Paper Mario Series

Which Paper Mario Game is your Favorite?

  • Paper Mario

    Votes: 165 23.0%
  • Paper Mario: The Thousand Year Door

    Votes: 345 48.1%
  • Super Paper Mario

    Votes: 121 16.9%
  • Paper Mario: Sticker Star

    Votes: 19 2.6%
  • Paper Mario Color Splash

    Votes: 9 1.3%
  • They're all good imo

    Votes: 59 8.2%

  • Total voters
    718
I'd like to re-recommend Bug Fables for anyone looking for a classic Paper Mario experience. The visuals can be weak at times but the gameplay is 100% Paper Mario to the core. The writing and characters are lovably diverse and fantastic, the battles (on Hard Mode, especially) are knuckle-whitening, and the lists of things to collect for your 'tism is long as hell. Enemy Spy (Tattle) Logs, Secret Bosses, Recipes, Quests, Badges, etc.

Really a shame I don't see more people talking about this game. It's much, much closer to "real" Paper Mario than anything Nintendo has put out in a good 10+ years.

Edit after a long time: Finished it yesterday and it might be one of my favorite games of all time.
 
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I am seeing opinion slowly turn to suggest this newest Paper Mario game (origami king) is better than expected and worthy of being called a Paper Mario game. This is typical internet revisionist history.

Origami King is not a good game and it is shit compared to real Paper Mario.

Pretty sure this is happening because the game has a somewhat more meaningful story than the last two entries and is the most enjoyable of the recent entry.

I get that it's terrible when compared to the first two entries, but on it's own it's probably an alright game.
 
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Pretty sure this is happening because the game has a somewhat more meaningful story than the last two entries and is the most enjoyable of the recent entry.

I get that it's terrible when compared to the first two entries, but on it's own it's probably an alright game.
Being better than a couple of dumpster fires isn't an accomplishment, especially when the developers refuse (or are unable to due to interference from Nintendo) to implement things as simple as an XP system and unique looking characters. All these "baby steps" are meaningless to me when smaller development teams have proven to be capable of going all in with the classic formula.

You guys might think I'm being too hard on the game, but I'm just tired of Nintendo not listening to Paper Mario fans.
 
Quake Hammer.
Quake Hammer, Fire Drive and Hammer Throw seem like the three I'll definitely need. I want to try a more charge based build this time to make Hammer Throw not do 1 damage the whole game as well.
 
Quake Hammer, Fire Drive and Hammer Throw seem like the three I'll definitely need. I want to try a more charge based build this time to make Hammer Throw not do 1 damage the whole game as well.
Quake Hammer is kind of weak, IIRC; but it weakens nearly everything that you would have trouble with the regular hammer. Plus, there's the Power Plus badge and All or Nothing (final chapter) to murderfuck everything.
 
I'd like to re-recommend Bug Fables for anyone looking for a classic Paper Mario experience. The visuals can be weak at times but the gameplay is 100% Paper Mario to the core. The writing and characters are lovably diverse and fantastic, the battles (on Hard Mode, especially) are knuckle-whitening, and the lists of things to collect for your 'tism is long as hell. Enemy Spy (Tattle) Logs, Secret Bosses, Recipes, Quests, Badges, etc.

Really a shame I don't see more people talking about this game. It's much, much closer to "real" Paper Mario than anything Nintendo has put out in a good 10+ years.
But the insect cast with a similar art style of hollow knight don't click on me
 
  • Agree
Reactions: D.Angus
Quake Hammer is kind of weak, IIRC; but it weakens nearly everything that you would have trouble with the regular hammer. Plus, there's the Power Plus badge and All or Nothing (final chapter) to murderfuck everything.
Well thankfully I'm playing a randomize and got exactly that and 2 quake hammers. Being level 2 and doing 8 damage feels great.
 
Probably old news, but I found this just now and thought it was interesting.

https://www.videogameschronicle.com/features/interviews/paper-mario-origami-king/
Archive: https://archive.md/tSiAQ
https://www.lavanguardia.com/videoj...res-tanabe-tabata-nagaya-nintendo-switch.html
Archive: https://archive.md/gSkNT

>Tanabe: Since Paper Mario: Sticker Star, it’s no longer possible to modify Mario characters or to create original characters that touch on the Mario universe. That means that if we aren’t using Mario characters for bosses, we need to create original characters with designs that don’t involve the Mario universe at all, like we’ve done with Olly and the stationery bosses.

<Q: How do you make sure the story appeals to a broad audience? And what challenges does existing within the Mario franchise present to your writers?

>Tanabe: In Super Paper Mario, the elaborate story led the game away from the Mario universe, so since Paper Mario: Sticker Star I’ve refrained from using stories that are too complicated. Personally, though, I like games with stories. During the production of The Legend of Zelda: A Link to the Past, we made use of a system for character settings and real conversations in order to build the story, which was a first for a game in a series. (I also wrote the text for this game.)

>To go back to Mario, in Paper Mario: Color Splash, I avoided having a complicated story so as not to veer too far away from the Mario universe, and instead aimed for a game with more memorable events. To create even more memorable experiences for players, in Paper Mario: The Origami King we’ve established some characters other than the partner character who will also journey with players through the game. In particular, I think that Bobby (Bob-omb) has turned out to be just as memorable a character as Olivia.

