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Super Paper Mario
Super Paper Mario
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Super Paper Mario
North American box art
North American and Australian artwork
DeveloperIntelligent Systems
PublisherNintendo
DirectorRyota Kawade
ProducersKensuke Tanabe
Ryoichi Kitanishi
ProgrammerTadao Nakayama
ArtistChie Kawabe
ComposersNaoko Mitome
Chika Sekigawa
Yasuhisa Baba
SeriesPaper Mario
PlatformWii
Release
  • NA: April 9, 2007
  • JP: April 19, 2007
  • EU: September 14, 2007
  • AU: September 20, 2007
GenresAction role-playing, platform
ModeSingle-player

Super Paper Mario[nb 1] is a 2007 action role-playing game developed by Intelligent Systems and published by Nintendo for the Wii. It is the third installment in the Paper Mario series following Paper Mario: The Thousand-Year Door (2004), and the first Mario game on the Wii, in addition to being the first Mario game to be made in widescreen. The game follows Mario, Peach, Bowser, and Luigi as they attempt to collect Pure Hearts and stop Count Bleck and his minions from destroying the universe.

Whereas preceding Paper Mario games are turn-based, Super Paper Mario has elements from RPGs and side-scrolling platformers; some critics described it as a hybrid of the two genres. The main feature is Mario's ability to "flip" between 2D and 3D perspectives. Most of the game is played in a 2D perspective, with the 3D perspective being used to solve puzzles and access previously unreachable areas. Peach, Bowser, and Luigi also have unique abilities, and additional abilities can be gained through acquiring partner characters known as "Pixls".

Super Paper Mario received generally positive reviews and was one of the best-reviewed Wii games of the year. Critics praised its gameplay, dimension-flipping mechanic, art style, originality, and story, although the large amount of text received some criticism. It was nominated for and won several awards, including the award for Outstanding Role Playing Game at the 12th Satellite Awards; critics have since regarded it as one of the best games on the Wii. More than 4.23 million copies have been sold as of 2014, making it the best-selling game in the Paper Mario series and one of the best-selling games on the Wii. Paper Mario: Sticker Star followed in 2012. In 2016, Super Paper Mario was re-released on the Wii U's eShop.

Gameplay

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The player, as Mario, can flip between 2D (top) and 3D (bottom), revealing secrets not visible in the other dimension.

Super Paper Mario is a platform game with action role-playing elements, differentiating itself from previous games in the series.[1] Like its predecessors, the graphics consist of 3D environments and 2D characters which look as if they are made of paper. The player controls Mario and various other characters, overcoming linear platforms as in other Mario games.[2] The player's goal is to collect the eight Pure Hearts and defeat the main antagonist Count Bleck. The player can talk to non-player characters (NPC), defeat enemies, or interact with the environment. Unlike previous Paper Mario games which used a turn-based battle system outside the overworld, in Super Paper Mario all combat is in real-time. Experience points are gained after defeating enemies and allow the player to level up to increase their stats.[2][3] Mario can temporarily "flip" between dimensions, where the camera rotates 90 degrees to reveal a 3D perspective of the stage, revealing elements hidden in the regular 2D perspective, and can be used to maneuver around obstacles impassable in 2D.[3][4]

Luigi, Princess Peach, and Bowser join the player's party as playable characters, each with unique abilities used to overcome specific obstacles. Luigi can jump the highest, Peach can hover and access inaccessible areas, and Bowser can breathe fire to defeat enemies;[5][6] only Mario retains the ability to flip between 2D and 3D.[4] The player can swap between any character in the party at any time using an in-game menu. Fairy-like creatures called "Pixls" are obtained that each bestow one additional ability, such as Thoreau, who allows the player to pick up and throw objects.[5] Tippi, a Pixl who accompanies the player from the start, can reveal hints to defeating enemies and is used to find secrets in the environment.[7]

The hub world is the town of Flipside, described as being located "between dimensions",[8] and has a mirrored counterpart, Flopside, unlocked in the second half of the game.[9] From Flipside and Flopside, the player can travel to different worlds via dimensional doors. Access to each world is initially locked; completing each world and retrieving the Pure Heart therein opens access to the next one.[2]

Plot

[edit]

Super Paper Mario opens with Count Bleck abducting Bowser and Princess Peach and forcing the two to marry. Their union, as foretold by the Dark Prognosticus, summons the Chaos Heart. Bleck takes control of the Chaos Heart and uses it to open the Void, a slowly expanding inter-dimensional rift, in order to destroy the flawed universe and create a perfect one in its place.[10] Mario is teleported to Flipside by Tippi and is tasked by Merlon to collect the eight Pure Hearts, which are necessary to undo the destruction. Mario, after learning the ability to flip between dimensions, starts his journey with Tippi at his side, traveling to the different worlds to collect them.

