On Nintendo’s Nostalgia-Based Model: Part III

Why TTYD remains the king of Mario narratives, and where Nintendo (and the upcoming Mario movie) can go from here

Each of Mario’s genre-specific games you remember for being their own, and each one leaves you with a feeling of loss after you finish said game because you know that, from a narrative perspective, it more or less stands alone.

Mario has done a Ghibli-esque realistic fantasy (Super Mario RPG, “SMRPG”), a grand, “Lord of the Rings”­-esque high fantasy adventure (Paper Mario, “PM64”), an operatic space narrative (Super Mario Galaxy, “Galaxy”), a true Odyssey/war movie (Paper Mario: The Origami King, “TOK”), a classic action-adventure story cut from the cloth of Indiana Jones (Paper Mario: The Thousand-Year Door, “TTYD”), a multiverse-spanning weird sci-fi movie set against the end of the world (Super Paper Mario, “SPM”), and the list goes on and on (see below).

I said earlier that I felt that TTYD, Galaxy, and SPM stood above the rest in this regard, feeling that they were the examples where Nintendo fully leaned into its genre elements to the point where you can outright say “this is a great story” without adding the qualifier “for a Mario adventure.”  Stories that reach beyond their bases to touch on mature themes on the same level as any story told in their respective genre in any other franchise.

But there is one extra element I have yet to touch upon, and the real reason why, from this angle, TTYD remains the king of Mario narratives.

Yup. Still the best

Chapter Five: Why Thousand-Year Door Remains King

Four years ago, I said that TTYD was the greatest Mario narrative, which isn’t that hot of a take at all, but now having replayed the game, it becomes clearer why that is beyond the standard reasons that most people posit.

Not because it has better gameplay, or better overt character development, or better mechanical-narrative balance [6].  Other games do this in their respective genres just as well, and some of these genres require less of these components to feel whole.

What TTYD does is nestle a full half-dozen more fully-fledged genres within its own master narrative… and is able to balance (more or less) all of them.

Something no other Mario game does or even dares to do, and the main reason why, of all of Mario’s adventures, TTYD in more ways than you think is the most replayable and accessible game of his entire repertoire.

Even though I felt a little disconnected at the beginning of my TTYD replay, it was mainly because I was mentally comparing it to PM64, so I was entering the game with the mindset of wanting to play an expanded-overworld high fantasy game, so it took me a little bit to adjust to the action-adventure style of TTYD (not in gameplay, in genre).  Think about it, if you’ve just watched Lord of the Rings or The Dragon Prince, you’re not necessarily likely to pop in Guardians of the Galaxy or Pirates of the Caribbean (unless you’re an Orlando Bloom fan).

But if you’re already entering TTYD from a desired headspace for adventure, or simply a neutral headspace, the game whisks you on its way with its prologue of lore, intrigue, and mystery.

But then it changes.

After settling into the feel of dealing with rogue-ish Rogueport denizens and the rugged feel of action-adventure NPCs, the game transports you to Petal Meadows and turns itself into a fantasy game again.

Now, if you’re entering this area from a PM64-mindset, it still feels somewhat limited as the epic scope of Mario’s PM64 adventure pales in comparison to a simple story of befriending a cowardly Koopa villager and helping him find his courage by slaying the encroaching dragon and saving his dad.

But that in itself is as classic a fantasy story as there ever was.

And after mining out some more of the game’s lore, teasing the location of Peach and the introduction of TEC, plus the introduction of a chaotic third party in the form of Bowser, the game whisks you away to Boggly Woods and turns itself into a game of magically realistic fantasy like SMRPG.

Whereas you aren’t really meant to think about why there is a dragon terrorizing this Koopa village in Chapter 1 (as you wouldn’t in any high fantasy story, everything there often just is), Chapter 2 makes a point to let you know just how ancient and old these woods feel, and especially The Great Boggly Tree.  Unlike Chapter 1 which is meant to feel nigh-present, Chapter 2 is meant to feel like you’ve stepped into an area of hundreds of years ago.

