We know from previews that the Lottery is back. I'm owndering they'll keep it rigged for make it truly random. But....that might go against current game gambling laws.
also, I'm pretty sure I know the pattern in the dark first strike thing first off for two enemies, it targets the 2nd enemy, offset by 1 (or 2? if mario is the "2nd target" in the code) from normal, then for 3 enemies, it's offset by 2 from that, hitting the 4th enemy of that battle, but since there's 3 enemies, it probably targets the coded last target: your partner. and then for 4, it probably goes for the 6th or 7th enemy in the line, which since mario is probably not listed as a target or is listed as a lower target, it has no target and breaks.
One way you could do this is if you have an N64 on Proxima b, and an infinitely long controller cord, and put the cake in the oven like you would normally. By the time the game receives the signal telling it you did anything, the overflow will of most likely occured. (I know this because Proxima b is 4 and a quarter light years away, so it would take 4.25 years for the signal to get there)
This is my 6th time binging the playlist im now going to pirate..... i mean emulate Paper Mario on my PC (fuck paying 70 bucks a month for a virtual console just to play a few n64 games on my switch)
I know I am late for commenting this but it makes me wonder, if Peach's hp is tied to Mario's, does this mean that badges do too? Well if the cannons are the problem I kinda have a plan, if badges (in theory) work on Peach we could do some stuff about it we could make Peach's defense high to the point where She would not take damage(probably impossible since there aren't that many badges that increase defense, but the ones I remember are D-up P-down, last stand, and another one that I forgot the name) so what if we tried The Lucky badges?(The badges that make an enemy sometimes miss) well there is close call, Pretty Lucky and Lucky day, but I remember Mario does a small animation when the enemy misses which would probably crash with peach(in theory), but what if we tried the damage badges? I don't remember if those apply to partners(like Twink) but we could use the Danger and Peril increasing badges since Peach's and Mario's hp are tied we could do a little more damage, the point is we need to make peach avoid changing animations somehow, I know this is video is old, but do y'all have any plans folks? I kinda feel like trying those out someday.
Stryders voice is really satisfying to me, so I still rewatch all his videos that has him speaking in it. I really wish there were new videos to watch... We all miss you stryder ❤❤
Sad we never got to see Stryder do vids on Black Pit, Dark Star or TTYD64, but i do love coming back to these videos, some of the best paper mario content out there <3
Just spitballin here but I dont think the sewer crashes are rng it feels like these happen whenever you reach a point where your partner would be set into a neutral position and not in their walk animation, maybe it is trying to set the animation but crashes since it cant find their model or whatever (just some ideas). Perhaps you jumping and moving around in the last attempt never gave the game the chance to reset your partner to a neutral position since you jumped before going into the pipe aswell. I cannot tell why it only happens in the sewer tho... perhaps this is the case for a lot of parts where it would move your partner somewhere like the quizmo thing