SolVanderlyn
Thanos acquires the fully powered Infinity Gauntlet in The Avengers: Infinity War, but loses when all the superheroes team up together to stop him.
Ok, so, everyone loves Mario RPGs. They're probably one of the most loved spinoff series out there. They're spinoffs with spinoffs of their own, even - Super Paper Mario and Sticker Star take the Paper Mario formula and create their own unique take on the series, with SPM combining RPG elements with traditional Mario platforming and Sticker Star creating a streamlined handheld experience. True, SPM and SS aren't as lauded as the mainline RPGs, and SS gets downright spit upon at times, but it still speaks volumes for Mario RPGs as a whole when they create spinoffs despite already being spinoffs themselves.
Let's look back at each Mario RPG, where it came from, and what it offered:
Super Mario RPG:
A joint effort between Nintendo and Squaresoft, the RPG giant of its time, SMRPG began the unlikely marriage between the red plumber, stats, and storyline. This title introduced the action combat system that every future Mario RPG would build on, requiring timed button presses to attack or defend with more efficiency. Perhaps the most unique aspect of SMRPG is in its ousting of Bowser as the main villain, instead introducing Squaresoft's own gang of baddies: The Smithy Gang, a group of interstellar hooligans bent on conquering the Mushroom Kingdom. While the story was still relatively simple compared to standard RPGs, it really shone in its fusion of the standard "quest to save the world" that grandiose games such as Final Fantasy were known for and the traditional Mario charm of the mainline Mario games. The script relied heavily on humor and a unique brand of quirkiness, but never shunned its purpose to deliver a story centric Mario game: you felt the presence of the Smithy Gang in each area of the Mushroom Kingdom that you visited, and their omnipresence created a sense of urgency that the world needed to be saved. Another staple that SMRPG introduced was the gathering of seven stars, which would later be repeated in Paper Mario and The Thousand Year Door.
Paper Mario:
While it began as Super Mario RPG 2, with incessant promises from Nintendo Power that the graphics "weren't finished yet", Paper Mario eventually embraced its paper aesthetic and created a franchise of its own. Squaresoft had fallen into disagreement with Nintendo for various reasons, so this next entry in the RPG series was left to Intelligent Systems, the developer of the Famicom/Advance Wars and Fire Emblem series. Paper Mario built heavily on its predecessor, but left behind a bit of the standard RPG flair that Square had injected into SMRPG in favor of a more simplistic Mario-esque flavor. Hit points and flower points were drastically scaled down, and the battle system was retooled to accommodate Mario as its primary player, with partner characters being limited to one at a time. This time around, however, partners had uses outside of battle, leading to more emphasis on light puzzle solving than in SMRPG. The biggest change between the two titles was, of course, the graphical style, with Paper Mario abandoning the isometric view for a two dimensional side view. The story was less "epic" and Final Fantasy-esque, but one could argue that it contained much more whimsy and charm as a substitute.
Paper Mario: The Thousand Year Door
A direct, by the numbers sequel to Paper Mario 64, TTYD left the Mushroom Kingdom for the unique setting of Rogueport. Unlike the transition from SMRPG -> Paper Mario 64, most things stayed the same from 64 -> TTYD, likely as a result of same name branding and the fact that it kept the same developer this time around. At face value, TTYD is a reskin of PM64, with new areas, plot, and characters. However, if it ain't broke, don't fix it: as seen by the Metacritic link above, TTYD is the most highly rated Mario RPG, with fans singing its praises to the far corners of the internet. TTYD shines in how it refined the 64 formula: it took full advantage of its paper aesthetic, with Mario turning into paper planes, paper boats, and rolls of paper, and benefited also from the boost in hardware from the Gamecube, allowing many characters on screen at a time. TTYD also boasted incredibly creative segments where you would suddenly be placed in the control of the enemy
, recreations of classic platforming in the Bowser segments, and entering pipes that led to the backdrop of each area. TTYD may have treaded extremely similar ground as the game that came before it, but its execution left it a beloved entry in the franchise.
Mario and Luigi:
Developed by Alphadream, this was the portable cousin of Paper Mario. Opting for a more straightforward, yet still extremely recognizable and creative 2D sprite style, Mario and Luigi's main attraction was - you guessed it - the spotlight on the Mario Bros, rather than just Mario. The battle system was again an action oriented, timed button pressing affair, only this time it forewent the partner system to focus entirely on Mario and Luigi. Bros attacks and abilities hogged the spotlight in and out of battle, with the Mario Bros working together to spin, roll, and hammer their way across the Beanbean Kingdom. Oh, that's right: the M&L series took us to another new land, with its own race of people, the Beanish, paralleling the Toads, and brought us to uniquely laughter oriented locales. Bowser once again took a role as a supporting character, leaving the spotlight to new villains from the Beanbean Kingdom. Perhaps the biggest treat for fans of SMRPG was the return of Yoko Shimomura as the series composer, lending a similar atmosphere to Mario's first RPG outing. (Sunken Ship theme remix, anyone?)
