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[[File:PM64 Danger.png|thumb|Mario in Danger status.]]
[[File:PM64 Danger.png|thumb|Mario in Danger status.]]
'''Danger''' is a status effect that appears in all [[Paper Mario (series)|''Paper Mario'' games]]. It occurs when [[Mario]]'s or any of his [[Partner]]'s [[Heart Point|HP]] gets low, causing a bubble with the words 'Danger' to appear above them. An alarm-like sound is also heard to inform that the player should use healing [[List of items|items]]. In the first two Paper Mario games, a character is in "Danger", when his or her HP gets between 2 and 5. If it goes down to 1, the character is in [[Peril]]. Certain [[Badge]]s like [[Power Rush]] and [[Close Call]] can be used only when in 'Danger'. If an enemy performs an attack with multiple moves and Mario or his partner goes 'Danger' between the moves, equipped badges will affect immediately even during attack. In ''[[Super Paper Mario]]'', the status is called 'Critical'. A hero is 'Critical', when his or her HP gets below 20% of maximum HP. Because there are no actual badges in this game, this status is completely useless, except to alert players that they should use a healing item.. In ''[[Paper Mario: Sticker Star]]'' 'Danger' is known as 'Tired'. It occurs when Mario's HP drops below 30% of maximum HP. When tired, battle music turns off-key and Mario starts panting. There are no ways to make use of this status. This goes for the same with Mario's foes but without the off-key music if Mario does not have 30 or less% of his HP. It also makes the characters move back and forth sideways when this happens knowing that the player has to be warned. [[Flee]]ing also won't be a choice sometimes since Mario will fall on the ground at points or if the player chooses this one too many times and if Mario does not have enough HP to survive the attacks, he will fall to the ground and an automatic [[Game Over]] will occur.
'''Danger''' is a status effect that appears in all [[Paper Mario (series)|''Paper Mario'' games]]. It occurs when [[Mario]]'s or any of his [[Partner]]'s [[Heart Point|HP]] reaches a specific low amount, causing a bubble with the words 'Danger' to appear above them. An alarm sound is also played on repeat to remind the player to use [[List of items|healing items]]. A similar status, [[Peril]], also appears alongside it.
 
==Appearances==
===''Paper Mario''===
In ''[[Paper Mario]]'', Danger is a status that automatically occurs when Mario’s HP is in the range of 2 to 5 points. If a character's HP reaches 1, however, Danger is overridden by the Peril status, which occurs with a similar, higher-pitched alarm playing. Several special [[badge]]s are activated, namely [[Power Rush]], [[Close Call (badge)|Close Call]], and [[Last Stand]] which will not lose their effect until the player is no longer in Danger. The player can allow Mario to always be in Danger by using [[Chet Rippo]] to lower his max HP to 5. By stacking [[Power Rush]] badges, Mario can do large amounts of damage to singular enemies.
 
===''Paper Mario: The Thousand-Year Door''===
[[File:Mariokoopsdanger.png|frame|left]]
The Danger status effect reappears in ''[[Paper Mario: The Thousand-Year Door]]''. In this game, the special badges reappear along with new partner-only counterparts, which are [[Power Rush P]], [[Close Call P]], and [[Last Stand P]]. The partner badges are exclusive to this game, as partners are now given their own HP unlike in ''Paper Mario''. These badges do not lose their effect when in Peril, and will actually stack with [[Mega Rush]] and [[Mega Rush P]], the only Peril-activated badges. Like in ''Paper Mario'', Mario and his partners can put themselves in Danger permanently by using Chet Rippo to lower their max HP.
 
In ''Paper Mario: The Thousand-Year Door'', Mario can obtain a high amount of Power Rushes in the [[Pianta Parlor]] where they, or their P counterparts, can be bought for 34 [[pianta token]]s each. This allows Mario or his partner to do up to 99 damage per hit on any given enemy.  
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===''Super Paper Mario''===
Danger appears again in ''[[Super Paper Mario]]'', with a different criteria for activating. Instead of being activated by a character having 2-5 HP, it instead occurs when any given character has less than 20% of their max HP. As badges do not exist in this installment, Danger has no practical use other than to remind the player to heal themselves.
 
===''Paper Mario: Sticker Star''===
Danger in ''[[Paper Mario: Sticker Star]]'' happens when Mario has 30% or lower of his max HP. When in Danger, Mario assumes a slumped-over position and is seen panting. In this game, rather than an alarm sound playing, the battle music changes to a distorted, off-key version.
 
===''Paper Mario: Color Splash''===
In ''[[Paper Mario: Color Splash]]'', Danger occurs when Mario is very low on HP. Like in ''Sticker Star'', Mario has a tired expression and the battle music distorts. During Danger, the GamePad view has a red vignette border around the screen. Enemies in Danger also have different animations and appear heavily drained of their color.
 
