"Thinner Mario, Bigger Adventure!"Paper Mario
is a Role-Playing Game Spin-Off
series of Super Mario Bros.
developed by Intelligent Systems
(who also develop the Wars
series and Fire Emblem
series) following the general idea of Super Mario RPG
(its working title was Super Mario RPG 2
), but in a sort of Alternate Dimension where everyone is as thin and two-dimensional as paper (hence the name). The original game
debuted on the Nintendo 64
, and it was one of only ten games released for the system in 2001, a year that saw twice as many Gamecube games released despite that system not debuting until November.
The game and its sequel on the Gamecube, Paper Mario: The Thousand-Year Door
, stand out among RPGs
in a number of ways.
First of all, they break up the static turn-based encounters of many Eastern RPGs with Action Commands
and the ability to hit enemies (which exist on the screen before the battle starts
and are attacked in a manner similar to EarthBound
) on the field for a "First Strike". The sequel took it even further by putting battles onto a theater stage, complete with audience and backgrounds that occasionally fall down on the combatants.
Second of all, the battle system is significantly simpler than the norm for RPGs. For example, only two characters are present in battle at once: Mario and one of his various partners, whose abilities and options are more limited than Mario's, especially in the first game where they didn't even have health (they were simply stunned by the few attacks that could target them). The functions in the code used to calculate damage are also much simpler, using addition and subtraction as the main operations for this purpose; for example, if you have an attack stat of seven, and the enemy has a defense stat of five, the enemy sustains two points of damage.
Lastly, there's much less equipment to deal with than the typical RPG. Mario's weapons—his boots (for the jump attack) and hammer—are automatically upgraded at certain points in the game (also adding new abilities for the overworld) and his partners are upgraded at certain places (increasing their attack power and health and giving them an additional combat ability). That only leaves Badges
, items that are equipped using Badge Points and have various effects on Mario (or his partners in the sequel, which had Partner Badges). Some of them give him new abilities, increase his offense or defense, give him an edge against certain enemies, change visuals or sound effects or even put him at a disadvantage (to make the game more challenging
While the first three games in the series follow different plots, there are certain shared habits. The game is broken down into a prologue and eight chapters. In the first seven chapters, Mario and his gang of "partners" rescue seven mystical stars (much like those in Super Mario RPG
), which have the power to stop the bad guys. In the first two games, these stars also give Mario unique powers that require star energy that slowly regenerates in battle (both games feature ways to speed up the process; the sequel ties it to the audience). Other long-term standbys include the ability to cook items, entertaining recurring bosses
and giving Peach a role of more than just a Distressed Damsel
: While she is taken captive by the bad guys in the first two games, she spies on them to help Mario. Sticker Star
changes a lot of this, however; see its page for more details.
The series consists of:
The Paper Mario series provides examples of:
- Action Commands: Integral to dealing as much damage as possible to enemies or getting the most benefits from status-buffing special moves.
- Actually Four Mooks: Careful, that single Koopatrol you just First Strike'd may turn out to be 3 Koopatrols...with a Magikoopa, for good measure.
- Anti-Grinding: The first game prevented you from getting star points (experience) from defeating enemies that are too weak for your level. The second game did the same, but always awarded at least one star point in any battle (it takes one-hundred to level up).
- The fourth game doesn't even have a level up system, completely playing this straight toward its logical conclusion.
- Better than a Bare Bulb: Much of the humor derives from poking fun at Mario series and other video game conventions.
- Blocking Stops All Damage: You can Super Guard against almost anything that causes damage in battle, regardless of whether that means physical attacks, projectiles, lightning strikes, falling walls, fire or explosions. All with no harm done to Mario.
- Of course, Super Guards have much smaller windows than normal guards (which usually just reduce damage by one), so a successful Super Guard is basically a mechanics-based Crowning Moment of Awesome.
- Call a Hit Point a "Smeerp": Heart Points instead of Hit Points, Flower Points instead of Magic Points, and Star Points instead of Experience Points.
- Cast of Snowflakes: Even npcs that look identical have completely different descriptions for Goombario/Goombella's Tattle ability.
- Character Development: Surprising for a Mario game, but both Twink in 64 and TEC in TTYD grow as characters during (and because of) their experiences with Peach.
- Darker and Edgier: The second and third games have both been darker than their respective predecessors. Sticker Star reverses this trend.
- Derivative Differentiation: These games are decidedly less similar to Final Fantasy than their Square-produced predecessor, Super Mario RPG.
- Drop the Hammer: One of Mario's two main attacks in the series, the other being jumping.
- Drought Level of Doom: Some portions of Paper Mario can delve into this because of the importance of certain items and the limited carrying capacity, particularly in longer dungeons.
- Averted by the game's "Pit of 100 Trials." One of the games looks like it's going to be a chore. No resurfacing to restock on items for 100 levels... until you start in and realize enemy drops practically fall out of trees and you can pretty much subsist on what they drop, saving all your items for the boss at the end.
- Even in the Gamecube one, you can trade Star Pieces for badges that let you increase enemy drops.
- However, battle items tend to drop when you are in need of healing items.
