Paper Mario: The Evolution of the RPG Series | CBR – CBR – Comic Book Resources

Paper Mario is drastically different from the RPG it used to be. Here's how it got from The Thousand-Year Door to The Origami King.

ThePaper Marioseries has come a long way in its 20-year journey and managed to keep fans interested while welcoming new players into the fold. Its latest installment is worlds away from the original game, but Nintendo has managed to transition the series from a beloved RPG into an adventure game, with very few blips along the way.

Here's how Paper Mario became what it is today.

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Paper Mario was meant to be a sequel toSuper Mario RPG, but things changed when developerSquare Soft left Nintendo for Sony over the lack of storage space on the N64's cartridges. Square maintained certain rights to Super Mario RPG, which forced Nintendo to start over.

Intelligent Systems became the developer and at first,it wasn't sure how to tackle the project.Then Junior Designer Naohiko Aoyama came up with a rough design of 2D characters in a 3D world and submitted it to the team. This led to Paper Mario's ultimate design and name.

Paper Mario, or Paper Mario 64, was designed to be a RPG for kids. The writing was easy to understand and the style was cute, colorful and unique. Combat was turn-based, like many RPGs at the time, but it was simplified. Rather than managing several party members, it focused on Mario to fight, use equipment and level. Partner characters were easy to use and equipment was basic, with progression-based upgrades. It was an all-ages RPG, but it also had secrets, optional bosses and extra systems that made gameplay rewarding even for veteran gamers.

Paper Mario: The Thousand-Year Doorintroduced new gameplay in the form of Mario's paper abilities. He could turn into a paper airplane, roll up or turn sideways to become paper thin. There were new partners and abilities for puzzles. Combat remained the same, but took place on a stage with an audience to help or hinder Mario. The stage visually represented leveling progress, as it got bigger and better at certain levels. This game is frequently named the best in the series.

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Intelligent Systems wanted the next game to have completely different gameplay. The idea to makeSuper Paper Marioa platformer with the ability to rotate the world came from Ryota Kawade, Paper Mario's Chief Director at the time. This was the first and only time the series completely left the RPG genre.

Thegame took place in the sewers of theMushroom Kingdom as an homage to Warp Pipes. Action-platforming replaced turn-based combat and the game introduced new villains. Like Super Mario Bros. 2, players could choose different characters from the series as they progressed. Partners had abilities, but these were focused more on finding secrets and progressing through worlds.

AlthoughSuper Paper Mario received praise, many fans were disappointed. It was a huge departure from the previous games and there was concern the series wouldn't be a RPG anymore. They were partially correct.

Paper Mario:Sticker Star was originally designed like the RPG games but was scrapped when Miyamoto said it felt too much like TTYD. He told Intelligent Systems that story wasnt important and to not focus on it. This advice was based on a Super Paper Mario survey from Club Nintendo, a discontinued service, where only 1 percent of players said story mattered -- which makes sense, because Super Paper Mariowas a platformer, not a RPG. Because of Miyamoto's advice, Sticker Star was hollow. It remains the least-liked game in the series.

Meanwhile, Nintendo instructed Intelligent Systems to stick with basic Mario characters and avoid unique versions like Koops or the Gourmet Shy-Guy, unless entirely new characters were being created. This is why, in newer Paper Mario games, there are only villains like King Ollie or standard Toads and Koopas, rather than someone like Goombaria.

When Paper Mario: Color Splash was revealed, fans were skeptical because it looked like Sticker Star. However,the world was more engaging with a good story and added comedy. Puzzles were fewer, but better and the Paint Hammer presented a fun progression and challenge for completionists. Unfortunately, Color Splash retained the terrible, irrelevant combat of Sticker Star.Paper Mario was slowly finding its new footing as an adventure game.

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The Origami Kingmanaged to find a good balance for Paper Mario'snew adventure style. Intelligent Systems created new uses for existing characters and crafted a new villain and companion. It also fixed combat by tying it into puzzle-solving and made it relevant to the world. For example, an enemy may be blocking a hidden Toad or access to a puzzle, giving players a reason to battle again.

The Origami King alsotranslated Color Splash's Hammer into confetti to fit the story and built on the completion aspect by adding hidden Toads, blocks and even collectibles. Most importantly, rich storytelling returned.

Paper Mario started out as an RPG because it was an upcoming genre and Nintendo wanted to make a title that anyone could pick up and play. As gaming evolved, adventure games became the simpler genre, so Intelligent Systems reinvented the series. It changed everything about Paper Mario and while its unlikelythere will be a return to the RPG format,Paper Mario is finding its new footing.

KEEP READING: Paper Mario: Tips, Tricks & Strategies for New Origami King Players

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An avid gamer with a poochy sidekick living just outside of Ottawa, Ontario. When not gaming she dons capes for writing, creating digital art, and sometimes game development. Games she's worked on can even be found on the app stores. Also loves metal music, horror movies, and a good book.

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Paper Mario: The Evolution of the RPG Series | CBR - CBR - Comic Book Resources

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