During the adventure, Mario reunites with Peach and Bowser, who join him in the quest. Bleck sends his minions, Dimentio, Mimi, and O'Chunks, as well as a brainwashed Luigi, to attack Mario's group and slow their progress. Luigi eventually recovers his memories and is the last to join Mario's group. Mario succeeds in collecting all eight Pure Hearts, but not before the Void grows large enough to obliterate one of the worlds.

In flashbacks, it is revealed that Count Bleck and Tippi were originally lovers Blumiere and Timpani. Blumiere's father, disapproving of their relationship, banished and cursed Timpani to wander between dimensions forever. Blumiere, in despair, took control of the Dark Prognosticus, determined to bring end to the universe. Unbeknownst to him, Merlon found and rescued Timpani by transforming her into a Pixl, wiping her memories in the process. The two slowly realize the other's identity over the course of the game.

With all eight Pure Hearts, the heroes travel to Castle Bleck. They encounter each of Bleck's minions but are lost one-by-one: Bowser and O’Chunks are seemingly crushed by a falling ceiling; Peach and Mimi fall into a pit; and Dimentio appears to kill both himself and Luigi. Mario and Tippi confront Bleck alone; Tippi reveals herself to be Timpani, but Bleck refuses to end his plan. The other heroes return and defeat Bleck by using up the power of the Pure Hearts. Bleck, returning to his Blumiere identity, urges the heroes to kill him to destroy the Chaos Heart and avert the apocalypse; however, it is seized by Dimentio, who seemingly kills Bleck's assistant Nastasia and brainwashes Luigi into serving as the host of the Chaos Heart. Blumiere and Tippi are teleported away, and the remaining heroes appear overmatched without the power of the Pure Hearts; however, the love between Blumiere, O’Chunks, and Mimi restores their power.

Dimentio is destroyed but leaves behind a shadow of his power to ensure the Chaos Heart can finish its task. Blumiere and Timpani marry, which banishes the Chaos Heart and reverses its destruction. The heroes, along with O'Chunks, Mimi, and a revived Nastasia, return to Flipside, but Blumiere and Timpani are missing; O’Chunks, Mimi, and Nastasia pledge to create the perfect world Blumiere promised to make.

Development and release

[edit]
Photo of Kensuke Tanabe
Super Paper Mario was the first Paper Mario game produced by Kensuke Tanabe.

Intelligent Systems developed the series' previous games and Super Paper Mario.[5] Director Ryota Kawade changed the traditional concept of previous games with the intention of surprising fans with a new concept. While creating game concepts, he implemented switching through dimensions; he differed the combat from previous game entries to fit with the idea of dimension swapping. When presented to producer Kensuke Tanabe, they both agreed the game would work better in the style of an action-adventure video game, though he asked the staff to keep a role-playing game plot.[11] Kawade found it difficult to "create a harmonic relationship between the worlds of 2D and 3D", and noted that the process consisted of trial and error. He said how creating one level "required the efforts of creating two levels", as they aimed for adding secrets in 3D that were not visible in 2D.[11]

On May 11, 2006, Super Paper Mario was announced for the GameCube through a trailer at E3 2006, to be released in the fourth quarter of 2006.[12] Nintendo opted not to have a GameCube on the show floor for a playable demo.[13] GameSpot listed Super Paper Mario as a finalist for its E3 Editor's Choice.[14] Nintendo confirmed a release date of October 9, 2006 later in May.[15] Super Paper Mario was set to be one of the last first-party GameCube games,[16] but development moved to the Wii in 2006.[16] It was released in April 2007,[16] becoming the first Mario game for Wii.[17] The controls were kept similar to the GameCube version, and implementation of the Wii's motion controls were minimal.[5]

Early PAL copies contain a bug if the language is set to English, German, or Spanish. According to Nintendo of Europe, if Mario speaks to the NPC Mimi in chapter 2–2 without first picking up a key, the game will freeze and force the player to restart from the previous save. Nintendo of Europe offered to replace any affected game discs with patched ones at no charge.[18] The Korean version was the last to be published, releasing two years after Japan; it also contains unused development assets unique to its version.[19]

Reception

[edit]

According to the review aggregator website Metacritic, Super Paper Mario received "generally favorable reviews" with a score of 85 out of 100, based on 57 critics; it has the sixth-highest score among Wii games released in 2007.[20]

The dimension-flipping mechanic received generally positive reviews. Gamasutra described the game as a "landmark Wii release" and a "hit with critics".[29] The dimension-flipping mechanic, puzzles, creativity, and writing received praise from critics, and most criticism was directed at its inability to please those looking for a pure RPG or platforming game.[29] Its story also received praise,[24][26] although some criticism was directed at the large amount of text.[5][26] Game Informer reviewer Bryan Vore appreciated the inclusion of more platforming elements and the dimension flipping mechanic while praising the writing as "arguably the best" in any Mario RPG.[23] Reviewers at Famitsu lauded its dimension-flipping mechanic, balance, and control scheme.[30]

