EX Mode's final battle with Shroomsday Core after Bowser becomes Retro Bowser . "Rawk Hawk Battle" is used for the Roshambeau battle against Rawk Hawk. From Super Paper Mario ... "O'Chunks, Warrior" returns as O'Chunks' cutscene theme. From Paper Mario Sticker Star and Paper Mario Sticker Star Recut , in addition to those songs that returned and remain... "Supreme Sparkling King" drops Bowser from the track name. The song is repurposed as a battle theme for Sporepocalypse . Guitar phasers are added to allow the song to naturally transition into " ROYal Rumble ". "Power of a Royal Sticker" is used as Shroomsday 's cutscene theme. "Sparkling King and Co" drops Bowser from the track name. The song is used as a battle theme for Shroomsday . "Spectacular Finale" is used during the final phase of Mario's battle with Shroomsday . "Endlessly Hungry Petey Piranha Battle" is used for the EX Mode's bonus boss fight against Petey Piranha.

games also returns. A few new music pieces have been created for Color Splash Recut.

Of the music that was removed... As Things are now Artifacts and are no longer used for battle, most of their musical scores are only heard in Original Mode. The only remaining Thing themes in Color Splash Recut are the aforementioned repurposed Recorder Thing and the Piggy Bank.



EX Mode Details

General Gameplay

Bowser’s stats at level 1 are 60 HP and 180 of each Power Juice. When leveling up, Bowser receives 30 extra max HP and 30 of each max Power Juice, without needing to choose between them. Conversely, Bowser’s max level is 15, though his final boss only really recommends level 10.

Instead of paint, Bowser’s secondary meter runs off three attributes- Power (Orange), Fire (Red) and Minions (Green). In addition to enemies dropping Power Juice (retextured paints), these 3 stats refill over time.

The ? Blocks only yield coins, while enemies do not drop their cards. Bowser instead starts off with a small deck that completely refills after every battle. Pre-determined cards are added after beating a boss or special fight. Some cards are also powered up to their next strongest form after beating a boss or special fight.

Bowser gets an exclusive set of cards only he can use.

Early on, Bowser only gets one party member. This party member’s ability allows Bowser to ignore a key aspect of Mario’s game.

Overworld Gameplay

Bowser can jump by pressing A.

Bowser can breathe fire by holding B. This also stuns enemies.

Bowser can breathe intense fire by holding Y, allowing a First Strike. However, this drains Power Juices.

Most of the original paths in each level are blocked by purple spiked vines or warp holes. Bowser must use warp holes to travel between screens.

All Paint Stars are blocked by purple crystals. Instead, Bowser clears the level by beating the boss and entering the Super Portal.

Battle Gameplay

Of the enemies Bowser fights during his adventures, their stats are all recalculated.

If Bowser runs out of cards, he can use coins to replenish his deck. In a single battle, the price starts at 4 coins/card restored, and increases by 2 coins/card every time Bowser needs to do this.

If Koopaling marked enemies are in a battle with those of another mark, the Koopaling enemies will attack the different ones.

If there are only Koopaling enemies left in a battle, they will reward Bowser with 1.5x the coins and EXP.





Enemies and Bosses

Click here to see a' List of Enemies and Bosses in Paper Mario: Color Splash Recut

Story (Color Splash Recut)

Intro

It was a dark and stormy night. ...No, really- this is how the story begins.

On that dark and stormy night, two hooded strangers head towards a small Pad over the river. The duo knock on the door. Within seconds, who else but Mario answers the door. Mario is happy to see the two, unhooding themselves to reveal Princess Peach Toadstool and Toadsworth. Unfortunately, Mario soon becomes aware something is very wrong when Peach looks worried, holding an odd letter in her hands.The warmth of the fireplace and photos of past epic adventures in Mario's new Pad does little to ease the two heroes and the even more depressed Toadsworth. Mario takes a look at the letter. It keeps unfolding until Mario realizes the horror of the letter. It's not a letter at all- it's a Brustache (a paintbrush person) folded like paper by strange yet familiar magic. And what was more horrifying was that the Brustache had all of his color drained out of him, leaving him as blank as paper! The horror of such a concept takes Mario off guard, and he drops the Colorless and Paperfied Brustache.Mario regains his bearing when he sees a postal stamp on the back of the Brustache- what looks like a Grand Power Star, but within two circles and some patterns around it. Thinking on it, Mario finally realizes what's so odd about the stamp- it matches a mark he's been seeing in his dreams ever since the beginning of last year's Sticker Fest. In turn, his local doctor Merlon told Mario it matched the mark of Prism Island, which Mario has a map of on a billboard to remind him of.

Now knowing where they have to go, Mario, Peach and Toadsworth take the Princess' boat across the stormy sea. As they sail and brave the violent waves, our heroes can only wonder what waits beyond the storm, on Prism Island in... (see picture for title)

Prologue: The Case of the Missing Colors

Their little boat trip to the island is a rough one, with waves not even the Toads from Pirate's Grotto could face on a night like this.

Eventually, Peach’s ship arrives and docks in Port Prisma. The otherwise colorful sight of the town is marred by the simple fact no-one is around. Peach and Toadsworth are confused, considering an old friend of Peach told her long ago it was supposed to be a tourist attraction, as well as Toadsworth letting the locals know they were coming.

Unlike the two members of royalty, Mario didn’t exactly fare the journey well. A concerned Toadsworth demands Mario show a little class, to which the heroic plumber epically obliges. When some crates prevent the three Mushroom tourists from climbing the stairs, Mario decides to search for a solution. Eventually, Mario finds a Hammer, since Toadsworth threw his current hammer overboard for Grambi knows what reason. With the boxes cleared, the trio decide to head to Prisma Fountain in the centre of town to see if there’s anyone around.

There isn’t.

Mystified at the lack of locals in such a popular location, as well as noticing how similar the plans for the city are to Rogueport, Toadsworth decides to look around for any Brustaches. While he’s gone, Peach and Mario speculate who sent the magically folded Brustache they hold to begin with. Peach tries to think about what else their old friend told them, when all of a sudden, a hatch in the middle of a circle-cornered hexagon rises.

Peach marvels at this convenient plot device before advising Mario to check on it. Obliging to this, Mario finds some strange instructions on how to open the hatch- hitting three “colors”. After thinking about it and looking around, Mario realizes something unusual- there’s switches camouflaged around the centre of town. By hitting all three switches, the hatch opens, revealing…

…a bucket? Peach and Mario question what to do, before Mario just hits it open. To his and Peach’s utter surprise, the bucket is alive! The bucket is livid over being conked while asleep. Though Peach explains why this happened and Huey understands, he’s still not exactly enthralled with Mario’s thwacking. When Peach asks if there’s anything the two can do to make things right, the bucket believes grabbing a burger with him would help him feel better.

Peach stops the bucket and explains what she and her…friend, Mario (OOOOH, that’s gotta hurt!) are doing in Port Prisma. Just as she mentions Toadsworth, however, the elderly Toad yells, sounding as though he’s keeping an unknown assailant away.

Hurrying to the Yellow District, Mario, Peach and the bucket see Toadsworth’s color getting sucked with of a straw by a Shy Guy wearing a soda jerk hat and a bowtie. Before this Slurp Guy finishes the job, Toadsworth gives Mario a bunch of unusual cards similar to stickers. Finally, the Slurp Guy finishes his Toadsworth Malt, and the old man is nothing but a white silhouette. Peach is devastated by her long-term guardian’s seeming demise.

The bucket, meanwhile, encourages Mario to use the Battle Cards on the Slurp Guy. The two sides are raring to go…until the bucket randomly asks Mario if he has any paint. Even when the bucket defines paint as the colorful stuff kids use to pep a drawing, Mario doesn’t get it. The bucket is worried when it seems like there’s no paint around…that is, until a disembodied voice coming from below believes there is.