And like many a magically realistic fantasy story (like SMRPG itself, but also something like Howl’s Moving Castle), these bastions of the natural world (the Punies) are being set upon by villains who represent technological progress, and who seek to impose their will on this natural world in order to obtain this world’s power.  And only by you allying together with the locals (and a wind spirit in the form of Flurrie) will be able to stop it.

But no time to stop after that.

Because the Chapter 2 perpetrators also happen to be those who kidnapped Peach and who are challenging you for the Crystal Stars, this connects bits of the narrative’s master arc.  And, through TEC, begins to touch on one of its themes such as the ability to overcome one’s own darkness (or in TEC’s case his own programming) by embracing the magics of the natural world (i.e. love, represented through Peach).

But again, no time to dilly-dally, and you can see where I’m going with this.

TTYD is the only Mario adventure to have fully-formed genres within its chapters, and I think that is a big reason why it is so beloved.  Each chapter so distinct, with its own complete story, and yet the game as a whole never feels out of balance, and never feels too far away from its core center.

TTYD is:

  • A Straight fantasy in Chapter 1
  • A Ghibli-esque industry vs. nature story in Chapter 2
  • A white collar, political intrigue-and-mystery story like JFK or The Insider in Chapter 3
  • A true horror narrative in Chapter 4
  • A Lost-esque shipwreck tale in Chapter 5 (this Chapter I think brings the action-adventure core of TTYD back to the front as well)
  • A fully-fledged whodunit in Chapter 6

All the while balancing:

  • Its master arc of an Indiana Jones-style action-adventure story between Mario, the X-Nauts, and Bowser, that exists in the background for the bulk of the story until it takes center-stage again once you blast off to the Moon (and the story’s endgame) beginning in Chapter 7
  • This tension between the age-old story of scientific progress pitted against the present day, which in itself is pitted against the magic of the ancients and how that magic can either be used to heal (i.e. Peach + TEC) or to destroy
  • Subtext of high vs. low class sprinkled across both Rogueport and the middle chapters
  • And even some “mob movie” elements when it comes to the Don Pianta arcs in-between chapters

This almost begins to feel like Sense8, which has 8 fully-fledged subgenres nestled within a main master genre that connects them all together.

This is an extremely delicate and difficult balance to pull off, and the fact is that, outside of a few gameplay hiccups (see below), TTYD not only does it, but does it to near-perfection.

You can see that, if you are an avid fan of any of the above genres, you can find something within the game for you, thereby giving you an in towards connecting with the characters and master story, thereby allowing a wider array of people to appreciate the story at large.

And I think other Mario adventures touch on pieces of different subgenres to make up one large one, but the Chapters in both PM64 and SPM don’t feel fully-formed enough, or separate enough from the main story, to stand alone.  Threads are there, like the overarching Boo’s Mansion mystery in Chapter 3 of PM64, or the space-faring quest in Chapter 4 of SPM, but overall these Chapters exist as expanded adventure building blocks that maintain focus on the story’s “A plot”.

And other Mario stories like those in the Mario + Luigi series (see below), or those in Luigi’s Mansion or Super Mario Sunshine primarily focus on one location, so therefore maintain at least some level of connective tissue for their main genre, but they do not hold fully-formed mini-genres within them.

I think this is also why I became so disappointed in Odyssey in the end, as I thought that Odyssey was doing what TTYD did so well first – giving us a Soul-esque ethereal purgatory in the Cap Kingdom, then some baseline adventures to ease us into familiarity, but THEN giving us some magical realism in the Wooded Kingdom and the struggle between the natural world and the tech, then a horror-esque vibe in the Lost Kingdom, and an overtly noir-esque feel (something Mario hasn’t done before) in the Metro Kingdom.  All while maintaining a grand “A plot” in the form of a chase movie.

But then the game doesn’t follow up on either of these (its would-be master arc nor its potential mini-arcs), and simply then settles into being a barebones Mario adventure without much connective tissue in the second half.