- Early-Bird Cameo: In the first game, Parakarry is shown delivering a letter to the mario Bros. and he can be seen in the post office when Mario first arrives in Toad Town, but doesn't join the party until chapter 2.
- In the second game, Vivian is fought in chapter 2, but doesn't join Mario until chapter 4. Also, when Mario gains the paper tube ability, he can enter Bobbery's house. Flavio can also be seen in Rougeport's Inn at the beginning of the game but doesn't play an important role until chapter 5.
- Easter Egg: Each world in Sticker Star has Luigi hidden in one level. Paperizing allows you to remove him, but this doesn't seem to affect anything except a count given just before the finishing credits.
- Escape Battle Technique: The game featured a "Run Away" option outside of most scripted fights, though it had a good chance of failing and cost coins (albeit coins that could be picked up afterward).
- Flipping Helpless: Several enemies can be flipped on their backs, which reduces their defense to zero. The most common are the Koopas and their extended family, but other enemy trees include Clefts, Spinies, and Buzzy Beetles, some of which require a Pow Block or Quake Smash to flip.
- Shady Koopas are actually a subversion, since they're known to be dangerous even after they've been flipped.
- Going Through the Motions: It soon becomes obvious that everyone's animations are rather limited. For example, every time Mario strikes up a conversation, he thrusts his arm out as if saluting the person he's addressing.
- Goomba Stomp: One of Mario's two main attacks in the series, the other being a hammer.
- Ground Pound: An unlockable ability in each game, though in the first and second games, it's called a Spin Jump.
- Ground Punch: The Quake Hammer move consists of Mario smashing the ground with his hammer hard enough to shake the entire stage.
- Hub World: All games except the fourth have one that connects to each world in each game. Sticker Star uses a world map instead.
- Item Amplifier: In Paper Mario and its sequels, the Badges "Double Dip" and "Triple Dip" allow Mario to use 2 items or 3 items per turn, respectively.
- Limit Break: The first and second games give Mario these kinds of moves called "special moves" which are powered by Star Power and are unlocked over the course of the game.
- Magnetic Hero: Mario, who attracts many partners over the course of each game.
- Mana Potion: Syrups restore Flower Points.
- No Fourth Wall: Listing the number of ways the fourth wall is broken would take to long.
- No Hero Discount: In this game and all the sequels. You're a worldwide hero needed to save the world/multiverse and you still need to pay for inns, items, and fortunetelling. At least you don't pay for inns in the first game, but considering Mario's more famous in the Mushroom Kingdom than in Rogueport or Flipside, it's not quite enough slack.
- Non-Standard Game Over: Every game has some way of saying that the game ended early. The original game has the first Bowser fight, the second had the diary on the train and a Deal with the Devil, if you accept the Shadow Queen's offer, and the third has the beginning dialogue options before you even start the game (just say you don't feel like saving the world). The fourth is the first to break the tradition.
- The Pin Is Mightier Than the Sword: Badges.
- Powers as Programs: The badge system, which allows equippable jump and hammer moves as well as status buffs.
- Ragtag Bunch of Misfits: Mario puts one together in the first two games, accepting a bunch of complete strangers of all races during his travels. The third game has him gather Peach, Bowser, Luigi, and a group of connected beings who somewhat qualify as this. The fourth game averts this; it's just Mario and Kersti all the way through.
- Recurring Element: Parakarry, a partner in the first game, shows up or is referenced in all Paper Mario games.
- Recurring Boss: Every single game has had AT LEAST one boss fight with a Blooper.
- Rule of Seven: The number of Plot Coupons in the first and second games. In Super Paper Mario there are eight, but you get the first one before gaining control and have to track down the other seven. In Sticker Star, there are only six, except the seventh one is Kersti, and you get to wear her for the final fight.
- Scenery Porn: Each game has it, getting better as the series progresses.
- Sequel Escalation: The first game involved saving the Mushroom Kingdom. The second game had Mario saving the entire world from a secret society on the moon. The third game involved saving The Multiverse from a Five-Bad Band and their Artifact of Doom. The fourth game, however, brought it back to saving the Mushroom Kingdom.
- Something Completely Different: Chapter 6 seems to stand out from the others in some way. The first game had it take place in a world that is separated from the Mushroom Kingdom. The second games' Chapter 6 took place on a train where various mysteries had to be solved. The third game's Chapter 6 took place in a world where you have to fight through 100 opponents one at a time to complete it. But that was cut short by the end of the world. In the fourth game, the sixth world is actually the final world and is also the shortest.
- Storybook Opening: All four games so far have opened this way, each of them telling the Backstory of important places or objects in the game. Sticker Star takes it Up to Eleven, where the storybook continues after each boss. Interestingly enough, the section after the fourth boss is narrated by the boss posthumously. It's unknown whether or not he narrated the rest of the book, though.
- Suspicious Videogame Generosity: If a dungeon ever contains a save block and a healing block (or item) right next to each other, and it's NOT the very beginning of a dungeon, it's a good chance the next room will contain the boss.
- We Cannot Go On Without You: If Mario falls in battle, the game ends. If any of the partners fall, it doesn't, and they can be revived afterwards or during battle.