Before anyone, especially a disturbed Mario, can figure out who said that, the bucket is suddenly squeezed of his paint by some unknown spatial force. The paint falls upon Mario. Upon realizing he’s lost most of his power, the bucket wonders who did this- though it’s apparently happened before against someone- before regaining focus. The bucket then shows Mario the ropes on battling- targeting enemies, timing hits to increase their power, and using Paint to regenerate Cards back into the deck after use.

The Slurp Guy is defeated, but Toadsworth is still lost. Peach is still mourning for Toadsworth, while the bucket is unusually calm. Finally, the bucket tells Mario and Peach they can just apply a new coat of Prism Island’s magical paint to revive Toadsworth. With a special Paint-tinged swing, Mario gives Toadsworth all his color back!

Following Toadsworth’s revival, the bucket warns Mario that he’ll need to resupply his paint to keep using his special moves. Meanwhile, Toadsworth is grateful for the bucket saving his life. Asking about where else to find Prism Island’s magic paint, the bucket gives an odd answer- the fountain in the middle of town. The empty fountain. The fountain with not even a single one of the six Grand Paint Stars the bucket describes. Toadsworth informs the bucket of this, but the bucket laughs it off, not really realizing where he just came from. Nevertheless, the bucket doubles back to check.

Of course, the bucket’s devastated to realize the fountain is, indeed, currently empty. As he cries his metallic tears, the gang tries to comfort him. Unfortunately, the bucket’s too distraught, as Port Prisma without “the King’s” Grand Paint Stars is like a tuna fish sandwich without ketchup. Even Toadsworth’s attempts to comfort and cheer the bucket up aren’t enough to stop the bawling.

What is enough to stop the bawling, though, is the bucket smelling a Paint Star. Realizing this, the bucket kind-of sort-of guilt trips the gang into helping him. Thankfully, Peach is more than happy to, especially as she feels it relates to the letter. Peach accidentally calls the bucket Mr Can. Clarifying that’s his nickname, the bucket finally introduces himself as Huey. Huey tells Mario how to ask him less painfully for advice, before going into Mario’s surprisingly spacey pocket.

In the west part of town, Mario is ambushed by another baddy- a Boo in refined swordsman garb. The Boo musketeer, or Boosketeer, brushes Mario off at first, until seeing Mario’s stache is as bushy as the ghostly cavalier’s instructor. Of course, Mario defeats the weird Boo. Even in defeat, though, the Boosketeer believes things will get interesting for “the others”. Though they’re mystified by the Boo’s presence in such a peaceful rural area, the appearance of EXP Hammers to increase Mario’s HP and Paint brightens Mario and Huey’s moment.

Throughout the town, Mario uses the power of paint to color back in various objects, gadgets, and citizens, such as Toads, Brustaches, and Lakitus. This helps teach the hero of many, many games and stories the ropes of basic exploration. Activating a waterwheel also helps nicely.

Midway through town, Mario and Huey are deceived by a Shy Guy doing a Toadette impression to catch them offguard. By defeating him, they free the purple Toadette, Tali T. Peach and Toadsworth arrive, and Tali T gives them quarters in the ancient, yet humble town. Peach thanks Tali T.

Mario and Huey finally find a Paint Star! Or rather, a Mini Paint Star. Huey realizes the Mini stars can lead Mario and him to the Grand Paint Stars. Just then, the wind starts picking up. Mario and Huey see a Bowser airship fly into the sky with a bucket of Red Paint. Hanging onto the bucket is…a Slurple wearing the same strange garb as the Boosketeer. Taken aback from these developments, Mario grabs the first Mini Paint Star, one of many in his recut Color Splash adventure.

Chapter 1 Part 1

Click here to view the whole plot for Chapter 1.

Mario & Huey follow the path the Red Mini Paint Star reveals to the appropriately named Ruddy Road. Immediately, the duo see a house drained of its paint. Using his newfound Paint Hammer, Mario restores color to the building. This allows the door to open, as well as many Toads, Toadettes and Brustaches to escape. The Brustache inside the house, meanwhile, explains how those people forced their way into his home.

Man & bucket travel a little more. They find a sign about Paint Thieves, who look an awful lot like the Shy Guys they’ve been seeing. The reward is several coins, as well as loyalty. It’s the signature of the sign that seems off to our heroes, however- people named Pitholl and Cucleer.

A little later, Mario & Huey meet up with Cosso, leader of the Red section of the “Rescue Squad”. Cosso tactfully recalls that he’d heard the locals couldn’t get up the cliff he’s standing by. Cosso asks Mario and Huey to find all 4 of his other Red Squad members, Brustaches like him.

Mario and & find a Slurp Guy just going to town on a small area of the Road. Huey is annoyed to see this. However, Huey soon realizes this is a great chance to teach Mario about First Strikes. The plumber he is, Mario proves himself as a quick learner.

Further down the Road, Mario & Huey locate the second Mini Paint Star of their journey. Excited, Huey flies directly to the small crimson celestial body. Regardless of whether or not Mario feels like it, Mario eventually attempts to collect his second miniguffin. Unfortunately, in their rush to collect the Mini Paint Star, Mario and Huey overlooked a very tiny detail…ITS COLOR’S GONE! With his sharp eye, though, Huey sees the Shy Guy responsible attempting to escape.

During their kind-of-exciting chase, Mario & Huey come across a café owned by a Brustache. Several Shy Guys are ordering drinks from the café. Most of them are kind of jerks, while others are jittery. What’s most peculiar as Mario and Huey listen to them is that “Musketeers”, or at least hat wearing warriors, are brought up quite a bit, and the Shy Guys aren’t exactly fans of these Musketeers.

With their assertiveness, Mario & Huey track the Shy Guy who stole the color from the Mini Paint Star. Instead of battling, though, the Shy Guy actually gives up and decides to follow Mario. As there’s no theatrics or big reasons for this unknown Shy Guy to join Mario’s team, Mario & Huey keep an eye on him.

Mario, Huey, and the nameless Shy Guy return to the pale Mini Paint Star. The Shy Guy, knowing Mario & Huey don’t completely trust him, brings the paint back to the Paint Star, restoring its vibrant reds.

Unfortunately, it turned out the Shy Guy’s good behaviour was actually part of an elaborate trap. With strange unknown magic, several Shy Guys emerge from about the leftmost side of the intersection and roll up the landscape. Faced with immediate yet unusual danger, Mario runs as fast as he can, avoiding all the falling debris. There’s almost no escape, however, as the traitor Shy Guy tapes the right side of the magically unfurled path down.

The Brustache owner of the café descends on a parasol, despite not being a princess. The Brustache is mystified the Shy Guys had access to such strange magic, yet he’s equally peeved how the Shy Guys messed up his café. He also wonders if there’s a way Mario could unroll the landscape.

Thinking about it and with the detective skills of a man dressed like a Swoop, Mario finds a path around the blockade to the tape. Mario proceeds to pull the tape, allowing him to more properly unfurl the road. While Mario only has to walk on the first two steps, the third step is too steep to keep his feet on. Suddenly gaining an idea, Mario uses his Hammer to slam down on the road. Somehow, the hammer mostly undoes the enchantment on the road, almost straightening it out.

The key word being almost, as some Shy Guys struggle to keep the road up.

Feeling particularly vengeful, Mario and the Brustache café owner try slamming down on the road. Sadly, their combined weight isn’t enough to do the job.

All of a sudden, two figures descend from the sky like a fat angel and a good lawyer. Specifically, a Pianta and Coo Coo wearing the same clothing the Boosketeer in Port Prisma was. The duo, revealing themselves to be Pitholl and Cucleer respectively, congratulate each other on reducing the Shy Guys to blue paint. From this conversation, Mario and Huey learn Pitholl is a bit theatrical, while Cucleer is just nuts. Before Mario and Huey can make the connection to the Boosketeer, the café owner interrupts their train of thought.

With one mystery progressing and another revealed, Mario and Huey collect another Mini Paint Star, opening a path to Cherry Lake.

Together, Mario and Huey travel to Cherry Lake. When they arrive, they see the Slurple kid finally let go of the huge bucket and fall somewhere nearby. Huey is concerned, and believes they should see if the kid’s OK.