And aforementioned, Origami King indeed feels like a war movie or a real odyssey because the places you go to feel like you’re passing through rather than having fully-fleshed out plots.  You visit them long enough to get a taste, but you pass through rather than stay.  The “whodunit” in Shogun Studios is minimal, the horror-mystery in the Sandpaper Desert ties back into the main plot, and the straight sea adventure for the Purple Streamer ends up answering questions about “the Gods” before leading into full Gods + war movie territory for the final Streamer.  And there is excellent use of body horror sprinkled throughout the game and especially with the Scissors arc, the game doing this element much better than Color Splash.  Still, I would argue that though it pulls from different genres and does so well, its stories are not fully-formed nor self-contained like in TTYD.

This is therefore evidence that Mario has tackled even more genres than you think (especially when you include those in TTYD and the strands of those present in Odyssey and TOK), even though there are still plenty more (i.e. disaster story, post-apocalyptic, true superhero genre, western and/or space western, dark fantasy like Castlevania or Attack on Titan, psychological thriller where you enter people’s minds, true cypberpunk, etc.) that it hasn’t.

And again, this opens Mario up to plenty of fans who enjoy one or more of these genres.  Sometimes you are in a mood to just play through an adventure where a group of good people come together to fight evil, so therefore play the original Paper Mario.  Sometimes you want to engage with a multiverse-hopping end-of-the-world epic with love at its center, so you can play Super Paper Mario.  If any of the genres that Thousand-Year-Door tackles interest you, pop in the game primarily to play that particular genre, but pause to see if any of the others give you a new experience that you enjoy.  If you want to see a majestic odyssey story, meeting and losing friends along the way, play the most recent of these types of Mario games, The Origami King.

And again, while I respect Origami King for at the very least trying a new angle, the game is the only one of the past sixteen years now to even fully attempt to do so.  In the meantime, Nintendo could be doing so much more than simply repurposing old games for nostalgia-based purposes.

I’m going to be really sad if this movie isn’t good

Chapter Six: I’m Not Sure Where We Go Next, but Maybe a Movie

One could argue that Nintendo’s current focus is less on coming up with new Mario genre stories or even repurposing old games, but actually primarily on releasing and marketing the upcoming Super Mario Bros. movie.

I remain cautiously optimistic that this movie will actually be able to tell a full-fledged Mario story in also a new-ish style, for a multitude of reasons.

Firstly, let’s be honest.  The previous Super Mario Bros. movie of 1993 was a disaster, a box office bomb, and despite having a minor level of cult status, has remained a black eye not just on Mario as a potential movie franchise but on video game movies as a whole – for the better part of thirty years.  I find it hard to believe that Nintendo would risk such a cataclysm again without taking the utmost care to do it differently.

Secondly, all things considered, when it comes to transitioning to a different kind of mechanical genre or media, Nintendo’s track record with Mario is actually pretty good.  SMRPG is a little all over the place, but tells a coherent-enough story with enough emotional pathos whilst also showcasing very well-balanced mechanics to augment its RPG style.  The JRPG-style of Paper Mario allowed Nintendo to focus on worldbuilding whilst allowing its more pare-downed mechanics to grow over-time.  Despite having a minimal story, Super Mario 64 remains a classic for the 3D platformer genre, and is one of those games where you can actually say that the lack of story isn’t a major issue.  Even the Mario + Rabbids series manages to work despite having a completely bonkers premise.

So I have a level of faith that, with a first go-around with a truly animated, linear movie with its core characters, Nintendo will have put care into it.

And lastly, well… preliminary observations of what the movie is so far actually look promising [7].  The fact that Luigi seems to have been the one kidnapped this time around changes things up a bit, but I can envision it working for a movie.  This will then allow Peach to be the one to formally provide exposition and introduce Mario to the Mushroom Kingdom without it feeling bland, whilst still having a core emotional drive in Mario wanting to save his brother.  And based on the trailers, it very much seems that the movie will be going for some Guardians of the Galaxy / Mummy-style banter with at least a touch of a rugged edge, like the captured Luma in trailer talking semi-seriously about death.

