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Super Paper Mario Enemy Sheets
This game exists in an odd midspace in the Paper Mario series, perhaps appropriately given its
theme of interdimensional shenanigans. It's real-time instead of turn-based, playing more like a
traditional Mario platformer, but still uses enemy stats somewhat similar to those used in the
previous two RPGs. Said stats have been converted into Arpeggio form here, though a few enemies
have been left out due to functioning with mechanics that don't really translate well. Mario
enemies who are already covered by the regular Paper Mario sheets don't get
alternate sheets here, but notably the Flopside Pit of 100 Trials (one of two such pits in Super
Paper Mario, not counting the Sammer Kingdom gauntlet or the fact that you have to go through the
Flopside one twice in order to fully complete it—yeah, this game was kind of sadistic) contains a
special set of "Dark" enemies, which are pure black silhouettes of enemies that all have stronger
stats, and so in the Dark Enemies section here you'll find dark versions of regular
Mario enemies as well as of foes specific to Super Paper Mario. Those specific foes tend to be
rather odd, even in Mario terms, with a visual theme of geometric shapes and sometimes computer
imagery that's supposed to play into the paper aesthetic, though how well this works is up for
debate.
For the most part, the Attack Power stats you'll see on these enemies are equal to the Attack stat
as given by Tippi; in many cases, direct collision with the enemy would do less damage than this,
the number instead referring to a projectile attack or the like, but I've gone ahead and let them
do more damage even with a basic attack, mostly because the main reason I'm adding these enemy
sheets is to have some stronger enemy types available. In general, I haven't done as much
playtesting to confirm these stats compared to the regular Paper Mario ones, but unless Tippi
makes a lot of mistakes, they should be relatively accurate. That being said, where I've tried to
make the boss sheets as game-accurate as possible, I sometimes take liberties with regular
enemies, usually to make them more interesting or versatile, or to account for mechanics that
work differently in Arpeggio. But you'd probably have to be even more obsessive than me to notice
the difference.