Within seconds, Mario and Huey are obstructed by a gate, locked from the other side. As Huey looks at the gate, though, the guardian bucket gets an idea. Huey first shows Mario how the front of the gate looks like stairs from a certain point of view. With this, Huey teaches Mario about using the Cut-Out magic technique.

Mario cuts this section of timespace with a simplistic blade, and before he knows it, he’s travelling upwards in this area. Happy that his new ally has learned the move, Huey reminds Mario they still need to look for the lost kid. Before this, Mario unlocks the gate from the other side.

Shortly after, Mario and Huey find a Boo and his friends arguing with some Shy Guys. While the Shy Guys act all tough and gangsta, the Boo finds the Shy Guys beneath him. The Boo also sees Mario eavesdropping with no effort, causing both the Boos and Shy Guys to beeline to Mario.

Before Mario can make a move, the Boo and Shy Guy attack each other, the Boo stating something about “Musketeers”. Bewildered by the two sides not working together, Huey and Mario prove their own cooperation and defeat their foes. Following the fight, Huey is still puzzled by the Boos and Shy Guys fighting each other, wondering what’s going on around Prism Island.

The strange infighting doesn’t stop there, as Mario and Huey fight more and more groups of foes who don’t all work together.

Moments later, Mario and Huey find some odd clothing scattered across the lake. First, they find a wrapped up Kid’s Hat. In addition, a green Kid’s Bag with lots of coins is also collected. In the midst of all this, Mario and Huey must wait for the lake’s waterwheels to spin to an opening before they can pass. While Mario is a patient hero, he wonders if there’s a way to make the wheels spin before they’re supposed to.

Deeper into the lake, Mario and Huey are greeted by an unnatural windstorm, blowing several Shy Guys and Boos away. On the other side of the next islet is the Slurple kid, hanging on to a tree for dear life. In mere minutes, Mario and Huey see the odd cause of the windstorm on a seemingly unreachable islet- a Propeller, decorated like a Fwoosh. By analysing the landscape, Mario uses the Cut-Out technique to manipulate dimensions and travel to the other side of the lake.

On the other side of the lake, Mario restores the bridge so Huey doesn’t have to exert so much Cut-Out energy, before investigating the Fwoosh propeller. Huey finally remembers these ancient objects are called Artifacts. Huey also remembers that long ago, he saw the prototypes of Artifacts, the Things. His memories on the objects partly back, Huey informs Mario he can equip Artifacts from an Artifact menu. Fully educated, Mario collects the Fwoosh Propeller and stashes it in hammerspace. By equipping the Fwoosh Propeller, Mario can add a Wind element to his Jump attacks, making enemies Dizzy sometimes.

Mario and Huey finally reach the Slurple kid the last few paragraphs droned on and on about. Mario shakes the Slurple off the tree. Unfortunately, the Slurple has a bit of a “personality”, which Huey takes a little offense to. The Slurple introduces himself as Edwin, frantically looking for his hat, coin bag, and a journal his boss lent him. Edwin has a big mouth even for a Slurple, as he makes it no secret he’s only helping his bosses, the Musketeers, steal the other side’s paint for money. While Huey isn’t exactly encouraged by Edwin’s behaviour, Edwin convinces him and Mario to scratch his back, in exchange for scratching our heroes’ backs. Though still reserved, Huey does realize they can’t abandon Edwin.

At inner Cherry Lake, Mario and Huey find a Shy Guy reading a Journal of Justice by an unknown author. The Shy Guy is really into the book’s contents, especially the part about striking enemies without fear- a theory which the Shy Guy tries on Mario right away. Mario’s superior fighting and the buff from the Fwoosh Propeller help him come out on top. With the Shy Guy gone, Mario retrieves the Journal.

Mario tries to go further into the lake. While he sees a Red Mini-Paint Star, he also sees no path to help him reach it. In addition, while there’s a waterwheel nearby that could be used with the Cut-Out ability, it’s oriented the wrong way and there’s no water pouring on it. Mario and Huey eventually backtrack the way they came…

…To Edwin. Edwin is very appreciative of getting his stuff back- especially his money bag, treating it like a younger brother. Satisfied with Mario and Huey’s work, Edwin decides to join Mario’s party. As Edwin is gleeful of the riches they’ll reap, Huey immediately thinks he and Mario made a terrible mistake.

With Edwin on their team, Mario indeed gains more coins from battling. In addition, Edwin’s natural suction abilities suck in softer objects, while allowing him and Mario to swing from harder objects. With this in mind, Mario, Edwin and Huey reorient the last waterwheel and Cut-Out another dimension, finally reaching the Red Mini-Paint Star and opening another path together, this time to Crimson Tower.

A short-ish walk later, Mario and friends arrive near the Crimson Tower. Immediately, Huey smells a big load of paint beyond a blocked gate- a Grand Paint Star is nearby! Mario and Edwin rush to the gate, painting it in! That is, only to reveal three different holes for a Toad, a Pianta, and a Brustache. Edwin notices the weird people-shaped keyholes, wondering if something else has to be done for “others” to pass.

Mario turns around, seeing a Brustache he neglected to color in. Mario immediately rectifies his mistake, restoring the Brustache to his burly greens. The Brustache remembers he came to Crimson Tower to see its bridge, believing it a sight worth any bridge builder’s time. Unfortunately, a Slurp Guy snuck up on the Brustache and stole his color. Nevertheless, the Brustache is grateful. Huey realizes the bridge builder’s usefulness, and the bridge builder, Britchell, takes pride in his trade. As soon as Huey informs Britchell about the Port Prisma situation, Britchell makes haste back to town. Mario and friends follow suit.

Finally back in Port Prisma, Mario and friends make acquaintance with the guide Toadette, Naviga T. Naviga T gives Mario some helpful advice on navigating the town. While chatting, Mario notices ten banners around Prisma Fountain, detailing special tasks he can accomplish during his stay. Mario also notices how four of the banners feel like they were just added here a short time ago.

Mario and friends find Britchell waiting in the east part of Port Prisma. Britchell explains how he already fixed it, before insisting Mario and friends cross it. Edwin obviously doesn’t really care, while Huey is trying to find something nice to say, but it’s difficult as he has no feet. Huey’s thought is interrupted, however, by the presence of a Blue Mini-Paint Star. When Edwin sees it, he points out the difficulty he and Mario will have reaching it.

Mario quickly goes over to greet and recolor a familiar blank Brustache with a postcard on his back. The Brustache, Postmaster Pesshi, thanks Mario. When Mario asks Pesshi if he saw who exactly mailed him and transformed him, Pesshi admits he didn’t see who was responsible. In fact, Pesshi somehow ended up at Peach’s Castle mere minutes after he was ambushed. Despite this, Pesshi insists that the possible backlog of mail, and mail in general, is more important. He heads into the post office. Before Mario and friends follow, Edwin notices the sign is crooked from the big battle in town.

Inside the post office, Mario already has two pieces of mail. The first letter is from people named Mawk and Pawk Hawk, demanding Mario come to their dojo to practice Fire Flower use. The second letter, meanwhile, has no signature, only stating it’s from an old friend. Mystic in its dialect, the writer informs Mario that a special someone from the Decal Lands has arrived at the harbor, and will be useful. Pesshi notices how the second letter seems as though it’s from another planet altogether.

Edwin informs Pesshi of the crooked sign. Agitated, Pesshi opens a door on the side of his office and rushes out the door. Sure enough, Pesshi fixes the sign, assuring Mario that the mail will not be stopped by anything- not even the long-deceased Draggadon. Pesshi heads back into his post office.

With the mail’s advice, Mario decides to check town for all these people. At the harbor, that “special someone” is Shady T, the Thing vendor from Decalburg. Shady is a little more paranoid than before, as well as defensive of his business’ legitness. Nowadays, Shady T is somehow enhancing people’s extra Artifacts for a price. In addition, to stay on Mario’s good side, Shady gives the plumbers a more than familiar Artifact- the Pixl Plunger, fashioned after some of the famous Ancient inventions.