Mario and Luigi: Partners in Time
Bringing us back (quite literally) to the Mushroom Kingdom, PiT took full advantage of the DS and used its dual screens to offer refinements to Superstar Saga's gameplay. Playing off of the "dual" theme, Mario and Luigi teamed up with baby versions of themselves, with much of the game taking place in the Mushroom Kingdom's past. The alien race of Shroobs took the center role as the main enemy, harkening back to the "group villain" role the Smithy Gang played in SMRPG. PiT made some controversial changes, such as removing the overworld for a point and click world map, but it was by and large a very similar game to Superstar Saga.
Mario and Luigi: Bowser's Inside Story
This is where the M&L series really started to diverge. While it kept its turn based, timed button pressing battle system, BiS forewent the Bros moves established in the first two games and instead gave control over to the King of the Koopas, Bowser himself, for the overworld segments of the game. Bowser fought alone, but was much more powerful than Mario and Luigi combined. As a result, he fought stronger enemies. He also came equipped with his own moveset, entirely unique from either Mario Bro. Bowser also introduced giant battles to the series, creatively using the DS turned on its side for extremely unique and satisfying boss battles. Mario and Luigi were, of course, still central players in the story and in gameplay, but their roles changed signficantly: for a good portion of the game, they remained stuck inside of Bowser, and their gameplay segments played out on a strictly two dimensional plane. Bowser was definitely the star of this game, even if the two Mario Bros were present throughout; he carried the brunt of the story and was in charge of at least 90% of the game's map traversal, with Mario and Luigi only becoming able to retread his steps towards the end of the game.
Mario and Luigi: Dream Team
The first 3DS entry, and perhaps the most polarizing entry in the M&L franchise, Dream Team gives the spotlight back to Mario and Luigi. Well, actually, it mostly gives it to Luigi; the game was released in 2013, Nintendo's Year of Luigi, and gives extra attention to Mario's neglected bro. Taking on a unique dream world mechanic, Dream Team has a normal and dream version of each area of Pi'llo Island. The normal areas function much like those from the first two entries, while the dream worlds were reminiscent of the areas inside of Bowser in BiS, only this time with their own unique dream world gameplay. While the game was incredibly progressive in the sense that each new area introduced a new ability and way to approach the game, it was also derided for its extensive tutorials, which were perhaps a side effect of attempting to cram so much newness into every area. Overall, Dream Team has the most advanced presentation in the M&L series, with gorgeous spritework and a fantastic OST, and is an incredibly innovative entry not only in the RPG spinoff series, but in the Mario franchise as a whole. Its experimental nature leaves it rife with flaws, however, leaving it as highly praised by some as it is lambasted by others.
And then we have the two black sheep.
Super Paper Mario
Released for the Wii as a pseudo-sequel to The Thousand Year Door, Super Paper Mario abandons its RPG heritage for a strong focus on platforming. The text heavy plot, an emphasis on characterization, a quirky setting, and the existence of hit points are all carried over from Paper Mario proper, but gone are the turn based battle system and 3D field maps, replaced with the traditional 2D planes that classic Mario games are known for. While not an RPG in the traditional sense, SPM still features an intricate, chapter based plot, and is also the only instance in the series where Luigi becomes a playable character.
Paper Mario: Sticker Star
Deviating from the series' position as the "console" branch of the Mario RPG series, Intelligent Systems released Sticker Star for the 3DS. Sticker Star heavily relies on stickers as a gameplay mechanic, with each sticker resembling a real world object, such as a pair of scissors. Apparently a victim of a development crisis, Miyamoto himself signficantly turned the tables on the game during the time it was being made. IS was given orders to remove "non-Mario" characters and to make them instantly recognizable faces from the franchise, as well as to de-emphasize the text heavy focus that the series was known for, opting for a game with little to no dialogue, plot, or character interaction. Needless to say, this upset quite a few fans. Nonetheless, many praise the game for its stellar soundtrack and captivating world design.
Having looked at each game, I have to ask:
-Where do you want to see the Mario RPGs, heading forward? Would you like to see a continuation of the series we have now (Mario and Luigi and Paper Mario?) Or would you rather see something entirely new?