I can easily see a scenario where the movie is indeed able to balanced the action-adventure vibe that TTYD perfected, whilst using the novelty of a kidnapped Luigi to tweak the main plot enough to fit the genre balance.

However, that’s the good scenario.

Because on another hand, I remain quietly concerned.

Mainly, because the past instances when Mario goes beyond the most standard of genre adventures, it is utilizing a larger multitude of “special sauces.”  It was able to at least partially make the crime drama feel of Super Mario Sunshine work by setting it wholly on a tropical island.  With Super Mario Galaxy, it utilized fully the concept of the space opera and planet hopping.  TTYD, SPM, TOK, and every Mario + Luigi game feature villains that are not Bowser, and uses these new villains to help craft the balanced stories they are trying to tell.

Basically, my concern is that the standard Mario story of simply moving through his worlds, with Bowser as the villain, is not large enough to shoulder the needed mystery and intrigue of the action-adventure genre, and that the haphazard moments and elements of banter will just end up making the movie feel like it is pulling itself too much at the seams, and then ultimately make it feel too chaotic to come together.  Especially because the movie appears like it is also going to be pulling elements from Super Smash Bros. and Mario Kart in addition to the core Mario elements [7].

But again, we’ll have to wait and see to find out which one of these scenarios pans out (or maybe there is one in between that I haven’t thought of).

Still, though, the fact that the things we know about the movie make it apparent that Nintendo is at least trying something new with the Mario franchise should feel like a bresh of fresh air, regardless of whether it is able to make all these elements be coherent in the end.

Because from a gaming perspective, I honestly do not know where Nintendo goes from here without at least a modicum of innovation (both narrative and mechanical).

Sure, they could do a Super Mario All-Stars and package these more mature games just with a Switch skin?  For Galaxy and Sunshine, this has already been done.  And I think fans of TTYD and SPM would absolutely love this, because it almost feels like Nintendo is trying to forget them.  Even the Mario + Luigi series, which Nintendo seemed to redirect its focus towards after 2007, transitioned away from its potential for maturity into more standard Mario adventures, last seen in Paper Jam, before Alphadream itself went bankrupt.  So it’s not a lie that both series could be ripe for a re-skin or a re-package.  The same with their mutual grandfather, Super Mario RPG.

But such a direction is limited.

Because the truth of the matter is that, if we’re basing Nintendo’s style the last 15 years on this Nostalgia model, it is running out of games to use it on.  It’s now already done the 1980s classic Mario games and most of its Nintendo 64 library. It could start retreading some of these GameCube-era, early Wii, GameBoy Advance, or early Nintendo DS games if it wants, make a kind of similar-to-Galaxy-in-space-but-its-not-Galaxy kind of game (i.e. Super Mario Galaxy 2), or grab a little one of Mario’s disparate worlds and set a story there like it did with Sunshine.

But the more obvious answer… it could simply branch out and start tackling the aforementioned original genres it hasn’t tackled yet, which is what it felt like Mario games were doing in the late 1990s / early 2000s before they seemingly pulled the plug on such matters after 2007.  I think that’s why I got intrigued by Odyssey at first, because at first, yes it was a love letter to SM64, but it also felt new.  A “Mario does a road/chase movie” kind of feel, before the nostalgia side of the game overpowered the portion of it that was new.

But again, the presence of Paper Mario: The Origami King and the preliminary details of the Super Mario Bros. movie do suggest at least a modicum of promise.

Because I want to see Mario tackle other classical genres, games that are new or even base their mechanics on games that came before, but that stick to a single genre, like a PM64, Sunshine, SPM, or Galaxy; or better yet, nestled additional sub-genres into its main genre like TTYD – and never lose sight of its core elements.