<Q: Is it difficult to find a balance that pleases all Paper Mario fans? Particularly hardcore players who want more RPG elements such as experience points, versus more casual players looking for an approachable experience

>Tanabe: First, Nintendo’s philosophy on game creation is that we don’t ignore casual players in creating our games. This is also true for games such as those in the Metroid Prime series; games that at first glance look like they are only aimed at core gamers. With that in mind, what we’ve done in the Paper Mario series is to put a lot of work particularly into the puzzle solving elements of the games, so that they can also be enjoyed by core users.

>So, for example, in Paper Mario: The Origami King, players need to guess the weak points of bosses based on their characteristics and search for the solution to defeat them, otherwise they won’t be able to win these battles.

>This is an adventure game after all, so it wouldn’t be right if the battles didn’t also have some kind of puzzle solving element! (Of course, we’ve also added in a system for casual players where they can use coins in battles to get help from the spectating Toads.)

>However, I do think it’s difficult to satisfy certain fans with the adventure game direction if they think of Paper Mario games as simply being RPGs. I hope that everyone will play this game with an open mind.

----

>Kensuke Tanabe: At the moment, it is not possible for us to create original characters like the Goombas or modified Toads seen in past games, or to reuse such characters from past games. However, in this installment we have been able to create the two origami characters Olly and Olivia, and wear outfits for certain Toads when it suited their role. As for the game system, beyond not making it a platform game, everything is in the hands of the development team. However, an internal opinion has emerged as to whether we really need two different Mario RPG series and in order to differentiate them we have created our titles as adventure games.

>Kensuke Tanabe: With the exception of the central system of each series, in all the titles I've worked on, from The Legend of Zelda and Metroid series, to Donkey Kong Country Returns, Donkey Kong Country: Tropical Freeze and more recently Luigi's Mansion 3, I have always wanted to create and incorporate new systems. This philosophy I have when creating games also applies to the Paper Mario series. However, even when all games are created with this same philosophy, sometimes fans welcome games and sometimes they don't. In general, for the Paper Mario series, the only element that has remained stable in each installment is the theme of paper.

1. Over the past 20 years the Paper Mario series has evolved around a dilemma: Follow or break the franchise tradition and create something different. Do you think this is so? Why?

>Kensuke Tanabe: The Paper Mario series began as a sequel to the Super Mario RPG (1996) game for Super Nintendo. In the process of coming up with a new artistic style, we ended up with a paper version of Mario and this is how Paper Mario started. From this moment on, paper became the main theme of the series and since then we have had to think about how to use this theme in the game.

>At Nintendo, even when we work on a new installment of an established franchise, we generally don't use the same game system that was used in the previous installment. For example, the Super Mario series made the leap to 3D with advances in hardware, and each new installment makes use of unique systems. The same can be said for 2D Mario games, as we have seen with Super Mario Maker. In this regard, Paper Mario is no exception and we hope that the series will continue to change in the future.

PMDirection.png

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I'd like to re-recommend Bug Fables for anyone looking for a classic Paper Mario experience. The visuals can be weak at times but the gameplay is 100% Paper Mario to the core. The writing and characters are lovably diverse and fantastic, the battles (on Hard Mode, especially) are knuckle-whitening, and the lists of things to collect for your 'tism is long as hell. Enemy Spy (Tattle) Logs, Secret Bosses, Recipes, Quests, Badges, etc.

Really a shame I don't see more people talking about this game. It's much, much closer to "real" Paper Mario than anything Nintendo has put out in a good 10+ years.

Edit after a long time: Finished it yesterday and it might be one of my favorite games of all time.
If i wanna play Paper Mario i'll play Paper Mario
 
Speaking of paper mario origami king
Looking at the awful end, ollie becoming good for no reason. Make me think of count bleck.
But count bleck was a developed character, he was never truly ''evil'' he suffered from depression and someone influenced him, Him becoming good after he discover tippi was alive make sense.
Even for evil character for the sake of evil, their motive were developped, they did have a personality. Plus they don't have a sudden change of heart.
Ollie we just saw him once or two and that all.
I feel like tanabe's character/story restriction ruined him a bit. If he did the same with SPM we will have a similar scenario
 
  • Agree
Reactions: GeneralFriendliness
Speaking of paper mario origami king
Looking at the awful end, ollie becoming good for no reason. Make me think of count bleck.
But count bleck was a developed character, he was never truly ''evil'' he suffered from depression and someone influenced him, Him becoming good after he discover tippi was alive make sense.
Even for evil character for the sake of evil, their motive were developped, they did have a personality. Plus they don't have a sudden change of heart.
Ollie we just saw him once or two and that all.
I feel like tanabe's character/story restriction ruined him a bit. If he did the same with SPM we will have a similar scenario
This game could've easily been Toad genocide from the intro, alone. Even with the ironic twist pointed out, it could've still pushed him over the edge and die as an villain.

Shit's ain't fun anymore.
 
So I've been doing a second run of Bug Fables, with a bunch of "menu codes" you collect throughout your playthrough. They're basically ROM hacks built into the game for extra challenge. Specifically, one of them is a reference to a Paper Mario ROM hack called Luigi's Challenge. It makes all of the badges in the game cost only 1 BP, in exchange for completely removing EXP and HP/FP upgrades. Instead, you pay an early-game NPC for levels, which upgrades your badge capacity. It's super interesting.

The other codes include a secret difficulty above Hard, every badge in the game is totally randomized, all defending has to be nearly frame perfect...together they make for an extremely interesting and ball-annihilating second playthrough. I can't believe how much content this game has.
 
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