Matt Casamassina of IGN called Super Paper Mario a "must-buy" and complimented its blend of platforming and RPG styles, controls, and writing but was critical of the "ridiculous" amount of text and the "barren" appearance of the 3D segments.[5] GameTrailers were also critical of the reliance on text but praised the story as well as the "robust" and "addictive" gameplay.[26] Bryn Williams of GameSpy praised the "highly bizarre and amusing story line" as well as its level design and controls but said it was too easy and lacked in replay value.[24] GamesRadar+ reviewer Brett Elston praised the graphics, dialogue, and controls but said that it started to "peter out close to the end".[25]

Shane Bettenhausen of Electronic Gaming Monthly called Super Paper Mario a "must-play for any Wii owner" and praised its creativity, gameplay, puzzles, and script but criticized the "undercooked" RPG elements.[21] Eurogamer reviewer John Walker also criticized the gameplay, calling it "slightly weaker" than most Mario platformers, but lauded its writing as "consistently hilarious, and toward the end, even impressively touching".[4] Ricardo Torres of GameSpot said it was "not quite on par with some of the other entries in the series" but praised its gameplay, writing, length, and side quests.[2] Michael Cole of Nintendo World Report criticized some "tedious puzzles" and backtracking, and praised the writing, visuals, and gameplay and called it a "peculiar, unexpected love-letter to Nintendo fans".[27] Several reviewers at RPGamer praised the writing and comedic dialogue.[28]

Sales

[edit]

In its first week of release in Japan, 144,000 copies were sold, a similar total to previous Paper Mario games. It ranked as the best-selling game of the week.[31] According to the NPD Group, 352,000 copies were sold in the United States in April 2007, ranking as the third-best selling console game of April 2007 in the United States behind Pokémon Diamond and Pokémon Pearl.[32] By March 2008, Nintendo reported 2.28 million copies sold worldwide, with 500,000 copies sold in Japan and 1.78 million copies sold overseas.[33] According to Kotaku, more than 4.23 million copies were sold worldwide, making it the best-selling entry in the Paper Mario series.[34]

Awards and accolades

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Super Paper Mario was nominated for Best RPG and Best Wii Game in GameSpot and IGN's Best of 2007 awards, winning the award for Best RPG from IGN.[35][36][37][38] 1UP.com nominated it for Best Adventure Game and Game of the Year.[39] It received six award nominations from Nintendo Power, including Wii Game of the Year and Game of the Year,[40][41] and won the Reader's Choice award in the Best Story/Writing category.[42] It is ranked as the second-best Wii game of the year in RPGamer's Editor's Choice awards,[43] and three of RPGFan's nine editors ranked it among their top five RPGs of the year.[44] CNET, IGN, Game Informer, GameSpot, and GamesRadar+ have since listed it as one of the best games for the Wii.[45][46][47][48][49]

Award Date of ceremony Category Result Ref.
4th British Academy Games Awards October 23, 2007 Innovation Nominated [50]
Spike Video Game Awards 2007 December 9, 2007 Best Wii Game Nominated [51]
12th Satellite Awards December 16, 2007 Outstanding Role Playing Game Won [52]

Notes

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References

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Further reading

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Super Paper Mario is an action-adventure platform game developed by Intelligent Systems and published by Nintendo for the Wii video game console. It was released in North America on April 9, 2007, in Japan on April 19, 2007, and in Europe on September 14, 2007, as the third installment in the Paper Mario series following Paper Mario (2000) and Paper Mario: The Thousand-Year Door (2004). The game combines elements of role-playing, platforming, and puzzle-solving in a story where Mario teams up with Princess Peach, Bowser, and other allies to thwart the villainous Count Bleck, who seeks to destroy the universe using a mystical book called the Dark Prognosticus. In Super Paper Mario, players control a party of characters navigating through eight distinct worlds inspired by the paper-thin aesthetic of the series, collecting powerful artifacts known as Pure Hearts to counter the growing Void threatening all dimensions. The narrative emphasizes themes of love and heroism, with humor and quirky dialogue in cutscenes featuring voice work for main characters, marking a departure from the turn-based combat of previous entries toward real-time action. The game's innovative gameplay revolves around a dimension-flipping mechanic, activated by pressing the A button on the Wii Remote held sideways, allowing seamless transitions between traditional 2D side-scrolling and a 3D perspective to uncover hidden paths, avoid obstacles, and solve environmental puzzles. Each playable character—Mario for jumping and flipping, Peach for floating with her parasol and charming enemies, and Bowser for smashing blocks and breathing fire—brings unique abilities to exploration and light combat, supplemented by collectible Pixl companions that provide additional skills like dashing or drilling. Players also use the Wii Remote's pointer to interact with the butterfly companion Tippi for hints and revealing invisible objects, enhancing the sense of discovery across vibrant, hand-drawn levels.

