Truno
Koopa
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For better or for worse, there'll never be another game like Super Paper Mario.
I've seen a lot of praise for the previous Nintendo Direct as it showcased two unique-looking Mario games: Super Mario Bros. Wonder and Super Mario RPG. To some, these titles are just the latest installments in the ever-iterative franchise that is Mario. But to hardcore fans, these titles showcase a sudden shift in Nintendo's philosophy behind the Mario IP, as Nintendo had a firm and unwavering set of standards that the IP must follow since the Wii era. These standards led to various controversial decisions, such as the creation of the New! Super Mario Bros. series, the "vanillafication" of Mario sports spinoffs, the death of turn-based Mario RPGs, and the lack of unique characters within the Mario universe.
For example, the original Paper Mario (N64) and its sequel (TTYD) were created before these guidelines. From Sticker Star forward, the guidelines were imposed. You can see the shift in character designs here:
Similarly, the original Mario Party (N64) showcased unique characters:
These were altered in the newest Mario Party remake on Switch in order to fall in accordance with the guidelines.
Almost out of nowhere, Nintendo decided to be more strict with handling the Mario IP. They opted to preserve the image of all characters within the Mario Universe throughout all forms of media. Any developer that was to touch upon the Mario IP had to follow a set of strict guidelines.
To fans, these changes were sudden and abrupt. What caused Nintendo to suddenly shift from allowing uniqueness and creativity in media that showcased their company mascot to establishing strict guidelines that imposed restrictions on directors?
I believe that the culprit is Super Paper Mario.
Super Paper Mario is a weird game. It's a 2D Mario platformer that incorporates RPG mechanics such as HP, ATK, and DEF stats, unique character abilities, and EXP systems. On paper (no pun intended), that sounds pretty normal, right?
Well, let me introduce you to some of the wonderfully weird moments of the game:
The game starts off with Peach and Bowser's wedding (???) in an effort to create a Chaos Heart, a tool that'll aid the villain in the destruction of the world.
Mario is banished to Flip-Side, the town in which his adventure begins. Flip-Side is filled with... strange folk:
Mario embarks into various worlds that are all interconnected with Flip-Side. In these worlds he:
1. Becomes a slave to a rich girl in an abandoned Mansion who is secretly a shape-shifting spider. The game pushes you to do nothing but walk in one direction for 15 minutes in order to generate electricity for your master... I'm not kidding. You're forced to hold the controller and press one direction for 15 mins+, that's the gameplay.
Mario escapes with the aid of other prisoners, and the boss battle includes... a game show in a bathroom?
And then the final showdown with the spider ensues:
2. You need to play a visual novel from the perspective of one of the minor antagonists in order to seduce princess peach.
And it all takes place in the cat-themed lair of the aforementioned antagonist!
3. You go to space wielding a laser-spitting galactic octopus with a fishbowl on your head for oxygen
What are we doing in space, you may ask? Well, getting chocolate from the supermarket, of course!
5. Mario and Co have to go through 100 gates, aka 100 tests of strength, in order to meet the King of a new kingdom!
Surprisingly, the villain wins(?) and you witness the end of the world with the death of Mario and crew.
Mario is sent to... hell?
Within The Underwhere you have to face off with the mighty cerberus... but the game becomes turn-based?
After his victory, Mario needs to search for the rest of his crew in... Heaven? Or, excuse me, The Overthere:
6. The final encounter results once the main antagonist is betrayed by one of his lackeys, who then brainwashes Luigi into joining his team:
These are just some of the many set pieces of the game. It's been a while since I played it, so I might be forgetting a few, but you get the gist. Super Paper Mario showcased the freedom that developers (even third-parties!) had with Nintendo's most prestigious IP before the guidelines were established. Although Wonder looks promising, it's doubtful that we'll ever see this kind of uniqueness from Nintendo's mascot ever again. But as I look back at SPM, I cannot think of another example in which a developer is given this amount of freedom to use one of the most popular IPs in the market to make such a weird, AAA game. The game was so weird that it effectively caused Nintendo to tighten their grip on any third-party (or internal) developer that used their iconic Italian plumber.
The game received mixed reception due to its departure from the turn-based RPG roots of its predecessors, the wacky plot and character designs, and the simplicity of its combat system, but I will always cherish it as one of the weirdest games I've ever played. What do you think of it, Fami?