Thankful for the gift, Mario and friends leave, only to bump into another Ancient name- Merlon. Or at least, it’s Prism Island’s version of Merlon. Merlon explains his ability to see what Mario needs, mentioning it as part of a lineage since Merluvlee came to the island. With his magic, Merlon hints that Mario needs the Pixl Plunger for an unknown obstacle in the future.

Just as Mario is about to enter the Dojo, he makes a quick stop at the small platform to the south. The Vellbex Squad Captain, who avoids giving his name for some reason, gives Mario a history lesson of why the Captain’s ancestors formed the Rescue Squad- to help those in need across Prism Island. The Captain offers to help Mario find Rescue Squad members if asked.

Mario proceeds to enter the dojo, meeting an exercising Mawk Hawk and lazy Pawk Hawk. Mawk Hawk takes pride in training the champion of Rogueport’s Glitz Pit, while Pawk Hawk expresses his knowledge of kung-fu movies. Mawk Hawk offers to teach Mario about Action Commands if he wishes.

Finally, Mario stops procrastinating and decides to finally collect the Blue Mini-Paint Star. With Cut-out, Mario easily reaches the roof.

Before collecting the Star, Mario sees an uncolored large body. Recoloring it reveals the victim to be a pink female Pianta. The pink Pianta is horrified, in a hurry to return to the old hangout spot. She sprints off as fast as her little feet can carry her.

Mario tries again to collect the star, when a Lakitu with an anime hairstyle and anime spectacles animes his way into Mario’s life. The Lakitu, introducing himself as Lakitaku, politely asks if he can look at Mario’s Battle Cards. Mario tries to refuse, but Lakitaku doesn’t have “no” in his dictionary.

Annoyed, Mario and Edwin relent. Lakitaku is amazed at Mario’s collection, asking about many possible trades. Lakitaku takes so long, however, a Slurp Guy ambushes Mario, Edwin and Huey. Edwin is annoyed, but Huey remains calm, revealing the Battle Spin. For 7 coins, Mario can buy one of four completely different cards in the unlikely event he lacks a needed card. Huey also explains that in case there’s a card Mario really needs at that point, multiples of it will show up in the spin. With this info, Mario defeats the sucky enemy.

Conveniently, Lakitaku chooses the tail end of that lesson to give Mario his cards back. Edwin is still annoyed at Lakitaku’s oddness, but Huey is nonchalant. Nevertheless, Mario collects his first non-Red Mini-Paint Star, and a path to Indigo Underground opens.

Wondering what the Pianta woman earlier was talking about, Mario and friends search for her before heading to the Underground. Eventually, they find her on a rooftop in the Yellow District. The Pianta explains herself, in that the rooftop they’re on was a hangout for her and five friends. Over time, though, the six friends got busy with their lives and drifted apart.

However, the Pianta just got a letter from one of her friends, Piper, to make flowers bloom so they can meet again. The Pianta remembers Piper’s infectious and charming words, and how lovable it made him. The Pianta also reveals the letter came with a seed to plant, to serve as the blooming flower for their reunion.

Their question answered, Mario, Huey and Edwin leave town for the Indigo Underground. They descend a steep hill, Mario coloring it along the way. Upon reaching a Warp Pipe into the Underground, Mario attempts to go in like he usually does. However, the pipe unexpectedly backs up, revealing a super green individual blocking the way. Mario tries pulling the mysterious green guy out, but he’s too big. The green guy demands Mario cut it out and not dislocate his leg. By remembering Merlon’s vision, Mario realizes he can use the Pixl Plunger to unclog the way.

The Pixl Plunger pulls the green guy- a green Toad in tokusatsu garb- out of the pipe, Edwin assuring him the Pixl Plunger is clean. The green Toad introduces himself as Peppa T, second in command of Green Rescue Squad. He recalls how he and the rest of his family, all members of Green Squad, were called to Indigo Underground. Not only were they separated, however- they were flattened, pulverized, annihilated, crushed, defeated, thrown around, the works.

Huey compliments Peppa T and the other Squaddies on their scarves. Though grateful, Peppa T reminds him of the Squad’s responsibilities. Peppa T also reminds Mario he can talk to the chief director at the HQ in Port Prisma. Strangely, though, Peppa T warns Mario that the chief is moody about one of the other members of the Squad, so he might not catch the Captain at a good time.

The conversation gets back on track when Edwin takes from the conversation something important- the other members of Green Rescue Squad have to be rescued, something he notes would never happen to his own bosses. Huey, meanwhile, realizes Mario does this a lot, though he rationalizes there must be another Mini Paint Star in the cave. Edwin believes there’s riches in the cave.

With that chat over, Mario tries to enter the Warp Pipe again. This time, a Shy Guy stops him from entering the underground. Once again, Mario wins.

After the battle, Peppa T states the obvious and reveals the Shy Guy as one of the Squad’s assailants. Peppa T hurries in, though he ominously worries “she” is stirring up trouble. The statement puts Huey offguard, while Edwin notes Mario’s luck lately and the inevitability they’ll meet her soon. With that, Mario finally enters the Warp Pipe without it backing up this time.

Inside the first room of the cave, Mario sees two Shy Guys tossing around some junk. Remembering the strange magic used on Pesshi and the Ruddy Road, Mario realizes that the junk might actually be something. Mario proceeds to fight the two Shy Guys. During the fight, Mario comes to understand more of the perks of fighting alongside someone, as Edwin deals his own share of bag related damage. Mario also learns Edwin’s attack knocks some extra change loose from defeated foes.

After the battle, Mario uses his hammer to undo the strange spell on the junk. The true identity of the junk is revealed as Clara T, Peppa T’s sister-in-law. Clara T is annoyed how she was tossed around like a turnip, before heading off to report to Peppa T.

Throughout the Indigo Underground, Mario must wait for several stones that rise and fall to make an educated move. In addition, he must utilize Edwin’s suction on a few poles and hard objects to make it across some pits.

Mario saves the two children of the Rescue Squad, Whittik T and Beeyew T, from some of the Shy Guys and Slurp Guys prowling the dances. Beeyew T is naïve yet well meaning, while Whittik T is only slightly more mature. The two children head off to find their mom or dad.

At the absolute eastmost part of the Underground, however, comes a sight ensuring Mario and Huey (though not an angered Edwin) will not sleep for a month- a strange mushroom slug creature turning another female Green Squad member into a small mushroom. When the creature notices Mario, it instantly takes offense and catches Mario before the stunned plumber can book it.

Unlike most enemies, Mario is stunned to learn his Battle Cards inflict far less damage than expected on the Slugshroom. More stunning to Mario, though, is the beast apparently expecting Mario’s arrival, as if it knew he was already on the island. This spurs Mario to use his stronger cards, finally downing the insect-legume.

The small mushroom changes back into the Green Rescue Leader, Suga T, with the Slugshroom’s demise. Though Suga T is spooked, she still thanks Mario and gives him a 1-Up Mushroom before leaving.

Eventually, Mario and friends locate the Squad at the top of a cliff. Since Suga T wasn’t around, Peppa T is allowed to perform roll call instead. Suga T is proud of Peppa T, and the family create a human bridge. The family thanks Mario, assured their bond is stronger than their weight.

Out of nowhere, however, a female Vellbex in Purple Rescue Squad fittings jumps hard on the Green Rescue Bridge. Huey is shocked at this behaviour, while Edwin recognizes the Vellbex as Kidd, a Rescue Squadee who went crazy for no reason. This statement infuriates Kidd, yet she laughs it off as her teaching people why no good deed is worth it- because people just end up hurt in the end. Huey calls Kidd out on her behaviour and to fight someone her own size. Kidd actually agrees with Huey (or “Tin Thing” as she calls him)- she decides to fight Mario instead!