===''Paper Mario: The Origami King''===
Danger appears in ''[[Paper Mario: The Origami King]]'' when Mario is at low HP. A red border pulses around the screen when Mario is selecting his attacks. It can also be inflicted on enemies, who have slower animations and orange name tags while in this state. In this game, the battle music remains normal and does not distort.
 
==Gallery==
<gallery>
SPM Danger.png|Luigi in Danger in ''[[Super Paper Mario]]''
PMSS Danger.png|Mario in Danger in ''[[Paper Mario: Sticker Star]]''
PMCS Danger.png|Mario in Danger in ''[[Paper Mario: Color Splash]]''
PMTOK Danger.png|Mario in Danger in ''[[Paper Mario: The Origami King]]''
</gallery>
 
==Names in other languages==
{{foreign names
|Jap=ピンチ
|JapR=Pinchi
|JapM=Pinch
|ChiS=危险<ref>From [[iQue]]'s localization of ''[[Paper Mario]]'': https://www.youtube.com/watch?v=qj23Urolr1I (1:31:43)</ref>
|ChiSR=Wēixiǎn
|ChiSM=Danger
|Spa=Peligro<br>PELIGRO<small> (''The Thousand-Year Door'' alert bubble)</small>
|SpaM=Danger<br>DANGER
}}
 
==References==
<references/>


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[[Category:Status effects]]
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[[Category:Paper Mario]]
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[[Category:Paper Mario: The Thousand-Year Door]]
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[[Category:Super Paper Mario]]
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[[Category:Paper Mario: Sticker Star]]
[[Category:Paper Mario status effects]]
[[Category:Paper Mario: Sticker Star status effects]]
[[Category:Paper Mario: The Thousand-Year Door status effects]]
[[Category:Super Paper Mario status effects]]
[[Category:Paper Mario: Color Splash status effects]]
[[it:Pericolo]]

Revision as of 16:15, May 9, 2024

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Danger
Mario in Danger status.

Danger is a status effect that appears in all Paper Mario games. It occurs when Mario's or any of his Partner's HP reaches a specific low amount, causing a bubble with the words 'Danger' to appear above them. An alarm sound is also played on repeat to remind the player to use healing items. A similar status, Peril, also appears alongside it.

Appearances

Paper Mario

In Paper Mario, Danger is a status that automatically occurs when Mario’s HP is in the range of 2 to 5 points. If a character's HP reaches 1, however, Danger is overridden by the Peril status, which occurs with a similar, higher-pitched alarm playing. Several special badges are activated, namely Power Rush, Close Call, and Last Stand which will not lose their effect until the player is no longer in Danger. The player can allow Mario to always be in Danger by using Chet Rippo to lower his max HP to 5. By stacking Power Rush badges, Mario can do large amounts of damage to singular enemies.

Paper Mario: The Thousand-Year Door

Danger status in Paper Mario: The Thousand-Year Door

The Danger status effect reappears in Paper Mario: The Thousand-Year Door. In this game, the special badges reappear along with new partner-only counterparts, which are Power Rush P, Close Call P, and Last Stand P. The partner badges are exclusive to this game, as partners are now given their own HP unlike in Paper Mario. These badges do not lose their effect when in Peril, and will actually stack with Mega Rush and Mega Rush P, the only Peril-activated badges. Like in Paper Mario, Mario and his partners can put themselves in Danger permanently by using Chet Rippo to lower their max HP.

In Paper Mario: The Thousand-Year Door, Mario can obtain a high amount of Power Rushes in the Pianta Parlor where they, or their P counterparts, can be bought for 34 pianta tokens each. This allows Mario or his partner to do up to 99 damage per hit on any given enemy.

Super Paper Mario

Danger appears again in Super Paper Mario, with a different criteria for activating. Instead of being activated by a character having 2-5 HP, it instead occurs when any given character has less than 20% of their max HP. As badges do not exist in this installment, Danger has no practical use other than to remind the player to heal themselves.

Paper Mario: Sticker Star

Danger in Paper Mario: Sticker Star happens when Mario has 30% or lower of his max HP. When in Danger, Mario assumes a slumped-over position and is seen panting. In this game, rather than an alarm sound playing, the battle music changes to a distorted, off-key version.

Paper Mario: Color Splash

In Paper Mario: Color Splash, Danger occurs when Mario is very low on HP. Like in Sticker Star, Mario has a tired expression and the battle music distorts. During Danger, the GamePad view has a red vignette border around the screen. Enemies in Danger also have different animations and appear heavily drained of their color.

Paper Mario: The Origami King

Danger appears in Paper Mario: The Origami King when Mario is at low HP. A red border pulses around the screen when Mario is selecting his attacks. It can also be inflicted on enemies, who have slower animations and orange name tags while in this state. In this game, the battle music remains normal and does not distort.

Gallery

Names in other languages

Language Name Meaning
Japanese ピンチ
Pinchi
Pinch

Chinese (simplified) 危险[1]
Wēixiǎn
Danger

Spanish Peligro
PELIGRO (The Thousand-Year Door alert bubble)
Danger
DANGER

References