I've seen a lot of praise for the previous Nintendo Direct as it showcased two unique-looking Mario games: Super Mario Bros. Wonder and Super Mario RPG. To some, these titles are just the latest installments in the ever-iterative franchise that is Mario. But to hardcore fans, these titles showcase a sudden shift in Nintendo's philosophy behind the Mario IP, as Nintendo had a firm and unwavering set of standards that the IP must follow since the Wii era. These standards led to various controversial decisions, such as the creation of the New! Super Mario Bros. series, the "vanillafication" of Mario sports spinoffs, the death of turn-based Mario RPGs, and the lack of unique characters within the Mario universe.
For example, the original Paper Mario (N64) and its sequel (TTYD) were created before these guidelines. From Sticker Star forward, the guidelines were imposed. You can see the shift in character designs here:
Similarly, the original Mario Party (N64) showcased unique characters:
These were altered in the newest Mario Party remake on Switch in order to fall in accordance with the guidelines.
Almost out of nowhere, Nintendo decided to be more strict with handling the Mario IP. They opted to preserve the image of all characters within the Mario Universe throughout all forms of media. Any developer that was to touch upon the Mario IP had to follow a set of strict guidelines.
To fans, these changes were sudden and abrupt. What caused Nintendo to suddenly shift from allowing uniqueness and creativity in media that showcased their company mascot to establishing strict guidelines that imposed restrictions on directors?
I believe that the culprit is Super Paper Mario.
Super Paper Mario is a weird game. It's a 2D Mario platformer that incorporates RPG mechanics such as HP, ATK, and DEF stats, unique character abilities, and EXP systems. On paper (no pun intended), that sounds pretty normal, right?
Well, let me introduce you to some of the wonderfully weird moments of the game:
The game starts off with Peach and Bowser's wedding (???) in an effort to create a Chaos Heart, a tool that'll aid the villain in the destruction of the world.
Mario is banished to Flip-Side, the town in which his adventure begins. Flip-Side is filled with... strange folk:
Mario embarks into various worlds that are all interconnected with Flip-Side. In these worlds he:
1. Becomes a slave to a rich girl in an abandoned Mansion who is secretly a shape-shifting spider. The game pushes you to do nothing but walk in one direction for 15 minutes in order to generate electricity for your master... I'm not kidding. You're forced to hold the controller and press one direction for 15 mins+, that's the gameplay.
Mario escapes with the aid of other prisoners, and the boss battle includes... a game show in a bathroom?
And then the final showdown with the spider ensues:
2. You need to play a visual novel from the perspective of one of the minor antagonists in order to seduce princess peach.
And it all takes place in the cat-themed lair of the aforementioned antagonist!
3. You go to space wielding a laser-spitting galactic octopus with a fishbowl on your head for oxygen
What are we doing in space, you may ask? Well, getting chocolate from the supermarket, of course!
5. Mario and Co have to go through 100 gates, aka 100 tests of strength, in order to meet the King of a new kingdom!
Surprisingly, the villain wins(?) and you witness the end of the world with the death of Mario and crew.
Mario is sent to... hell?
Within The Underwhere you have to face off with the mighty cerberus... but the game becomes turn-based?
After his victory, Mario needs to search for the rest of his crew in... Heaven? Or, excuse me, The Overthere:
6. The final encounter results once the main antagonist is betrayed by one of his lackeys, who then brainwashes Luigi into joining his team:
These are just some of the many set pieces of the game. It's been a while since I played it, so I might be forgetting a few, but you get the gist. Super Paper Mario showcased the freedom that developers (even third-parties!) had with Nintendo's most prestigious IP before the guidelines were established. Although Wonder looks promising, it's doubtful that we'll ever see this kind of uniqueness from Nintendo's mascot ever again. But as I look back at SPM, I cannot think of another example in which a developer is given this amount of freedom to use one of the most popular IPs in the market to make such a weird, AAA game. The game was so weird that it effectively caused Nintendo to tighten their grip on any third-party (or internal) developer that used their iconic Italian plumber.
The game received mixed reception due to its departure from the turn-based RPG roots of its predecessors, the wacky plot and character designs, and the simplicity of its combat system, but I will always cherish it as one of the weirdest games I've ever played. What do you think of it, Fami?
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