Gameplay

Core Mechanics

Super Paper Mario blends action-adventure gameplay with platforming elements, marking a departure from the turn-based RPG structure of prior entries in the Paper Mario series, such as Paper Mario and Paper Mario: The Thousand-Year Door, by emphasizing real-time movement and environmental interaction over menu-driven battles. This hybrid approach centers on fluid navigation through levels, where players control Mario and later companions in a side-scrolling world that integrates puzzle-solving and obstacle avoidance as core activities. At the heart of the experience is the dimension-flipping mechanic, which allows players to press the A button to rotate the perspective 90 degrees from a traditional 2D side-scrolling view into a 3D mode, unveiling concealed paths, items, enemies, or barriers invisible in the base dimension. This ability, exclusive to Mario at first and later extended to other characters, encourages frequent use to bypass hazards or access new routes. However, prolonged time in 3D mode depletes an onscreen meter, resulting in the loss of one Heart Point (HP) if it empties, which adds strategic timing to its application. Platforming controls are designed for simplicity using the Wii Remote held sideways, with the D-pad (+Control Pad) handling left and right movement, the 2 button executing Mario's standard jump for reaching platforms or crossing gaps, and the 1 button deploying his hammer swing to strike obstacles or foes from a grounded position. The Wii Remote's infrared pointing feature further enhances interaction by allowing players to aim at the screen to highlight and examine environmental elements, adapting classic Mario abilities to the motion-sensitive hardware. The health system revolves around Heart Points, a finite pool that depletes from damage or overuse of flipping; recovery comes primarily from consumable items like mushrooms, which restore a set amount of HP when collected or purchased. Other playable characters contribute basic navigation roles, such as Bowser using his bulk to shatter specific blocks.

Combat and Progression

The combat system in Super Paper Mario departs from the turn-based mechanics of prior entries in the series, instead integrating real-time action directly into the platforming environments. Players engage enemies on the fly by jumping on them to inflict damage, dodging incoming attacks through agile movement, or utilizing character-specific abilities such as Mario's hammer swing to stun or defeat foes. This approach emphasizes timing and positioning, as battles unfold without pausing for menus, requiring quick reflexes to avoid enemy patterns like projectile launches or charges. Progression is driven by a score system, accumulated primarily by defeating enemies, performing stylish moves (by shaking the Wii Remote after stomping), and occasionally through collecting items or environmental interactions. This cumulative score determines level-ups, viewable in the pause menu, with thresholds increasing progressively (e.g., 10,000 for level 2, higher amounts for subsequent levels). Upon reaching a score milestone, players level up automatically, with upgrades alternating between increasing maximum HP by 5 for greater durability or boosting base attack power by 1 for stronger attacks. The maximum level is 99, achievable through repeated enemy encounters and efficient score accumulation. Enemy interactions add depth to combat, as many foes possess vulnerabilities exploitable through observation or tools like Tippi's tattle function, which reveals stats and weaknesses. Flipping to 3D mode can expose hidden weak points, such as a concealed underside on certain enemies, enabling targeted attacks that bypass defenses. Additionally, the game features collectible items akin to badges from earlier Paper Mario titles, such as power-enhancing catch cards or throwable objects via the Thoreau Pixl, which temporarily augment abilities like jump height or fire breath range during fights.

Exploration Elements

The world of Super Paper Mario is structured around two central hub areas: Flipside, an interdimensional town serving as the overworld base, and Flopside, its underworld mirror counterpart unlocked later in the game. These hubs function as primary gateways, featuring dimensional doors that lead to the game's eight chapters, allowing players to return at any time for further exploration or side activities. Flipside, in particular, is designed with a geometric, multi-level layout including shops, inns, and interactive NPCs, encouraging repeated visits to uncover new paths and services as the story progresses. A key feature enhancing exploration is the Pixl system, where players collect fairy-like partner creatures that provide unique abilities for navigating environments and solving puzzles. Pixls are recruited progressively throughout the game, starting with Tippi as a constant companion for identifying hidden elements, and expanding to include others like Thoreau, who enables grabbing and throwing objects or enemies to reach inaccessible areas. Additional Pixls such as Boomer, which detonates as a bomb to break cracked walls and reveal secrets, and Slim, which allows squeezing through narrow gaps, are obtained in specific chapters and can be swapped as needed to complement puzzle-solving. These abilities often aid in non-combat discovery, such as accessing hidden rooms in the hubs or chapter worlds. Exploration is incentivized through various collectible items and environmental secrets, including hidden blocks that yield coins or power-ups, and Attack FX items that enable sound-based interactions for puzzles, like using noise to manipulate objects. Each of the eight chapters is divided into multiple sub-worlds tied to acquiring a Pure Heart, blending linear advancement with optional detours for secrets, such as underground pipes in Flipside leading to bonus areas. The game's progression remains largely linear, directing players through chapter doors in sequence, yet it is filled with hidden elements that reward thorough searching, culminating in 256 optional Catch Cards as the primary collectibles for achieving 100% completion.