-What do you feel was the best representation of the Mario franchise as an RPG? Your answer could be a singular game, or a sub-series as a whole.
-What do you want to see in the next Mario RPG? Yoko Shimomura as its composer? Square's return to the franchise? Handheld or console?
Bonus question:
-What was your favorite segment of any Mario RPG that you played?
Will come back later with my answers.
Let's look back at each Mario RPG, where it came from, and what it offered:
Super Mario RPG:
A joint effort between Nintendo and Squaresoft, the RPG giant of its time, SMRPG began the unlikely marriage between the red plumber, stats, and storyline. This title introduced the action combat system that every future Mario RPG would build on, requiring timed button presses to attack or defend with more efficiency. Perhaps the most unique aspect of SMRPG is in its ousting of Bowser as the main villain, instead introducing Squaresoft's own gang of baddies: The Smithy Gang, a group of interstellar hooligans bent on conquering the Mushroom Kingdom. While the story was still relatively simple compared to standard RPGs, it really shone in its fusion of the standard "quest to save the world" that grandiose games such as Final Fantasy were known for and the traditional Mario charm of the mainline Mario games. The script relied heavily on humor and a unique brand of quirkiness, but never shunned its purpose to deliver a story centric Mario game: you felt the presence of the Smithy Gang in each area of the Mushroom Kingdom that you visited, and their omnipresence created a sense of urgency that the world needed to be saved. Another staple that SMRPG introduced was the gathering of seven stars, which would later be repeated in Paper Mario and The Thousand Year Door.
Paper Mario:
While it began as Super Mario RPG 2, with incessant promises from Nintendo Power that the graphics "weren't finished yet", Paper Mario eventually embraced its paper aesthetic and created a franchise of its own. Squaresoft had fallen into disagreement with Nintendo for various reasons, so this next entry in the RPG series was left to Intelligent Systems, the developer of the Famicom/Advance Wars and Fire Emblem series. Paper Mario built heavily on its predecessor, but left behind a bit of the standard RPG flair that Square had injected into SMRPG in favor of a more simplistic Mario-esque flavor. Hit points and flower points were drastically scaled down, and the battle system was retooled to accommodate Mario as its primary player, with partner characters being limited to one at a time. This time around, however, partners had uses outside of battle, leading to more emphasis on light puzzle solving than in SMRPG. The biggest change between the two titles was, of course, the graphical style, with Paper Mario abandoning the isometric view for a two dimensional side view. The story was less "epic" and Final Fantasy-esque, but one could argue that it contained much more whimsy and charm as a substitute.
Paper Mario: The Thousand Year Door
A direct, by the numbers sequel to Paper Mario 64, TTYD left the Mushroom Kingdom for the unique setting of Rogueport. Unlike the transition from SMRPG -> Paper Mario 64, most things stayed the same from 64 -> TTYD, likely as a result of same name branding and the fact that it kept the same developer this time around. At face value, TTYD is a reskin of PM64, with new areas, plot, and characters. However, if it ain't broke, don't fix it: as seen by the Metacritic link above, TTYD is the most highly rated Mario RPG, with fans singing its praises to the far corners of the internet. TTYD shines in how it refined the 64 formula: it took full advantage of its paper aesthetic, with Mario turning into paper planes, paper boats, and rolls of paper, and benefited also from the boost in hardware from the Gamecube, allowing many characters on screen at a time. TTYD also boasted incredibly creative segments where you would suddenly be placed in the control of the enemy
or so you think, as in the Dooplis scenario
Mario and Luigi:
Developed by Alphadream, this was the portable cousin of Paper Mario. Opting for a more straightforward, yet still extremely recognizable and creative 2D sprite style, Mario and Luigi's main attraction was - you guessed it - the spotlight on the Mario Bros, rather than just Mario. The battle system was again an action oriented, timed button pressing affair, only this time it forewent the partner system to focus entirely on Mario and Luigi. Bros attacks and abilities hogged the spotlight in and out of battle, with the Mario Bros working together to spin, roll, and hammer their way across the Beanbean Kingdom. Oh, that's right: the M&L series took us to another new land, with its own race of people, the Beanish, paralleling the Toads, and brought us to uniquely laughter oriented locales. Bowser once again took a role as a supporting character, leaving the spotlight to new villains from the Beanbean Kingdom. Perhaps the biggest treat for fans of SMRPG was the return of Yoko Shimomura as the series composer, lending a similar atmosphere to Mario's first RPG outing. (Sunken Ship theme remix, anyone?)