Now for the goodbye section

Epilogue: Farewell, for Now

I said before.  Mario doing different genres is akin to choosing your favorite movie across Lord of the Rings, Guardians of the Galaxy, Everything Everywhere All at Once, the list goes on.  And that depends more than anything else on your taste, and that’s a good thing.

Don’t try to cater to everyone by doing nothing with Mario’s potential.  Pick a specificity, but do different specificities in different ways each time, and this way, probably the same amount of people can be reached (or at least close), but you’ll unlock the far greater depths that this franchise can do. 

And I think that’s why I always return and think about what Mario can be.  Legend of Zelda has to be high-level fantasy.  Donkey Kong has to be a jungle adventure.  Yoshi has to pull on tropical vibes.  Metroid and Star Fox have to be space epics.  But Mario, conceptually, with its multi-varied worlds, out there methods of connective transportation, and dimension-hopping vibes, can literally pull on an infinite number of genres and sub-genres if it wants to.

Which is why watching Mario play it safe the last 16 years is comforting from a nostalgic perspective, but also makes this gamer yearn for more.

Personally, this is likely going to be my final “Mario narrative” article in this series, unless I decide to do a deep analysis on the movie or decide to fuly replay the games of the Mario + Luigi series and discover something new that can apply to these concepts.

But until a chink arrives that upends the current Nintendo direction, I genuinely do believe that I have said everything I feel I’ve needed to say.  I might try to port these kind of analyses to YouTube or maybe apply them to different franchises, but, maybe like Nintendo too, I am not completely sure where I will go next with this, but hopefully we can figure it all out together.  For any of us that have ideals of what Mario (or any narrative) can be, let’s not forget to lose our voices, and keep being vocal until we see our ideals realized.

Thank you to all of those who read this series.  I’ll see you on the other side.

Cheers.

Sincerely,

Matthew Floyd

Roll credits

References

[1] Lowart, Super Mario 64 – The Problem with Nostalgia, https://www.youtube.com/watch?v=jB_QLSb2Yi0

[2] The Geek Critique, SUPER MARIO RPG: The Lost Legacy of the Legend, https://www.youtube.com/watch?v=-X9bHursFE4

[3] The Geek Critique, PAPER MARIO: The Dark Side of Nostalgia, https://www.youtube.com/watch?v=BCfvEITOz18

[4] Lowart, Paper Mario VS The Thousand Year Door | Comparing Paper Mario 64 and TTYD, https://www.youtube.com/watch?v=3NhElqiOIAQ

[5] The Red Guy, Super Paper Mario | Review, https://www.youtube.com/watch?v=gOIwiUkF1Ks

[6] The Red Guy, Paper Mario The Thousand Year Door | Review, https://www.youtube.com/watch?v=-VkfRPFoj4Y

[7] GameSpot Trailers, The Super Mario Bros. Movie Clip | The Game Awards 2022, https://www.youtube.com/watch?v=OO_Dby7G48E

[7] Illumination, The Super Mario Bros. Movie | Final Trailer, https://www.youtube.com/watch?v=RjNcTBXTk4I

More videos to watch if you want

Additional Analysis

Nintendo’s Nostalgia Problem – HauntRants, https://www.youtube.com/watch?v=wCe7w-pBa6w

The Decline of Mario RPGS – ThrillingDuck, https://www.youtube.com/watch?v=O89Bd1dIlCY

The Problem with Super Mario Odyssey – Nintendrew, https://www.youtube.com/watch?v=hNiOCMVw0wE

Everything Wrong With Nintendo’s Design Philosophy and Why Paper Mario had to Die – Ceave Gaming, https://www.youtube.com/watch?v=EQrZX1lEKnc

Why Paper Mario Changed: A Look at Nintendo’s Design Philosophy – Retro & Chill, https://www.youtube.com/watch?v=cbdK_lzSax0

What Makes Paper Mario Special – A Retrospective (Paper Mario N64) – Zillennial Dissonance, https://www.youtube.com/watch?v=J2lB_lBi4AI

Paper Mario Retrospective – Cloud Connection, https://www.youtube.com/watch?v=DjoO-PJGZW0&list=PLUadlyYdIn0XZrLh59nlICYStie1vJ2cg

Paper Mario is Wonderful – Lute, https://www.youtube.com/watch?v=cL4RpmtreEU

Extra stuff, like a postgame

APPENDIX

The Role of the Mario + Luigi Series

Of note is the fact that I have not talked much about the Mario + Luigi series in as much depth as the aforementioned games.