Plot

Synopsis

The story of Super Paper Mario begins with Mario and Luigi receiving urgent news from a Toad that Princess Peach has been kidnapped. Suspecting Bowser's involvement, the brothers infiltrate his castle, only to discover that the true culprit is the enigmatic Count Bleck, who has abducted Peach, Bowser, and Luigi himself. Bleck forces Peach into a marriage with Bowser to unite opposing forces of good and evil, thereby creating the Chaos Heart—an artifact that unleashes the Void, a destructive force threatening to consume all dimensions and collapse the universe. Mario, rescued by a butterfly-like companion named Tippi, is transported to the interdimensional town of Flipside, where he learns of an ancient prophecy foretelling the universe's end unless countered by the Purity Heart. To forge this counter-artifact, Mario must collect eight Pure Hearts scattered across multiple worlds, accessed through dimensional doors in Flipside and its dark counterpart, Flopside. Each of the game's eight chapters unfolds as a self-contained adventure in a unique themed world, with escalating stakes as the Void expands, devouring landscapes and endangering all existence. Examples include the linear tracks and towns of Lineland in Chapter 1, the ancient desert ruins of Yold in Chapter 2, a whimsical toy-themed realm called the Bitlands in Chapter 3, and the vast expanses of outer space in the Outer Limits of Chapter 4. Throughout the journey, Mario forms key alliances, including a reluctant partnership with Bowser after his release from captivity, enabling the group to confront Bleck's minions—such as the brute O'Chunks and the shape-shifting Mimi—in boss battles that guard each Pure Heart. As the chapters progress to more surreal settings like a warrior kingdom and an underworld realm, the heroes navigate puzzles and perils while racing against the Void's relentless growth, building toward a climactic showdown to restore balance to the multiverse.

Characters and Themes

The protagonists of Super Paper Mario form an unlikely quartet, each bringing distinct roles and dynamics to the quest to avert universal destruction. Mario serves as the heroic leader, utilizing his classic platforming skills to navigate dimensional flips and collect Pure Hearts that counter the Chaos Heart's power. Princess Peach acts as a diplomatic ally, employing her parasol for floating across gaps and shielding the group, often leveraging her charm in story interactions to advance the narrative. Bowser joins as a reluctant powerhouse, providing double attack power and fire breath in combat, his gruff personality creating humorous tension with Peach despite their forced "marriage" in the plot, subverting traditional Mario tropes of rivalry and rescue. Luigi, initially timid and absent for much of the adventure, emerges as a crucial late-game hero, his exceptional jumping ability aiding in rescues and high-reach exploration, while his fearful yet loyal nature adds emotional depth to the group's interpersonal bonds. The antagonists center on Count Bleck, a tragic villain driven by personal loss to unleash the Void and destroy all worlds using the Chaos Heart, a dark artifact powered by negative emotions. Tippi, a butterfly-like Pixl who guides the heroes as a constant companion providing hints and translations, harbors hidden ties to Bleck as his long-lost love, Timpani, forming the core of the game's redemption arc through their rekindled romance that ultimately counters the forces of destruction. Bleck's henchmen include O'Chunks, a brute enforcer with superhuman strength who serves as a loyal warrior; Mimi, a shapeshifting trickster who uses deception in battles; Dimentio, a scheming jester manipulating dimensions for his own chaotic ambitions; and Nastasia, Bleck's devoted secretary who coordinates operations with unwavering loyalty; and Slim, a southern-accented Pixl who serves as a secret traitor, infiltrating the heroes on Count Bleck's orders. Central themes revolve around the interplay of destruction versus creation, exemplified by the Void's existential threat to merge and erase all dimensions, opposed by the restorative Pure Hearts symbolizing hope and unity. The romance between Bleck and Tippi underscores redemption, portraying love as a force capable of halting apocalypse and healing profound grief, blending heartfelt drama with the Mario series' lighter tone. Humor permeates the narrative through witty banter and absurd scenarios, such as Bowser and Peach's comedic "wedding," subverting expectations of heroic alliances and villainy while addressing deeper motifs of loss and renewal. The story's multiverse elements, drawing from comic-book flair and philosophical undertones of parallel realities, enhance the emotional stakes without overshadowing the adventure. The narrative style emphasizes heavy text-based dialogue to deliver character-driven exposition and humor, fostering player investment in relationships amid high-stakes threats. Fourth-wall breaks occur through self-aware quips and meta references to gaming conventions, adding levity to the blend of existential peril and playful subversion, making the tale a standout in the Mario series for its emotional resonance.