Kidd does not go down as easily as the many Shy Guys or Boos. She continuously charges Mario down on her attacks. In addition, she nabs 2 of Mario’s cards if Mario doesn’t block. After a few of the latter attacks, Mario gets the idea to summon an enemy with an Enemy Card to serve. This turns out to be a horrible mistake, unfortunately, as Kidd just kisses Mario’s unofficial partner, bringing them to her side! Making a mental note not to do that against Kidd anymore, Mario and Edwin eventually bring Kidd down.

Defeating Kidd brings our heroes no joy, however, as Kidd believes one should just cause as much trouble as possible and not care about the consequences. To say this particular belief horrifies Edwin and Huey would undermine the horror of anyone having that belief. Further messing with Huey’s mind, Kid gives the bucket a smooch, before running off.

Huey is just floored, while Edwin is a little jealous he didn’t get a kiss. Huey rightfully calls out Edwin for advocating Kidd’s non-consensual behaviour, and Edwin hastily apologizes for his tasteless joke. Edwin then explains what he knows about Kidd- she’s been messing with everyone on Prism Island, even before he arrived. Though this was Edwin’s first time meeting Kidd and despite his “joke” earlier, Edwin admits he doesn’t want to see her again.

Mario then notices the middle of the Green Rescue Bridge is currently submerged. With his greaser guile, Mario helps restore the bridge, earning him the Green Squad’s continuing praises. Inside a nearby alcove behind the waterfall, Mario finds an Item Block with several Cards. Meanwhile, further down the path blocked by a boulder is the first Double Mini-Paint Star Mario and friends see- half Blue, half Yellow. With this Mini Paint Star’s collection, Mario opens the way to two new locations- Bloo Bay Beach and Daffodil Peak. Mario decides to head to BBB first.

Chapter 1 Part 2

Our heroes make their way out of the Underground, and onto Bloo Bay Beach. They are immediately met with a Pianta enthused about a celebration called Oceanfest. Unfortunately, Huey is so focused on restoring the Paint Stars, he gives the poor guy an earful (if Piantas have ears). It takes Edwin scolding Huey for the bucket head to rethink his position.

Ironically, it’s not a walk on the beach, but more a test of the fittest. Not only do Mario and Edwin have to deal with Cheep Cheeps and Green Koopas- they must also spar with swordfish bearing a peculiar pattern, the Cutlads. In between all the fighting, Mario must also continue using Edwin’s suction on hard poles to reach higher cliffs.

Beyond the fighting, Mario and friends reach the beach’s Cliffside. Huey is ecstatic seeing the ocean for the first time, something that surprises Edwin. Huey wishes he could go for a swim, but losing his power prevents him from trying.

Later, at the docks, Mario and friends see several Piantas make fun of the curmudgeonous Captain Ahant. Ahant wants to sail to the edge of the world to discover his destiny, but the Piantas are too simple to understand his thought process. Suddenly, a Pianta rushes to alert the others Oceanfest is starting. Not only that- the Deep Sisters are performing. Excited by the news, almost all the Piantas except for the hardworking Ahant make haste.

Following the Piantas, Mario and friends reach the main entertainment center of the beach. On a kind of big stage, two Beepboxers- one with blonde hair, the other purple- are hula-ing incredibly wide. The main crowd of the Piantas is completely divided on the sisters- some find the Deeps entertaining, while the others find their display offensive.

Huey and Mario are impressed- and that’s to say nothing of Edwin, who beelines right to the front of the crowd! Edwin is so restless, he attracts the attention of the blonde Beepboxer, Marirana. Edwin just melts in attraction, while the purple haired Beepboxer, Suebelle, is annoyed at Marirana’s non-professionalism. Marirana puts Edwin down, but leaves him with an inspirational message- to not limit himself if he can help it. The moment lingers with Edwin.

Soon, the dance ends. With this, Mario talks to the Ringmaster atop the stage, Rixx, for a special game. Rixx calls up five Pianta boys, the Five Local Nuts, to the stage. Rixx proceeds to explain how his game, Pianta Go Seek, works- Mario and friends must find the Local Nuts hiding in the immediate area.

While the Local Nuts are crafty to the point they hide right where Mario’s looking, Mario still finds them, conking one in the process. And for the few times Mario is stumped, Huey helps Mario out. As Huey feels like it’s cheating, the guardian phrases his tips as “I could tell you, but..” statements to get around his moral quandary..

Having found all five Local Nuts, Ringmaster Rixx congratulates the plumber. With the game’s end comes another- the closer, Pianta Shuffle, supervised this year by the Deeps Sisters. Ringmaster Rixx reveals a key to Blissful Beach, explaining it to be the prize. He then hands the key to the conked Pianta. Following this and a personal investigation by Mario, the Piantas proceed to dance-shuffle.

Mario keeps a very close eye on the conked Pianta, knowing he has the key. When Mario actually talks to him, however, he learns a different Local Nut has the key. Edwin senses something’s up, while Huey advises Mario to track the Local Nuts another way so Rixx can’t play the “identical quintuplets” card.

Before Mario’s second try, he uses his magic paint hammer to mark the conked Pianta. Once again, Mario gets it wrong. This time, however, Edwin and Huey corner Rixx with the truth, forcing the long-nosed Pianta to come clean about his scam, and throwing Marirana (but not Suebelle) for a loop. Fearing he’ll be labelled a crook, Rixx gives Mario and friends the key in exchange for their silence.

Just as Mario is heading for the gate, he feels something crawl in his moustache. Heeding his instincts, Mario heads for the back of the local juice bar, finding a lone outhouse. Mario, getting a sudden burst of inspiration, uses his Cut-Out technique to reveal none other than Il Piantissimo hiding in another dimension. Embarrassed, the human-ish cosplayer leaves, and Huey comments on him.

At the Blissful Beach, Mario and friends find a few chairs with closed umbrellas above them. Using his Hammer, Mario opens the umbrellas, allowing the team to relax in comfort. While they nap, the five Local Nuts dance nearby. Even more surprising, Marirana silently sits near Edwin happily, while Suebelle is still antsy. By the time Mario and friends awaken, the Piantas and Beepboxers have left.

The Yellow Mini-Paint Star is in sight, but Mario sees two female members of the Red Rescue Squad nearby, Michelle and Leelee. With the Cut-Out technique and expert thin bridge restoration, Mario alerts Michelle and Leelee that Cosso needs them, springing them off the beach. His job done, Mario finally collects the Yellow Mini-Paint Star, opening a way to Sunglow Ridge.

Mario and friends’ escapade into Sunglow Ridge is immediately shot down by a large Scarlet Gate. Peppa T is nearby to bemoan it’s lack of color. Huey suggests repainting the gate, but Peppa T is pessimistic, believing neither the entire Rescue Squad nor the ancient King would have the power to fix the gate. The mention of the Rescue Squad reminds Peppa T of a previous appointment with Green Squad, forcing him to run off.

Though discouraged, Team Mario decide to check out the other yellow territory they revived, Daffodil Peak. To no-one’s surprise, another gate blocks the way into the actual peak- this one guarded by a Toad the heroes only see the face of. The unknown Toad mentions a Mountain Sage lives here, but the team will need a permit from the park ranger, Fribyrd, to climb the mountain.

By following a simple path, the gang find a cabin with a lone, sad female Memphawk sitting on a crate. Huey is put off by the gloom, but Edwin brushes it off as Fribyrd possibly being emo, like Kidd. Huey asks Fribyrd for a permit, but Fribyrd is too bummed to accomplish this. Edwin sympathizes with Fribyrd, while Huey suggests fixing up the place.

Mario recoloring the cabin does the trick, as Fribyrd is immediately bursting with positivity. To show her appreciation, Fribyrd not only gives Mario and friends the permit- she gives them it for free! The three guys are grateful for the park ranger’s charity. Our heroes return back to the Toad gatekeeper, and he obliges to the permit’s permissions.

The plumber gang begins their ascent up the Peak of flowers. It’s a surprisingly cubey peak, too, with tons of Warp Pipes and open ridges. For those spots Mario’s jump can’t make, Edwin’s suction on soft poles solves the difference.

