Exiting the 2006 holiday season, the success of the Nintendo Wii caught many in the industry by surprise. Boosted by one of the strongest launch libraries in recent memory, the Wii sprinted out of the gates with an early victory in the console race. In the afterglow of the holidays however, the picture seems a little less rosy. While hardware demand remains high, the flow of games has slowed to a trickle; buoyed largely by rushed ports marred by bad control. It is under these circumstances that Super Paper Mario has emerged as what many see as the systems first killer-app since launch. However, it’s not quite what everyone expected, and that may leave some fans feeling a little flat.
A Slow Start
Unlike most Mario games, where players are dropped right into the thick of the action, Super Paper Mario opens much like an RPG, with a long prologue. Princess Peach, the series’ long-time damsel in distress, is kidnapped along with King Bowser, by a new villain, top-hatted Count Bleck in a plot to destroy all of reality. Mario, true to form, journeys out to gather together the eight “Pure Hearts”, which hold the power to end Bleck’s ambitions. The prologue, which weighs in at nearly 30 minutes of dialogue, sets the pace for the entire game; which is a lot slower that what most would expect.
Much like other Mario games, such as Mario 64, and Mario Sunshine, players begin in a central hub town that connects to the game’s many worlds, reveal new areas and yet another chapter in the Paper Mario Saga. Gameplay itself looks and by and large behaves like a traditional 2D Mario game, but ultimately feels much slower; giving the game a pace more akin to an RPG. The resultant effect is highly reminiscent of “The Legend of Zelda II: Link’s Adventure” on the NES. Rather than speeding through a level and getting as many coins and points as possible, players must explore each level, uncovering and solving puzzles in order to progress. As such, players are forced to look at each level from a different perspective than would be typical in a Mario game.
A Different Perspective
Solving puzzles and progressing through the game often requires players to make use of one of Mario’s new powers, “flipping”. By pressing the A button, Mario is temporarily able to shift from a 2D view of the level, to a 3D view, revealing hidden paths, enemies, and power ups. Every level features puzzles that utilize this power to some extent. Rather than coming off as a cheap gimmick, the ability to change perspectives gives the game a distinct style and flavor all its own, while at the same time keeping it true to the traditional visual style of a Mario game. Perhaps the best illustration of this ability is in the many trap-laden levels of the game that hearken back to the old days of the series. At first, obstacles like running through a room filled with spinning blades of flame, or giant spiked blocks dropping from the ceiling seem impossible. However, by flipping, the deadly traps are revealed as merely flat objects in 3D, making it possible to simply walk around them. Of course, it is still possible to navigate the obstacles the hard way, if one is so inclined.
Tools Make the Man
Much like the aforementioned Zelda II, the game is made up of a number of RPG conventions in the midst of what is for the most part, a platform game. Players earn experience points, acquire items, and even earn new powers and abilities in the course of the game. In addition to the power to flip, Mario comes across helper beings known as Pixls. These pixls help to augment Mario’s abilities in a variety of ways, from helping him grab enemies from a distance, to slipping through narrow passages. Some Pixls, like the butterfly-shaped Tippi even provide him with information on the many enemies he’ll encounter on his adventure.
The many items that Mario acquires can be used for healing and other effects as well, but by and large many of these elements feel a bit unnecessary. It is completely possible for players to simply ignore using items for the most part. In fact, it can be argued that the use of items often makes the game feel too easy. Anyone with experience playing a Mario game would be able to get by just fine relying on the various powers you acquire throughout the game.
Later on in the game, Mario also gains several allies, with which he can switch at any time. These allies, which include Princess Peach, Bowser, and later Brother Luigi, each possess their own unique abilities to solve puzzles and go places that Mario normally can’t. The additional characters help to add even more variety to the game, and are especially a treat for long-time fans of the Mario games.
Technicals
On a technical note, the game is quite sound, with solid character and level design, backed up by some of the prettiest 2D graphics in a long time. The fact that the game was originally developed for the GameCube before being moved to the Wii by no means takes away anything from the game. In terms of sound, the game features a respectable sound track that wears its influences on its sleeve, with its roots in previous Mario games immediately evident to long-time Nintendo fans.
Control is solid; relying almost entirely on the use of the d-pad and the controller’s face buttons. Everything is tight and responsive; as one would expect. The few motion sensor controls work well also.
Overall, the game, while somewhat misleading in the expectations that many had for it, remains an undeniably solid title. Great 2D graphics and controls, coupled with creative and fun level design make Super Paper Mario a must play for Wii owners looking for the system’s newest killer-app.