Mario and Luigi: Partners in Time
Bringing us back (quite literally) to the Mushroom Kingdom, PiT took full advantage of the DS and used its dual screens to offer refinements to Superstar Saga's gameplay. Playing off of the "dual" theme, Mario and Luigi teamed up with baby versions of themselves, with much of the game taking place in the Mushroom Kingdom's past. The alien race of Shroobs took the center role as the main enemy, harkening back to the "group villain" role the Smithy Gang played in SMRPG. PiT made some controversial changes, such as removing the overworld for a point and click world map, but it was by and large a very similar game to Superstar Saga.
Mario and Luigi: Bowser's Inside Story
This is where the M&L series really started to diverge. While it kept its turn based, timed button pressing battle system, BiS forewent the Bros moves established in the first two games and instead gave control over to the King of the Koopas, Bowser himself, for the overworld segments of the game. Bowser fought alone, but was much more powerful than Mario and Luigi combined. As a result, he fought stronger enemies. He also came equipped with his own moveset, entirely unique from either Mario Bro. Bowser also introduced giant battles to the series, creatively using the DS turned on its side for extremely unique and satisfying boss battles. Mario and Luigi were, of course, still central players in the story and in gameplay, but their roles changed signficantly: for a good portion of the game, they remained stuck inside of Bowser, and their gameplay segments played out on a strictly two dimensional plane. Bowser was definitely the star of this game, even if the two Mario Bros were present throughout; he carried the brunt of the story and was in charge of at least 90% of the game's map traversal, with Mario and Luigi only becoming able to retread his steps towards the end of the game.
Mario and Luigi: Dream Team
The first 3DS entry, and perhaps the most polarizing entry in the M&L franchise, Dream Team gives the spotlight back to Mario and Luigi. Well, actually, it mostly gives it to Luigi; the game was released in 2013, Nintendo's Year of Luigi, and gives extra attention to Mario's neglected bro. Taking on a unique dream world mechanic, Dream Team has a normal and dream version of each area of Pi'llo Island. The normal areas function much like those from the first two entries, while the dream worlds were reminiscent of the areas inside of Bowser in BiS, only this time with their own unique dream world gameplay. While the game was incredibly progressive in the sense that each new area introduced a new ability and way to approach the game, it was also derided for its extensive tutorials, which were perhaps a side effect of attempting to cram so much newness into every area. Overall, Dream Team has the most advanced presentation in the M&L series, with gorgeous spritework and a fantastic OST, and is an incredibly innovative entry not only in the RPG spinoff series, but in the Mario franchise as a whole. Its experimental nature leaves it rife with flaws, however, leaving it as highly praised by some as it is lambasted by others.
And then we have the two black sheep.
Super Paper Mario
Released for the Wii as a pseudo-sequel to The Thousand Year Door, Super Paper Mario abandons its RPG heritage for a strong focus on platforming. The text heavy plot, an emphasis on characterization, a quirky setting, and the existence of hit points are all carried over from Paper Mario proper, but gone are the turn based battle system and 3D field maps, replaced with the traditional 2D planes that classic Mario games are known for. While not an RPG in the traditional sense, SPM still features an intricate, chapter based plot, and is also the only instance in the series where Luigi becomes a playable character.
Paper Mario: Sticker Star
Deviating from the series' position as the "console" branch of the Mario RPG series, Intelligent Systems released Sticker Star for the 3DS. Sticker Star heavily relies on stickers as a gameplay mechanic, with each sticker resembling a real world object, such as a pair of scissors. Apparently a victim of a development crisis, Miyamoto himself signficantly turned the tables on the game during the time it was being made. IS was given orders to remove "non-Mario" characters and to make them instantly recognizable faces from the franchise, as well as to de-emphasize the text heavy focus that the series was known for, opting for a game with little to no dialogue, plot, or character interaction. Needless to say, this upset quite a few fans. Nonetheless, many praise the game for its stellar soundtrack and captivating world design.
Having looked at each game, I have to ask:
-Where do you want to see the Mario RPGs, heading forward? Would you like to see a continuation of the series we have now (Mario and Luigi and Paper Mario?) Or would you rather see something entirely new?
-What do you feel was the best representation of the Mario franchise as an RPG? Your answer could be a singular game, or a sub-series as a whole.
-What do you want to see in the next Mario RPG? Yoko Shimomura as its composer? Square's return to the franchise? Handheld or console?
Bonus question:
-What was your favorite segment of any Mario RPG that you played?
Will come back later with my answers.