The climb is further complicated by the Dayzees that can place Mario asleep, sharp defensive Spinies, and Paratroopas that come in Red and Blue. Like the also-present Boos and Shy Guys, the two colored flying turtles don’t get along- though they tolerate ghosts and masked hoodlums, respectively. Spinies also harbor no ill will towards Red Paratroopas, though Blue can go flip themselves. With these alliances, Mario starts to get a sense of the two powers at work on Prism Island.

A ways up the mountain, Mario and friends find an injured Whittik T. The sight of Whittik T’s injury gets to our heroes like any good person. Also like any good person, Mario gets on his cellphone, calls a doctor, and gets that kid to nah I’m just kidding Mario whacks the kid. Thankfully, instead of injuring Whittik T any further and getting stacked with uncomfortable PR for the rest of his life, Mario’s blow magically fixes Whittik T. Whittik T shows his gratitude before hurrying back to Port Prisma…by jumping off the cliff again. This agitates Edwin.

Later, Mario and friends find a strange Event Block with !? on it. Huey immediately recognizes the block as an Unfurl Block, an invention of the island’s ancient King. Huey explains that Unfurl Block power can enchant Unfurl Marked objects, encouraging Mario and Edwin to find it.

Mario hits the block, and is overcome with a silver energy. Heading back the way he came, Mario sees a Warp Pipe with the Unfurl Mark and hits it. The spell doesn’t just extend the Warp Pipe- it transforms the Pipe into a spiral shape. As Mario passes the pipe, though, he hears chatter atop the cliff he’s facing.

Entering the next pipe, the gang come across Pitholl and Cucleer, teaching a class of Boos on the art of combat. One Boo points out the heroes’ presence to the two Musketeers, alerting them. Pitholl and Cucleer believe Edwin has backstabbed the Musketeers by helping Mario and Huey.

Huey informs the weird saber wielders he needs to return the Grand Paint Stars…only for Pitholl to inform Huey in turn that not only do the Musketeers need the Stars more, the Stars aren’t safe in Port Prisma anymore! In fact, our heroes aren’t even safe near a strange pollinating flower that Huey recognizes a little. Seeing a chance to teach his new students, Pitholl commands the Boos to fight near the flower.

Immediately as this battle starts, the flower sprays green pollen on both sides. As Mario is recovering, Edwin explains the power of the flowers’ pollen- they debilitate friends and enemies in some way, but greatly reward the survivors. In this case, everyone’s power is reduced to their lowest level, even with Artifacts. Despite this huge handicap, Mario still wins.

Pitholl is anguished at the failure of the Boos, while Cucleer swears vengeance, before both run off. Huey is concerned at the duo’s statement of the Grand Paint Stars not being safe in Port Prisma. Edwin admits the Musketeers were trying to take the Grand Paint Stars for some reason “Aace” hasn’t explained well, but the Stars were impossible to remove. The Musketeers finally found someone with enough strength, but before they could succeed, someone on the “other side” knocked the Stars out of the fountain. This worries Huey, who urges the team to hurry.

After all that trekking, Mario and friends finally reach the top of Daffodil Peak, and by extension the Mountain Sage, a Brustache with wise hair. The Brustache introduces themselves as Spirideamus, though he also takes Deem for short. Spirideamus, unfortunately, turns out to be a fake playing an elaborate fake, since he also wanted to see the Mountain Sage. Spirideamus walks away, leaving Edwin confused and Huey ABSO-LUTELY LIVID. Huey wants to give the gatekeeper a piece of his mind- after collecting the Double Mini Paint Star leading to Ruddy Road and Sunglow Ridge.

Unlike most other times, Mario and friends furiously re-enter Daffodil Peak instead. Huey is about to lose it, until Edwin calms him down and decides to handle the gatekeeper more tactfully. And by that, Edwin means losing it even more than Huey, noting he’d be even more angered if he actually paid for the permit! Things take an odd turn when the Gatekeeper leaves his stall, revealing a blank cap and sadness at the Mountain Sage not existing. It’s even odder as the Gatekeeper admits not remembering his history before the gatekeeper gig, which Fribyrd got him.

Everyone jumps to conclusions and blames Fribyrd immediately, but the Memphawk hurries out to clear things up. Apparently, Fribyrd has seen the Mountain Sage at some point. While Huey isn’t happy with the lack of proof, Edwin acts as the voice of reason this time, believing both the Gatekeeper and Fribyrd are telling the truth. As Fribyrd leaves, the Gatekeeper wonders what happened to the Mountain Sage, his mind being a complete blank, and having no idea.

Within seconds, Mario, Huey, Edwin, the player, the player’s younger siblings, the fruit flies, and the tiny particles that make up matter figure out the incredibly obvious twist and thwack the gatekeeper. His color restored, the Gatekeeper remembers- he’s one of the Chosen, imbued with great power. This alerts our heroes to the Gatekeeper actually being the Mountain Sage, clarifying himself as Rokke T.

While Edwin is relieved, Huey asks the innocent question of Rokke T still having his power. Using his mental power, Rokke T creates a key atop his head, destroys a cliff, and commits tax fraud. This frightening display of power and aggression amazes Mario, Edwin and Huey. Huey asks if Rokke T knows about the Grand Paint Stars. While Rokke T doesn’t, he admits to being a key to Crimson Tower. He then uses his jumping prowess to leap tall mountains in a single bound.

Fribyrd is only half happy, the unhappiness coming from needing to take gatekeeper duties. By talking to Fribyrd again, Mario and friends learn she overheard Spirideamus heading to Cherry Lake for some unknown reason.

Mario and the team hurry back to Cherry Lake. At some point, they find another section of the lake they overlooked the first time. Sure enough, they find Spirideamus trying to pump himself to reach a floating Mini-Paint Star. At first, it looks as though Deem is scamming the group’s bottoms again. Just as Edwin is about to dismiss Deem, however, a key appears atop Deem’s cranium. Using his mental power, Deem pulls the Star close enough so Mario can touch it.

As Huey and Edwin congratulate Deem, the brush person takes pride in his unexpected gift. When Huey tells Deem about the Crimson Tower keyholes, Spirideamus is about to super jump. Before that, though, he mentions he heard a disturbance at Bloo Bay Beach before coming here. With that, Spirideamus takes into the skies.

The gang dash back to Bloo Bay Beach. Sure enough, a panicked Pianta informs them Captain Ahant got stranded in a nearby shipwreck. Concerned, Edwin and Huey insist the trio check it out.

The shipwreck ends up having a bigger turnout, as several Pianta females, Marirana and Suebelle are also watching the drama unfold. Marirana takes a little pity on Ahant, noting he just needs a little wind to move again, but Suebelle and the Pianta females find the result of Ahant’s epic voyage embarrassing.

Marirana words spark something in Mario’s mind. This time, when Mario uses Cutout, he also uses the Fwoosh Propeller in conjunction. When the Fwoosh Propeller blows, though, it blows harder than anyone was expecting, creating a tidal wave! Captain Ahant seems to vanish into the wave, lost to the sea…

…At least, until he resurfaces on a surfboard. Ahead of Ahant is his rescuer, a weird lobster-eel (a Sosorrisurf) wearing sunglasses and a vest. As the Sosorrisurf hangs 10 in midair, Ahant’s hat falls off, revealing a key-shaped trunk!

Edwin and Huey wildly applaud the Sosorrisurf for his skillz. While the Sosorrisurf is appreciative of the compliments, he also starts hitting on the Deeps and the older female Pianta. Suebelle doesn’t fall for the Sosorrisurf, but Marirana does.

Introducing himself as Keirf while recognizing Mario, Keirf reveals he surfed all the way from Pastelora, but is exhausted. Keirf lies back, while Marirana fawns over the hip lobster eel. Oddly, something about this depresses Edwin. Huey is concerned for his friend’s sadness, but Edwin tries to gloss over it.