Development

Conception and Planning

Super Paper Mario was developed by Intelligent Systems as the third installment in the Paper Mario series. Originally conceived as a GameCube title slated for a 2006 release, the project underwent a significant platform shift to the Wii in mid-2006, driven by Nintendo's decision to prioritize the new console's launch lineup amid declining GameCube sales; this transition allowed for minimal integration of Wii Remote features like pointing and motion controls rather than relying on the GameCube controller. Director Ryota Kawade and producer Kensuke Tanabe shaped the game's high-level vision, emphasizing a fusion of platforming and RPG elements while moving away from the turn-based combat of earlier entries toward real-time action sequences. This shift was intended to complement innovative gameplay features and maintain an RPG-like narrative structure without traditional battle systems. Tanabe, in his first role producing a Paper Mario game, supported Kawade's proposals to surprise players and evolve the series' formula. The concept drew inspiration from the distinctive paper aesthetic established in prior Paper Mario titles, which influenced the overall visual and thematic foundation. A pivotal innovation was the dimension-flipping mechanic, enabling seamless transitions between 2D side-scrolling and 3D perspectives to reveal hidden paths and elements in dual-layered worlds; this required level designers to create environments viable in both dimensions, effectively doubling the planning and effort for world-building. Early planning centered on a story-driven adventure that highlighted unlikely alliances to expand the game's appeal beyond core RPG enthusiasts. Key narrative decisions included positioning Bowser as a playable character alongside Mario, fostering themes of reluctant teamwork in a plot involving forced marriages and world-ending threats, with inspirations from books, comics, films, and animations informing the humorous dialogue and character dynamics.

Design and Production

The design of Super Paper Mario extended the series' signature paper-thin aesthetic to both characters and environments, creating a cohesive visual style that harmonized 2D and 3D perspectives through iterative adjustments. Developers at Intelligent Systems focused on ensuring seamless transitions between dimensions, with environments designed to reveal hidden elements and surprises when flipping views, enhancing the whimsical, handcrafted feel of the worlds. The game's audio featured whimsical sound effects that complemented the quirky, cartoonish tone, paired with a musical score composed by Naoko Mitome and Chika Sekigawa, which emphasized playful and thematic motifs to underscore the adventure's lighthearted narrative. Mitome and Sekigawa's contributions integrated orchestral elements with chiptune influences, evoking the series' RPG roots while adapting to the action-platforming shift. Level design presented significant challenges due to the need to craft parallel 2D and 3D layers for each stage, effectively doubling the workload as creating a single level required the effort of two distinct ones. This dual-layer approach enabled innovative puzzles that leveraged the flipping mechanic for spatial problem-solving, such as revealing inaccessible paths or avoiding obstacles, and marked the game as the first in the Mario series to support widescreen for more immersive viewing on compatible displays. Development spanned from 2005 to 2007, following the completion of Paper Mario: The Thousand-Year Door, with a relatively short cycle that transitioned the project from an initial GameCube target to the Wii launch title. Wii Remote integration was kept minimal, limited primarily to pointer functions for menus and select actions like shaking for item use, prioritizing traditional button-based controls to maintain accessibility. A team of over 50 staff at Intelligent Systems handled the complexities of the dual-dimensional system, including art direction by Chie Kawabe and character design by Sayuri Kobayashi and Naoko Tsukamoto. Among the unused assets discovered in prototypes, particularly in the Korean version released in 2009, were humanoid cat characters and additional map elements like flowery meadows, suggesting exploratory content from shared development resources that did not make the final release.

Release

Launch Details

Super Paper Mario was released as an exclusive title for the Nintendo Wii console, marking the first mainline Mario game on the platform. It launched in North America on April 9, 2007, followed by Japan on April 19, 2007, and Europe and Australia on September 14 and 20, 2007, respectively. The game was developed specifically for the Wii's widescreen display and motion controls, though the core gameplay relied primarily on standard Wii Remote pointing and button inputs. Nintendo promoted Super Paper Mario as a "new kind of Mario adventure" emphasizing its innovative dimension-flipping mechanic, showcased in trailers from its E3 2006 announcement—originally planned for GameCube before shifting to Wii. The marketing campaign leveraged the Wii's launch momentum from late 2006, with no major bundling incentives but widespread advertising through Nintendo's official channels and retail promotions to highlight the blend of platforming and RPG elements. Regional rollout varied due to localization efforts, with the Japanese version released ten days after the North American version. In 2016, Super Paper Mario became available digitally via the Wii U eShop Virtual Console service, starting with North America on June 16, expanding to other regions later that year for renewed access to the title. All versions of the game supported multiple languages selectable at launch or through console settings, accommodating global audiences without region-specific editions beyond minor text adjustments.

