
It has generally better badges (Multibounce, Sleep/Shrink/Dizzy Stomp, Power Bounce) and nets a greater increase in power when you increase your attack because the attack of both Jumps are increased when you perform a successful Action Command. In 64 and TTYD, Jump is generally vastly superior to Hammer.


I’m sure you see where this is going, but let me explain: this new gimmick actually makes Hammer a more viable choice than Jump when fighting him. This means a Jump increases his ATK by 2, and Hammer by 1. His entire gimmick was changed – he now starts at 0 ATK (first form) / 1 ATK (second form) / 2 ATK (final form) for his basic attack (his combo moves have set damage), and with every strike you inflict on him, his ATK for the basic attack increases by 1. If you’re curious, click here to check out the release trailer that contains a link to download!Īnyway… one boss, in particular, stood out to me in Pro Mode, and that was The Master. Enemies do double damage, badge costs have changed, FP costs have changed, new enemy layouts, smart AI, new areas to explore… it’s quite a lot of new content. If you’re unaware, someone by the name of Clover created a mod of Paper Mario that enhances its difficulty. Continuing with gushing about things I like in my last post about Pre-Hooktail Pit Runs, today’s topic covers something I found exceptionally interesting in Paper: Mario Pro Mode, and that’s how you approach The Master.
