As we know from last time<\/a>:<\/p>\n\n
Super Paper Mario<\/em> is about utilizing a palette of game modes to reach a certain means. Each of these \u201cmodes\u201d is minimalist and presented in a structured way which doesn’t make the game as a whole feel like work.<\/p>\n\n
This time my argument is simply that:<\/strong><\/p>\n\n
Each of these \u201cmodes\u201d pull from a melting pot of different styles and genres of other games. If we pool this and the above idea together, I mean to say: you’re managing a series of gameplay styles derived from other games to win the game of Super Paper Mario<\/em>, giving Super Paper Mario<\/em> an inherently game-y vibe to it.<\/p>\n\n
Super Paper Mario<\/em> is a rich tapestry of different rule sets plucked from a broad range of games. So let’s talk directly about said influences and how their qualities are pertained in Super Paper Mario<\/em>.<\/p>\n\n
Super Mario Bros (2D Platforming)<\/h3>\n
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You can derive this much from the game’s title alone. Super Paper Mario<\/em> is an obvious throwback to the original Super Mario Bros.<\/em> in its primary design as a 2D platformer. Even some of the initial stages mimic the original’s level design with a nod and a wink.<\/p>\n\n
Super Paper Mario<\/em> runs at a slower pace though, and fits neatly into the exploration style of Mario platformers such as Yoshi’s Island<\/em>. Characters don’t really sprint or gain much momentum, jumps are always short and usually offer little platforming challenge. The divergences from the original are a result of equalizing the game with the RPG and puzzle elements. Much of the puzzling and exploration comes from the dimension flipping, yet flipping dimensions in a fast paced Mario platformer would only act to slow the game down and interrupt the flow.<\/p>\n\n
The 3D platforming sections are generally quite barren and slow to walk around in, so the majority of the player’s time is spent playing the game as a traditional platformer. Mushroom power-ups, the Wii-mote’s layout similarities with the NES pad, world-stage (ie.8-1) level division and a player score also makes for good comparison.<\/p>\n
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Paper Mario: The Thousand Year Door (Context)<\/h3>\n
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Paper Mario: The Thousand Year Door<\/em> is, as much as the original Super Mario Bros.<\/em>, imperative to Super Paper Mario<\/em>‘s design. It’s a significantly contextual influence and to a lesser extent mechanical. Many of the assets are directly taken or heavily derived from Thousand Year Door<\/em>, as well as the quirky humour of the narrative and general vibe of the game.<\/p>\n\n