->''"Thinner Mario, Bigger Adventure!"''

''Paper Mario'' is a RolePlayingGame SpinOff series of ''SuperMarioBros'' developed by Creator/IntelligentSystems (who also develop the ''VideoGame/NintendoWars'' series and ''VideoGame/FireEmblem'' series) following the general idea of ''VideoGame/SuperMarioRPG'' (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). [[VideoGame/PaperMario64 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=], ''[[VideoGame/PaperMarioTheThousandYearDoor Paper Mario: The Thousand-Year Door]]'', stand out among {{RPG}}s in a number of ways.

First of all, they break up the static turn-based encounters of many Eastern [=RPGs=] with ActionCommands and the ability to hit enemies ([[PreExistingEncounters which exist on the screen before the battle starts]] and are attacked in a manner similar to ''{{VideoGame/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. There's also no "speed" stat which determines who goes first; Mario always goes first, then his partner (if he has one), then all the enemies in order from front to back before repeating.

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 [[ThePinIsMightierThanTheSword 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 ([[SelfImposedChallenge 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 ''VideoGame/SuperMarioRPG''), 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 [[GoldfishPoopGang recurring bosses]] and giving Peach a role of more than just a DistressedDamsel: 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:

* ''[[VideoGame/PaperMario64 Paper Mario]]'' (original)
* ''[[VideoGame/PaperMarioTheThousandYearDoor Paper Mario: The Thousand-Year Door]]''
* ''VideoGame/SuperPaperMario''
* ''VideoGame/PaperMarioStickerStar''

See also ''VideoGame/MarioAndLuigiPaperJam'', a {{Crossover}} with the ''VideoGame/MarioAndLuigi'' series.

!!The ''Paper Mario'' series provides examples of:

* ActionCommands: Integral to dealing as much damage as possible to enemies or getting the most benefits from status-buffing special moves.
* ActuallyFourMooks: Careful, that single Koopatrol you just First Strike'd may turn out to be 3 Koopatrols...with a Magikoopa, for good measure. And just because there's one sole Koopatrol doesn't mean more can't appear.
* AdultFear: The final bosses of ''The Thousand Year Door'' and ''Super Paper Mario'' involve some hefty adult fear for Mario himself, [[spoiler:as both force Mario into a fight to the death with Peach and Luigi respectively, the two people Mario loves most in the world]].
* AntiGrinding: 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.
* BetterThanABareBulb: Much of the humor derives from poking fun at Mario series and other video game conventions.
* BlockingStopsAllDamage: 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. A Simplifier increases the window to just smaller than a Guard.
* CallAHitPointASmeerp: Heart Points instead of Hit Points, Flower Points instead of Magic Points, and Star Points instead of Experience Points.
* CastOfSnowflakes: Even {{NPC}}s that look identical have completely different descriptions for Goombario/Goombella's Tattle ability.
* CharacterDevelopment: 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. The latter unfortunately is cut off for good,
* ChickMagnet: These games seem to make Mario the most attractive man around. Most of his female partners give him at least one kiss before becoming his partner.
* ColorCodedForYourConvenience: Peaceful koopas are almost all wearing green shells and have visible eyes, while the Bowser-affiliated koopas all have red shells, SinisterShades ([[SunglassesAtNight even in dank, poorly-lit fortresses]]), and [[SpikesOfVillainy studded bling in Bowser's style]]. The Shades n' Studs style generally indicates villainy in Koopas, with the [[SubvertedTrope lone exception]] of KP Koopa and his crew from the Glitz Pit (who [[JustifiedTrope has the excuse]] of deliberately looking tough for the hyped fighting matches).
* CranialEruption: There is a recurring species in the series called the Whacka, a little blue mammal who pops his head out of the ground as you pass him by to talk about how TheWorldIsJustAwesome. Like any good whack-a-mole {{Pun}}, his name might induce you to take a swing at him with a hammer; do it and he'll have a Cranial Eruption so big it actually falls off his head.
** The Whacka's Bump is one of the best healing items around, so good that there are only limited quantities of them, and you have to get each one [[VideoGameCrueltyPotential by smashing in the Whacka's head]]. If you choose to talk to it, you can watch him suffer brain damage more and more until [[CharacterDeath he dies like any other monster]]. The game does not approve of your choice, YouBastard, even if you have to cook the Bumps in recipes for HundredPercentCompletion.
* DarkerAndEdgier: The second and third games have both been darker than their respective predecessors. ''Sticker Star'' reverses this trend.
* DerivativeDifferentiation: These games are decidedly less similar to ''Franchise/FinalFantasy'' than their Square-produced predecessor, ''VideoGame/SuperMarioRPG''.
* DropTheHammer: One of Mario's two main attacks in the series, the other being jumping.
* DroughtLevelOfDoom: 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 [[RandomlyDrops 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.
* EarlyBirdCameo: 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.
* EasterEgg: 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.
* EscapeBattleTechnique: 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).
* {{Flanderization}}: The very aesthetic gets this treatment in ''Sticker Star''. In the first three games, it was mostly an aesthetic choice (with Thousand Year Door taking advantage of it with the "curses." In ''Sticker Star'', the very characters acknowledge they're made of paper.
* FlippingHelpless: 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 an inversion, since they become ''more powerful'' while flipped on their backs.
* GoingThroughTheMotions: 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.
* GoombaStomp: One of Mario's two main attacks in the series, the other being a hammer.
* GroundPound: An unlockable ability in each game, though in the first and second games, it's called a Spin Jump.
* GroundPunch: The Quake Hammer move consists of Mario smashing the ground with his hammer [[DishingOutDirt hard enough to shake the entire stage.]]
* HubWorld: All games except the fourth have one that connects to each world in each game. ''Sticker Star'' uses a world map instead.
* ItemAmplifier: In ''VideoGame/PaperMario'' and its sequels, the Badges "Double Dip" and "Triple Dip" allow Mario to use 2 items or 3 items per turn, respectively.
* LimitBreak: 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.
* MagneticHero: Mario, who attracts many partners over the course of the first three games. He gets Kersti on his side in the fourth, but that's about it.
* ManaPotion: Syrups restore Flower Points.
* MythologyGag: Each game's first chapter occurs in a grassland and in every game except ''Super Paper Mario'', the first boss is fought in a castle or fortress. (You know, just like the original ''Super Mario Bros.'').
* NoFourthWall: Listing the number of ways the fourth wall is broken would take too long.
* NoHeroDiscount: 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.
* NonStandardGameOver: 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 [[spoiler:a DealWithTheDevil, 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.
* ParallelConflictSequence: The FinalBattle consists of Mario and his partners facing-off against Bowser while Peach and Twink briefly fight Kammy Koopa.
* ThePinIsMightierThanTheSword: Badges, which enhance Mario's (and his partners') abilities.
* PowersAsPrograms: The badge system, which allows equip-able jump and hammer moves as well as status buffs.
* RagtagBunchOfMisfits: 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.
* RecurringElement: Parakarry, a partner in the first game, shows up or is referenced in all Paper Mario games.
* RecurringBoss: Every single game has had AT LEAST one boss fight with a Blooper.
* RuleOfSeven: The number of {{Plot Coupon}}s in the first and second games. In ''SuperPaperMario'' 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 [[spoiler:the seventh one is Kersti, and you get to wear her for the final fight]].
* SceneryPorn: Each game has it, getting better as the series progresses.
* SequelEscalation: The first game involved saving the Mushroom Kingdom. The second game involved a Princess Peach kidnapping that led to Mario taking on a secret society [[spoiler: and then saving the world from the demon they meant to unleash]]. The third game involved saving TheMultiverse from a FiveBadBand and their ArtifactOfDoom, as explained ''in the very opening moments of the game''. The fourth game, however, brought it back to saving the Mushroom Kingdom.
* SomethingCompletelyDifferent: 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 [[LocomotiveLevel 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. [[spoiler:But that was cut short by an Apocalypse Wow.]] In the fourth game, the sixth world is actually the final world and is also the shortest.
* StorybookOpening: 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 UpToEleven, where the storybook continues after each boss. Interestingly enough, [[spoiler: 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.]]
* SuspiciousVideogameGenerosity: 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. Subverted in the second game as it has multiple save blocks before a boss.
* SuspiciouslySimilarSubstitute: Almost all of the partners from ''The Thousand Year Door'' are rehashes of the gang from the original with improved abilities and more complex character designs. Goombella, Koops, and Bobbery are direct stand-ins for Goombario, Kooper, and Bombette, while the other members offer either similar powers (Vivian replicates Lady Bow's invisibility) or ability re-combinations (the Yoshi hatchling mixes a weaker version of Lakilester's PowerUpMount abilities with Parakarry's gap-crossing abilities).
* ThisLooksLikeAJobForAquaman: In games where Mario has partners, many of them are tailor-made to work with specific obstacles or environments. Depending on who you choose to bring with you in a boss battle, it may be easy or hard.
** The gap-crossing characters, Parakarry and the Yoshi hatchling, need gaps to cross. Their games compensate for this limited use by giving Parakarry a subquest of delivering letters and making Yoshi a PowerUpMount that can boost Mario's speed in the field.
** Bow and Vivian make Mario invisible, which has limited gameplay uses, unless you're trying to evade enemies in a particularly complicated way.
** Sushi in the first game has no use except to allow Mario to swim by entering the water at specific docks and to be especially powerful against fire enemies (she joins the heroes right before they enter a volcano). Bombette is a subverted example, since while she can only explode, that explosion also double as an attack.
** Madame Flurrie from ''The Thousand-Year Door'' can use her wind powers to reveal certain secrets and make enemies dizzy.
** The Pixls from ''Super Paper Mario'' are all about this. They're literally living tools for performing specific tasks. Several of them replicate specific ''Thousand Year Door'' abilities, such as Slim replacing Mario's paperizing to fit through slim spaces or Fleep providing Madame Flurrie's powers.
*** Dottie's job is to make the characters small, allowing them to fit through tiny spaces and little red doors.
*** Piccolo's job is to heal status ailments and destroy certain specific obstacles. (She can also [[EasterEgg put the Underchomp to sleep]]).
* UniformityException: All the party members who are members of the various mook races Mario usually encounters on his adventures (or, in one case, a baby Yoshi) all have some sort of iconic feature that'll allow one to tell who they are, like Goombario's blue hat, Goombella's AdventurerArchaeologist apparel (and the fact that she's pink), Watt's dummy, Bombette's ponytail-like fuse, Yoshi's underwear, etc.
* WeCannotGoOnWithoutYou: 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. However, all damage will go towards Mario and if there are Life Shrooms they will be used on your partner first.