All of a sudden, a second tidal wave rises from the waves, threatening to drown our heroes. With his more elderly attuned intuition, Ahant uses his chosen power to freeze the tidal wave in time. Keirf is amazed by this, while Huey realizes that Ahant is the final chosen. Asking the elder Pianta for help, Ahant eventually obliges and super-jumps away. Huey muses the irony of Ahant only needing to look inside himself, which Edwin half-heartedly repeats…

Before returning to Crimson Tower, Mario decides to go back to Port Prisma to see if Cosso’s other squadees are there. Mario is therefore relieved to learn that two Red Squad Brustache boys, Staupp and Vinn, listen to the call of duty and head straight for Ruddy Road when asked.

Next stop- Ruddy Road. As soon as the trio arrive, Mario sees a soft pole he overlooked last time on the cliff near the entrance. With Edwin, Mario springs up to find and recolor a red Brustache. The Brustache is appreciative of his restored color, but needs to run off elsewhere.

Mario and friends have a hunch where the Brustache has headed to- the hangout sot of Piper. They arrive, followed by the Brustache. The Brustache recognizes the pink Pianta, calling her…Pynk. Pynk, in turn, remembers the Brustache as Redd. Redd, too, got the same letter from Piper about the flower, which is coming along.

The sight of the flower motivates Redd to tell his own story about Piper. Before a big field day race, Piper laughed his weird laugh, motivating Redd to train even harder in spite of Piper’s ridicule. When field day came, though, Redd was in dead last anyways. Near the end of the race, however, Piper, who was in the lead, fell down without warning. This fall tripped everyone except Redd, allowing him to win. When Redd asked Piper about it after the race, Piper denied losing on purpose and just started laughing. From that day onward, Redd and Piper became friends.

Following this story, the gang return back to Ruddy Road, where Cosso is. After taking inventory of the Squad and Edwin’s current mood, Cosso and his crew paint a long pole into existence. With this pole and prodding of Edwin, Mario makes it up the cliff, where he finds a Freezie Extinguisher.

Chapter 1 Part 3

All loose ends before the first big finale complete, the MM Crew hasten to Crimson Tower’s gate, not to be confused with the Scarlet Gate, in turn not to be conflated with Scarlet Johannsen. Following some squabbling between the three guys, Ahant, Rokke T and Spirideamus enter their keyholes! Only for nothing to happen. Though Ahant is cranky and Rokke T is crestfallen, Spirideamus keeps his cool and advises Mario to hammer the guys in.

Mario obeys. His violence opens the gate, but stuffs the three guys into the door for all eternity. Edwin and Huey expresss their gratitude for the Chosen’s sacrifice. That is, until the three Chosen’s faces light up, revealing they’re relatively fine.

Beyond the gate lies a horrifying sight, at least for Huey- the entire Crimson Tower is devoid of crimson, or any color! Huey almost gives up then and there, but Edwin encourage his friend to keep going.

Luckily, the team hears and finds some Shy Guys dumping red paint into a bucket attached to an airship. Using his ingenius Italian espionage, Mario unsnags the anchor, and the airship flies off. Even a guard unit of Shy Guys led by a Spiked one prove no threat.

What does prove a threat is the gang having no way to land the airship. Huey manages to stabilize the airship with the steering wheel. As he tells Mario and Edwin to go after the bucket, an odd thing comes into view- a sticker-like comet with four passengers, Mario able to make out a familiar crown-shaped one. The gang is too late, and the Comet crashes into the airship, tossing everyone on both air travelers and the bucket of paint away.

As if it were foreseen, the giant bucket lands at the perfect angle, restoring the Crimson Tower’s color. Also, Mario, Edwin and Huey reach the ground, miraculously unharmed. Edwin is reserved at delaying the Sticker Comet from Sticker Fest, but Huey brushes it off, just happy the Crimson Tower is restored. At that moment, Britchell arrives to finally look at the tower bridge. Overseeing Mario’s departure, Britchell admires seeing the bridge in action.

Britchell is so enthused about the bridge, the unexpected arrival of Pitholl and Cucleer throws him over the cliff. Pitholl not only takes no blame for this, he and Cucleer are peeved at Edwin abandoning the Musketeers. The fashionable duo eventually decide on a course of action- ambush Edwin and friends, then secure the Crimson Grand Paint Star. All set, Pitholl grabs onto Cucleer, and the two fly towards the tower’s top.

For an ancient tower, Mario and Edwin are amazed at the conveyor belts near the entrance. A little dexterity and cooperation with Edwin’s suction is required, though, to pass large gaps near the conveyors. The gang don’t get too long to take in the old technology before a rumble is heard. In scant moments, Morton bursts through the wall! Initially, Morton forgets why “the Master” sent him, having fought several Musketeers on his way here. By thinking about it, Morton remembers he needs the Grand Paint Star before Pitholl and Cucleer reach it.

Near the Morton-shaped hole is a stairwell, heading up and up and up and up and up. Already, Mario and friends see Boos and Boosketeers fighting Shy Guys and Slurp Guys. Also present are equally opposed Blue Koopas and Red Koopas. Further complicating a battle on the stairs is an orange Pollinator Flower, disabling Edwin’s money grubbing perk and halving his power in that fight. Edwin’s handicap does little to hinder his prowess in helping Mario, though. Winning that fight also inspires Edwin greatly, giving him a free opportunity to attack first chance he gets. Mario is also inspired to equip his Freezie Extinguisher for some odd reason, allowing his Hammer moves to deal Water damage.

A long climb later, Mario and Edwin make it to the room at the top of the first stairwell. Unfortunately, Morton drops in to ambush the team. Morton is peeved at being delayed by the Musketeers, and Edwin’s presence only peeves him more. Edwin is sure he can ruin Morton’s day, but Morton wants the Paint Star more. He even makes a terrible pun with his name, More Tons, to prove his seriousness.

The battle with Morton begins. Knowing he needs to be careful, Morton summons his hammer, then summons a Shy Guy to summon a pedal stool in a prime case of summonception. To even the odds, Mario summons a Red Koopa with an enemy card found earlier. Unfortunately, seeing Morton and all those Shy Guys drastically reduces the Red Koopa’s battle prowess.

Within the battle itself, Morton uses a mixed style of his hammer and the classic shell attack to not only attack the Red Koopa, but Mario as well, making constant meatshielding pointless. In addition, the already weakened Red Koopa is defeated. Knowing he needs more incentive, Mario summons a Blue Koopa instead. This leads to much better results, as the Blue Koopa retains his physical strength against his Koopaling enemies. All this strategy from Mario eventually wears down Morton and the Shy guys enough to allow Mario to destroy the pedal stool.

Partway through the fight, Morton becomes angry at how badly he’s losing. This fury extends onto his hammer as he ignites it. Mario jumps on Morton that turn, while his pals just attack like normal. When Morton attacks, though, it BURNS! It’s nowhere near the strength of a one-hit KO- maybe 3/10s of Mario’s vitality tops- and Mario blocks it for further damage, but it still hurts Mario enough to realize he can’t dilly around too long.

The sight of a burning wood hammer compels Mario to counter with his water tinged one, instantly dousing the hammer. Morton isn’t happy, despite his attempts to roll/spin with it. Once again, Mario finally conquers Morton.

After his defeat, Morton is upset. Without a Paint Star to bring back to “the Master”, Morton fears he won’t be called Morton anymore, but Leston. Morton proceeds to run off. This mention of a Master frightens Huey, fully alerting him to two opposing forces trying to get the Grand Paint Stars. Edwin quickly explains the Koopalings and Musketeers have been fighting on Prism Island for some time, while not hiding his own profit-driven agenda.

In the rest of the second floor room, Mario, Edwin and Huey come across a broken bridge at the top. Once again, Cut-Out does the trick circumventing that obstacle.

The next floor turns out to be the top floor. The Save Block nearby serves as a warning, though, that something tough this way comes. After using the Save Block, the company enters the final room, finding the sleeping Crimson Paint Star- as well as a waiting Pitholl and Cucleer!

Pitholl celebrates his and Cucleer’s retrieval of the Star, while Huey and Edwin are perplexed at the Star resting. At the urgings of Cucleer’s bipolar lust for violence, Pitholl agrees. And so, the battle for the first Grand Paint Star commences!