This is partly because, outside of the first game in the series, Superstar Saga, I have only played their respective games once, and not recently either, so it is harder for me to make concrete judgments on the series.  In addition, though, this is because, in the little I have gleamed, unlike their peers, it is harder to nail down specific genre elements for the series (or at the very least the first three or four games before Paper Jam simply acted as a hodgepodge hybrid), and yet at the same time that is not to say that the Mario + Luigi does not have any identity at all.

If I remember correctly, the Mario + Luigi series are more of road stors in which their areas really blend together as opposed to the Paper Marios or the mainline games, and yet at the same time have elements of weird components that the mainline games do not have.  The middle three games (Partners in Time, Bowser’s Inside Story, and Dream Team) in a way then act as expansions of this baseline formula, as these games have elements of deeper genre identities than Superstar Saga does, at least on the surface.

Partners in Time plays out like a Terminator-esque, time-travel adventure in which, yes, the time-travel conceit is more of a concept and not necessarily used fully in the way an Interstellar or a Looper uses it, but this concept does give the game stakes in the same way the first three Terminator movies do.

Bowser’s Inside Story sets itself up to be a kind of Last of Us / post-apocalyptic adventure in which a contagion has infected the vast majority of the Mushroom Kingdom’s population, and a would-be fascistic villain is moving through the lands, scooping up the scraps in order to build himself his own empire, but at the same time, I have thought that the game’s aggressive focus just on Fawful’s weird personality and some of the completely bonkers characters in this game like Broque Monsieur undermine this would-be tone, and move the feel more towards a straight-forward adventure from point A to point B (in which outside of Fawful’s personal vendetta against you, you also don’t necessarily feel his effects on the world enough), rather than its peers it could have stood up next to.

And then similarly, Dream Team is the franchise’s would-be Inception story, in which you navigate through different areas of Luigi’s mind in order to fight a greater threat.  But again, I found many of the locations a bit scattershot, as opposed to the aforementioned Inception that has fully-formed environments to ground its dream-based concept.  So again, I felt the execution left a little to be desired.

Also, these games need to lean on their worldbuilding and concepts, because unlike the Paper Marios or a game like Galaxy in which you have a core NPC who changes, I can’t argue that there is much in terms of character arcs in these games.

The titular bros are absolutely personable, but I can’t think of any real “theme” that gets explored like in PM64 (which again, doesn’t either have a ton of whole character arcs, but the fantasy-based theme of good people coming together to restore a broken world is expanded upon with each chapter).

You really feel an IMPACT of your adventure in PM64 and TTYD (PM64 with regards to the world, and TTYD with regards to the characters (every chapter and each of your partners has a mini-arc, pretty much) and aspects of the world as well).  And though SPM doesn’t necessarily include you much in an impact on the world (beyond the macro level), the abject character arcs of Bleck, Tippi, Dimentio, Nastasia, and even Bowser/Luigi in some aspects carry it.

Origami King has a true character arc for Olivia, augmented by Bobby’s, Kamek’s, and Bowser Jr’s (even though there aren’t much more than that, though Olly has a little).  In Superstar Saga, there is no arc for Cackletta, or the bros, and though you feel the hurt of Cackletta on the Beanbean Kingdom, restoring isn’t fully reinforced.  Partners in Time the horror aspect of the world building is extreme, and in Bowser’s Inside Story the threat is personal, but I can’t think of any real character change or arc in any of these.

Also, going back to the ideas of my original post, what is the Strong Center in Mario + Luigi?

Take Superstar Saga.