Technical Issues and Updates

Upon its launch in the PAL region, early versions of Super Paper Mario suffered from a progression-blocking freeze glitch in Chapter 2-2 of Merlee's Mansion, where interacting with the character Mimi without first collecting a nearby key after activating a green switch would cause the game to lock up, necessitating a restart or console reset. This issue affected copies set to English, German, or Spanish languages and prompted Nintendo to issue a voluntary recall in Europe, allowing players to exchange faulty discs for corrected versions at no cost. The glitch was resolved in subsequent PAL prints and revision updates, which also addressed several other minor freezes and visual anomalies not specific to progression. Regarding Wii hardware compatibility, Super Paper Mario was designed primarily for sideways Wii Remote controls to emulate a classic controller feel during platforming, with pointer functionality limited to menus, partner abilities via Tippi, and occasional pointing actions to minimize reliance on motion sensing and enhance accessibility for broader players. No major downloadable content was released post-launch, but the game saw a digital re-release on the Wii U eShop starting in North America on June 16, 2016, followed by other regions through August 2016, featuring hardware-level HD upscaling to 1080p from the original 480p signal and partial off-TV play support via the GamePad, though full compatibility was limited by the required Wii Remote pointing. The eShop version received no additional patches or updates beyond the standard Virtual Console implementation, and with the Wii U eShop closure in March 2023, no further modifications have occurred as of 2025. Technically, Super Paper Mario outputs at 480p resolution in widescreen on compatible Wii setups, leveraging the console's 729 MHz Hollywood CPU and ATI graphics to maintain stable performance. The distinctive paper aesthetic, with flat 2D sprites transitioning to limited 3D via dimension flips, typically holds at 60 FPS even in flipped views.

Reception

Critical Response

Super Paper Mario received generally favorable reviews upon its release in 2007, earning an aggregate score of 85/100 on Metacritic based on 56 critic reviews, marking it as tied for the fourth-highest-rated Wii game of that year. Critics widely praised the game's innovative dimension-flipping mechanic, which allowed seamless transitions between 2D and 3D perspectives to solve puzzles, as a fresh evolution from the series' turn-based RPG roots. The humor-infused story and emotional narrative depth were also highlighted, with outlets commending the inclusion of Bowser as a playable character for adding unexpected charm and variety to the adventure. IGN awarded it an 8.9/10, describing it as a "brilliant" title that balanced silliness with clever gameplay. IGN nominated it for Best RPG in their 2007 honors, praising its fresh take on the Mario formula. Reviewers appreciated the creativity in puzzle design and the lighthearted tone, often noting how the game's chapters offered unique, self-contained experiences that kept exploration engaging. Eurogamer gave it an 8/10, lauding its hilarious dialogue and moments of genuine pathos toward the end. However, some traditional RPG fans expressed disappointment over the departure from complex turn-based combat, feeling the action-platformer hybrid lacked the strategic depth of predecessors like Paper Mario: The Thousand-Year Door. Common criticisms centered on the excessive text-heavy dialogue and cutscenes, which many felt slowed the pacing and overwhelmed players with lengthy, though often amusing, exposition. Destructoid noted that these frequent interruptions sparked debate among players accustomed to faster-paced platformers. The game's easy difficulty was another frequent point of contention, with some reviewers arguing it reduced challenge and limited replayability, while the blend of RPG elements and platforming felt uneven at times, failing to excel fully in either genre. Despite these flaws, the consensus viewed Super Paper Mario as a bold, inventive entry that prioritized storytelling and whimsy over traditional mechanics.

Commercial Performance

Super Paper Mario achieved strong commercial success upon its launch in 2007, benefiting from the Wii's growing install base and the enduring appeal of the Mario franchise. By March 2008, Nintendo reported that the game had sold 2.28 million units worldwide, including 500,000 units in Japan and 1.78 million units overseas. This performance contributed to the Wii's high software attach rate during the console's early years, as the title's family-friendly platforming and RPG elements aligned with Nintendo's strategy to broaden the audience beyond traditional gamers. The game outsold contemporaries like Zack & Wiki: Quest for Barbaros' Treasure, which moved only 300,000 units globally by the end of Capcom's fiscal year 2008, highlighting Super Paper Mario's stronger market resonance amid competition from major releases such as The Legend of Zelda: Twilight Princess. Positive critical reception further bolstered its sales momentum by generating word-of-mouth interest among Wii owners. Regional breakdowns underscored North America's leading role in the game's performance, driven by its earlier release there in April 2007 compared to Japan and Europe. Sales in the Americas reached 1.78 million units by early 2008, reflecting robust demand in a market where the Wii had quickly gained traction as a casual gaming staple. In contrast, Japan accounted for 500,000 units, while other regions collectively contributed the remaining share, with ongoing sales pushing the title toward broader international adoption. By December 2014, cumulative global shipments totaled 4.23 million units, establishing Super Paper Mario as the best-selling entry in the Paper Mario series and one of the top-performing Wii titles overall. The game's economic impact extended beyond physical sales through its 2016 digital re-release on the Wii U eShop, which introduced it to new audiences via virtual console compatibility, though exact digital figures remain unavailable. This longevity reinforced the Mario brand's value in sustaining revenue streams for Nintendo, even as the Wii era waned, with the title's success helping to solidify the platform's reputation for accessible, high-quality software.