It’s hard for Mario or Edwin to say if two Musketeers are tougher than one Koopaling. What they can agree on, however, is their swordsmanship. Pitholl mostly uses brutal fencing, while Cucleer is stealthier and quicker in his assaults. A further complication comes from their powerful team move, where Cucleer carries Pitholl into the air, then the Pianta follows with a downward sword slam slightly stronger than Morton’s Flame Hammer!

Mario puts his mind together eventually and has an epiphany- while the downward sword slam is powerful, the Musketeers can’t use the team move if they’re not a team. And so, Mario and Edwin take out Cucleer first. The lack of a partner infuriates Pitholl, compromising his fighting output, and creating a domino effect allowing Edwin to end him, too.

Pitholl isn’t exactly subtle in his shame at Edwin defeating him, while Edwin is assured of his own potential. Disgraced, Pitholl and Cucleer retreat, but not before Cucleer threatens the team with the involvement of the Musketeer boss, “Aace”. This threat is enough to deflate Edwin, but Huey is just annoyed at Aace’s involvement with the Grand Paint Stars’ disappearance.

Regardless of his feelings, Huey is thankful they at least found the Crimson Grand Paint Star, though he notices how dried out it is. The instructions to wake up the Star are easy- jump into it. With one jump, Mario, Edwin and Huey awaken the first Grand Paint Star! Boarding it, the Star takes them on a little ride above the south skies above Sunglow Ridge, restoring the Scarlet Gate’s color.

Meanwhile, in a colorless forest, Pitholl and Cucleer meet with a Sleeping Boo musketeer bearing a blue moustache tinged red at the edges. The moustached Boosketeer asks the duo how the mission went. Upon hearing a red man stole the star at the last moment, the moustached Boosketeer asks and correctly guesses the man also had a big moustache. When pressed on how he knew, the moustached Boosketeer merely states he has friends in all sorts of places and strokes his own moustache…

Chapter 2 Part 1

Click here to view the whole plot for Chapter 2.

Mario and friends’ exhilarating red ride ends when the Crimson Grand Paint Star lands in its spot in Port Prisma’s fountain. Huey, relieved, thanks Mario and Edwin for their help. As the two reply, though, the Crimson Grand Paint Star (Crimson for short) also thanks them. Of course, this startles the good guys, even Huey. In mere seconds, Edwin correctly guesses that Crimson is speaking inside their minds, a query that Crimson confirms. To assist the team, Crimson “paints” the memory of just how the Grand Paint Stars were removed from their resting place…

A few days ago, two individuals loom above the fearful Grand Paint Stars- Bowser Jr and a sad Mottley the clown. A moustached Sleeping Boo looks surprised as, somehow, Bowser Jr is able to send the Grand Paint Stars FLYING from their resting spots, launching Crimson last! As Crimson is violently rocketed, Red Mini-Paint Stars leave his body.

…and the memory ends.

Huey is horrified at what he see, yet glad they now know what happened to the other Grand Paint Stars. Meanwhile, Edwin is freaked out of his mind how Bowser Jr effortlessly flung the Stars. Crimson is saddened, as their separation prevents the Grand Paint Stars from supplying the fountain and Prism Island with paint. Despite this, Crimson is still optimistic, giving Mario an Artifact-Up Slot to equip more/stronger Artifacts with.

As the team wonders if they’re ready for the road ahead, who should appear on the roof nearby but Bowser Jr and Motley. Bowser Jr brags that he found something cool some time ago, and wants to return to “that other world”. However, the Prince on the Roof isn’t exactly excited to have Motley tagging along, depressing the meek clown. With that admittedly pointless appearance, Junior and Motley leave via a nearby airship.

Upon the villains’ departure, Princess Peach and Toadsworth rush in. Toadsworth is weirded out with Junior’s part in the Prism Island incident, while Peach has a feeling there’s something going on with Bowser’s son. On a hunch, Peach decides to go after Junior, despite Toadsworth’s concerns regarding his own usefulness and Huey’s advice. Peach just retorts she’ll protect both Toadsworth and herself, before rushing off. Toadsworth bids Mario and Huey good luck, is introduced to Edwin, and rushes after Peach.

Edwin regrets not informing Peach and Toadsworth about the Musketeers, but Huey is sure they’ll figure it out. With this, Mario, Huey and Edwin partake in a series of high fives, belly flops and body slams to boost team morale.

A new horizon and the Scarlet Gate mark the next major leg of Mario’s Prism Island quest. Seeing the Gate repainted excites Huey greatly, as it demonstrates what a Grand Paint Star can do. This excitement is followed immediately by difficulties opening the actual gate.

Our heroes, crestfallen, almost consider turning back to ask the Rescue Squad for help, until someone offers to open the gate by force. Mario, recognizing the voice, turns with Edwin and Huey. To his surprise and their confusion, both O’Chunks and Nastasia approach, much more rounded than usual. Given Mario’s history with O’Chunks, Nastasia swoops in like a bat to make the reunion less awkward.

Huey asks what O’Chunks and Nastasia are even doing on Prism Island. With this question, O’Chunks responds that Nastasia has been going in and out of depression ever since her and O’Chunks’ boss, Count Bleck, wedded and eloped with Bleck’s “lady friend”. A friend in a place called Flipside recommended to O’Chunks that he and Nastasia head to Prism Island for vacation. Despite this, O’Chunks sees Prism Island has had better days.

As Edwin sympathizes with the two ex-baddies, O’Chunks lifts the gate up. Calling to Nastasia, the two ex-baddies head through the gate. After a bit, Mario and friends follow suit.

Beyond the scarlet gate is a wooded area. Seeing a Shy Guy in front of them, Huey informs Mario that with every Grand Paint Star he rescues, his First Strikes increase in power. When Mario tests this out on the Shy Guy, sure enough, it perishes in one hit without it able to call friends for extended combat.

Within this first area, Mario comes across a gap with several poles and moving spikes. Using Edwin, Mario carefully moves from one pole to the next while avoiding punctures. It’s not just the inanimate spikes that are a problem either. Spinies themselves reside in this wooded area, as well as some Bald Clefts.

Mario’s masterful acrobatics yield him safe passage across the pit. This display of victory is darkened by the sky darkening. Edwin is antsy about how quiet it is, while Huey goes on about eggshell and flat paints. Suddenly, a strange Banzai Bill flies in from the sky. When it lands, it explodes dark paint. Edwin jumps in shock, and the situation is made worse when Huey realizes O’Chunks and Nastasia are up ahead.

Beyond the gate is a huge wooded area with several Boosketeers and strange feline-wolves, Lepbellers. While the Lepbellers are kind of absent minded, their bells alert other Musketeers except other Lepbellers if they’re in danger. Mario and friends come to understand the importance of KOing Lepbellers first.

Also in that wooded area, while most of the trees are a normal green, one is emitting a red glow. Hitting this tree reveals another of the King’s Unfurl Blocks, allowing Mario to Unfurl a bridge further.

On the other side of the cliff are O’Chunks and Nastasia, flabbergasted beyond belief. O’Chunks is edgy, while Nastasia is having flashbacks of some kind. O’Chunks asks Mario if he can take a peek, as he admits cleaning block spots isn’t his or Nastasia’ s profession.

Within the next area is a logging cabin, a lake, and Huey smelling some nasty paint. On the cliff up ahead, the team sees the path to the impact site. Mario, Edwin and Huey resolve to shake a leg up to the cliff. The direct approach up the ramp doesn’t work, however, as it jump falls down, irritating Edwin.

All that setback accomplishes is encourage Mario to check out the logging cabin instead. It’s difficult when logs keep coming down the only ramp up, though. With some attrition, the team climb the whole way and get their revenge on the five Shy Guys responsible.

While there, Mario also restores color to a male Memphawk and female Toadette. Though the Memphawk generally isn’t happy with the Shy Guy’s shenanigans, the female Toadette mentions she had a nightmare about som