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Paper Mario
Bowser has the
all-powerful Star Rod and is running amuck! He kidnaps Princess Peach by
lifting her entire castle into the sky. He quickly beats the tar out of
the visiting Mario and kicks him out a window. Bowser has got to know
that Mario will be back to challenge his power – we’ve seen this
conflict before and we know the outcome. Bowser will be defeated and
everyone will live happily ever after. But before the final showdown can
begin Mario has to form alliances, stomp all of Bowser’s underlings,
and free the Star Spirits.
Paper
Mario almost defies description. It’s a
strange but pleasing 2D / 3D / real-time / turn-based / action /
adventure hybrid. It looks 2D but there are some areas of distinct 3D
even while Mario remains 2D. The resulting graphics are a salute to the
2D Mario we all grew up with from Donkey Kong (Colecovision) to Super
Mario Bros. (NES) to Super Mario World (SNES). It’s a
fitting tribute. The N64 brought Mario into a completely 3D world and it
seems appropriate that in the waning days of the N64 he go out in 2D
style. The graphics have the distinct stamp of a Mario
game. Everything is big and bright – items are easy to distinguish,
characters are very recognizable, and the backgrounds are great. You
will never be confused as to what you’re looking at. Even the menu
screens (which you’ll be seeing a lot of) are well laid out –
displaying information in a straightforward manner.
The
meat and potatoes of any game is the actual gameplay. My complaint here
is that it’s too addictive. Even after hours of play – the clock
nearing the time I usually go to work in the morning – I still wanted
to challenge just one more enemy. The mix of turn-based and real-time
elements is perfect. Mario explores the world in real-time, just like
his sidescrollin’ days. The switch to turn-based action occurs when
Mario attacks or is attacked by an enemy in the field. The view shifts
to a mock stage on which the confrontation takes place. Mario chooses
from a variety of options: run away, jumping on a specific opponent,
using an item, changing team members, etc. There’s no time limit for
the selection of your next move, which is a good thing because a lot of
time can be put into planning which bad guy to stomp first. And your
active team member gets a turn too, then it’s your opponent’s turn.
There’s a bit of timing involved with some of the moves, further
emphasizing the hybridization. But most importantly, all of the moves
are explained, which never leaves you wondering how you’re supposed to
do what. And the manual is first rate in this respect as well.
Team
members play an important role and should never be underestimated and,
since they can’t be killed, used as much as possible. It’s a little
annoying that only one team member can be activated at a time though. It
would have been fun to implement combo moves. You also get the chance to
assume control of Princess Peach for some portions.
Maintaining
the RPG element are three powerups that can be improved: Hit points,
Flower points (i.e. mana) and Badge points. Badge points let you perform
more devastating moves (among other effects) depending on which badge is
equipped. For example, one badge lets you perform a more punishing jump
attack (if the badge is equipped). But to get this jump attack to work
during a fight you must have a good supply of Flower points. Defeating
enemies awards you with Star Points. Get 100 and you get to choose what
"skill" to upgrade. During a fight all of the information is
displayed at the top of the screen – except for your Badges – so
you’ll always know if you’re in trouble or need to use an item to
reclaim some Hit points.
And
talking about "points" – to save your game you’ve got to
find a save box. Actually, there are lots of boxes to smash. And, hello,
the return of coin boxes! You remember, the kind you jump up and hit to
shake loose coins, one jump at a time?
They’re
isn’t much to say about the control other than it’s solid. If
you’re experienced with the N64 controller, you should have absolutely
no problem. Perfecting moves and executing quick strategies is also no
problem, which is good since there is the ever-important "first
strike" to work on. (Attacking an enemy in the real-time world
gives Mario the advantage of performing a move before his turn starts.
And if you don’t want to fight, dodging an enemy is no problem.)
Switching team members is easy whether out in the field or in combat.
Sound
is an eclectic mix of distinctly "Mario" tunes. Listen
carefully and you will be able to hear music from nearly all the Mario
games remixed and updated for the N64. Mixed with the 2D nostalgia
factor, you’ll hum along happily.
Paper
Mario has received a lot of flak
for its lack of story. I have to agree that PM doesn’t have the
epic story of an Ultima or Baldur’s Gate (or even of PM’s
precursor Super Mario RPG: Secrets of the Seven Stars on the SNES)
but I’m not expecting one from a Mario game. What kind of plot did Donkey
Kong have? None, but I still played that one into the ground. The
story for PM is straightforward: Stop Bowser and save the
Princess. No strange plot twists, no surprises that come from left
field, like Peach and Mario are actually brother and sister. Once again,
it’s a salute to the Mario formula that has worked its magic
throughout the years. Keep it simple.
Paper
Mario will appeal to almost
everyone. Hardcore RPGers might be turned off by the cutesy nature and
the lack of story development, but for those that have known Mario for
all these years will appreciate its straightforwardness yet deeply
engaging gameplay. Younger gamers will definitely enjoy this one, too.
Get Paper Mario before the N64 vanishes.