Awards and Recognition

Upon its release, Super Paper Mario garnered notable industry recognition for its innovative dimension-shifting mechanics and hybrid platformer-RPG structure, particularly in a year dominated by first-person shooters such as Halo 3 and Call of Duty 4: Modern Warfare. The game won Outstanding Role-Playing Game at the 12th Satellite Awards, highlighting its successful genre-blending experiment. It received nominations across multiple prestigious ceremonies, including Best Wii Game at the 2007 Spike Video Game Awards, where it competed against titles like Super Mario Galaxy. At the 4th British Academy Games Awards, the title was nominated for Innovation, acknowledging the creative risks in departing from traditional turn-based RPG battles toward real-time action-adventure elements. IGN nominated it for Best RPG in their 2007 honors, praising its fresh take on the Mario formula. The game also earned six nominations in the 2007 Nintendo Power Awards, including Wii Game of the Year and overall Game of the Year, ultimately winning the Readers' Choice for Best Story. It placed second in RPGamer's Best Wii Game category for 2007, underscoring its strong reception among RPG enthusiasts. Producer Kensuke Tanabe and director Ryota Kawade discussed the project's creative risks in a Nintendo interview, noting the challenges of integrating 2D-to-3D flipping while maintaining the Paper Mario aesthetic, which required extensive trial and error to harmonize the dual perspectives. These honors validated the bold experimentation, distinguishing Super Paper Mario amid a landscape favoring more conventional action genres.

Legacy

Series Influence

Super Paper Mario marked a pivotal shift in the Paper Mario series by transitioning from the turn-based RPG formula of its predecessors to an action-adventure platformer, emphasizing real-time combat and exploration over strategic battles and character progression. This change influenced subsequent entries like Paper Mario: Sticker Star (2012) and Paper Mario: Color Splash (2016), which reintroduced turn-based elements but prioritized consumable-based mechanics—such as stickers and paint cards—for combat, resulting in shallower RPG systems and a greater focus on platforming puzzles at the expense of deep storytelling and partner mechanics. Critics and fans alike noted that this evolution diluted the series' narrative strengths, sparking ongoing debates about fidelity to the original RPG roots, though the 2024 remake of Paper Mario: The Thousand-Year Door represented a deliberate return to those foundational elements. The game's innovative dimension-flipping mechanic, allowing players to toggle between 2D and 3D perspectives to uncover hidden paths and solve environmental puzzles, left a lasting legacy on puzzle design within the Mario franchise. This feature inspired similar spatial innovations in later titles, such as the 2D capture sections in paintings within Super Mario Odyssey (2017), where players navigate flat, side-scrolling challenges embedded in a 3D world to access secrets and power-ups. By blending perspective shifts with platforming, Super Paper Mario encouraged hybrid gameplay experiments that persisted in the series, even as later games like Sticker Star incorporated lighter puzzle elements tied to item collection rather than full RPG integration. As the first Mario-led title on the Wii, Super Paper Mario's commercial success—selling over 4.3 million copies worldwide—validated Nintendo's approach to motion-light controls, primarily using the Wii Remote in a traditional sideways grip with optional pointer functions for menus and minigames, paving the way for subsequent Wii-era Mario games like New Super Mario Bros. Wii (2009) that balanced accessibility with subtle motion integration. The paper aesthetic and hybrid genre experimentation it championed continued in spin-offs, reinforcing the franchise's versatility beyond pure platformers or RPGs, though it fueled discussions on whether such shifts enhanced or undermined the series' identity.

Modern Reception and Fan Legacy

The last official re-release of Super Paper Mario occurred as a digital version on the Wii U eShop in 2016, making it accessible via backward compatibility until the service's discontinuation in 2023. By 2025, the game has not been ported to the Nintendo Switch or included in Nintendo Switch Online collections, unlike earlier entries such as the original Paper Mario, leaving it confined to original Wii hardware or emulation for contemporary players. This scarcity has contributed to the popularity of the Dolphin emulator among fans seeking enhanced high-definition playthroughs with upscaled textures and widescreen support. In recent years, retrospectives have highlighted Super Paper Mario's narrative strengths as a standout amid growing fan dissatisfaction with later Paper Mario titles, which shifted away from RPG depth toward action-oriented mechanics. For instance, the game's dimension-flipping platforming and emotional storytelling are praised for innovating on the series formula in ways that feel more ambitious than the puzzle-focused The Origami King (2020), which received mixed user feedback for diluting traditional RPG elements. User scores reflect this enduring appreciation, with Super Paper Mario holding an 8.1 rating on Metacritic compared to 7.0 for The Origami King, underscoring its status as a fan-preferred entry in an era of perceived series decline. The game's fan legacy persists through active community efforts, including calls for a remake or sequel that revive its flipping mechanic, particularly following the 2020 release of The Origami King, which reignited debates over the series' RPG roots. Fans view Super Paper Mario as emblematic of a "lost golden era" for its blend of platforming and narrative complexity, contrasting with modern entries' lighter tone and combat. Preservation thrives via speedrunning communities on platforms like Speedrun.com, where leaderboards track categories such as Any% and 100% routes, alongside mods that enhance accessibility and visuals to sustain engagement.

References

  1. https://strategywiki.org/wiki/Super_Paper_Mario/Controls
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