Paper Mario: The Origami King
- You can undo multiple moves during the pre-fight puzzle phase as long as you don't confirm the final move. Usually the more elaborate 3 move puzzles make more sense if you take a few experimental moves then reset back to the starting position after.
- You can get the healing or hint bonuses from the toad cheers with only around 200 coins most of the time, only cap it out to 999 if you really need it or can afford to splurge.
- Some of the toads you rescue out in the world require backtracking from later areas, so don't get gung-ho on trying to 100% them on the first pass. There's at least 1 that won't show on the toad detectors at all and requires a missable optional item from a later area to show up.
- There's an audio cue when the pre-fight puzzle timer runs low and you can refill it as many times as you want, so don't sweat checking it while figuring out the slide puzzle. It may even be a good idea to screen shot the controls during the phase to check them since it took me an embarrassing amount of time to realize clicking the R stick puts the view vertically.
- The game's not Thousand Year Door and very much isn't trying to be. The world exploration and puzzle-based battling isn't for everyone, but the design does make an internal sense, so try to take it at face value. I see a lot of TTYD comparisons online and they seem to drag down enjoying the game for not following conventions that don't match the type of game this actually is.