After the Bros. reach Beanbean Castle Town around the 1/3rd mark of the adventure, this area in turn becomes your would-be Strong Center, which you then have to help repair (literally, at first, in terms of helping Queen Bean) and then in terms of aiding the town’s recovery.  However, the town never fully feels like yours, and the lack of any fully-developed NPCs who ground the town to its thematic stakes doesn’t help either.  Also, unlike Super Mario RPG, at no point in the game’s endgame does this Strong Center really evolve beyond this except that Cackletta-turned-Bowletta starts firing at it again.  I think with a little more character work on Beanbean Castle Town or on Bowser actually (Bowser’s Cruiser feels like you initial Strong Center, and it would have been interesting to carry this element forward through Bowser and then have it clash with your new Strong Center in the endgame, but after the prologue, Bowser either has no memory or is possessed Cackletta, thereby diminishing this potential) – there was definitely something here to work with.

The Beanbean Kingdom itself feels real and lived in (I think Popple also gives a lot of color to this world), but this game really could have done more when it came to either Queen Bean and Prince Peasley.  You find them each in a state of distress, with Queen Bean’s mind in peril and Prince Peasley captured in an egg, but once you save them, they more or less each simply become your patrons who try to help you.  Instead, the game could have made Queen Bean fearful and ineffective even after rescuing her mind (similar to how Lord of the Rings does with Theoden), thus giving her an arc to find the strength again for the sake of her people, and also contrasting her more with Peach.  Alternatively, the game could have made Prince Peasley into an initial asshole instead of a Big Damn Hero, and could have had him gradually learn humility and the fight to help others as a result of your actions.  Either one of these (especially since this would have given character-based stakes to the world and heretofore Strong Center) would have pushed this component – as well as the game – I think into the upper-high echelon of Mario narratives.

So what is Superstar Saga then from a genre perspective, beyond just an RPG?

In some ways I could argue simply that Superstar Saga is simply an action movie, in which our heroes are navigating from threat to threat, fight to fight, and the action doesn’t let up akin to Mission: Impossible, especially because the central MacGuffin feels almost like a tactical weapon as opposed to some mythical, spiritual center.  And action movies can indeed be open-world, as the game indeed almost feels more like a Zelda game in its expansion than a Mario game, but at the same time doesn’t feel like open-world fantasy easier since the plot is zippier and more straightforward.

But given the action genre is such a wide range, it’s best to try to narrow it down, and given the introduction of the Beanbean Kingdom and your connection to its monarchy, I’d also wager to say that the bros’ first adventure has the bones of a political thriller.  It also has aspects of political scheming and negotiations between Peach and Queen Bean, some levels of mystery, and decent twists like the fact that Peach tricked Cackletta with a fake Peach.  But the best of these movies, like Casino Royale or Jason Bourne, give their titular protagonists something serious to chew over, or an NPC that either changes or seriously affects the psyches of said protagonists.  And Superstar Saga doesn’t really have this.

Still, however, despite its genre components being fairly backbone, from a plot-based perspective alone, Superstar Saga is a very well-done game.

And while I think gameplay­-wise, Partners in Time is a little more un-centered, it might be the most coherent of the series in its Terminator-esque genre, which I give I give it credit for.

And then Bowser’s Inside Story and Dream Team did at least try both novel genres with original gameplay mechanics (and in many ways exist as the only two games Nintendo released in between 2007 and 2017 that even tried), but at the same time I think the execution of both of these games left a little to be desired.

Paper Jam, like Paper Mario: Color Splash and Paper Mario: Sticker Star, I don’t necessarily think was trying.

Remember, I have only partially played both of them

Full List of Mario Genre Games

This article has talked a lot about the different genres that Mario has tried, so it feel right to list them all here in one place:

         –Super Mario RPG (SMRPG, 1996): Magical realism / immersive realism / contemporary fantasy, in which our normal world is set against by villains that represent the spectre of industry, and our heroes have to find and embrace the symbols of true nature in order to find peace, like many a Studio Ghibli movie like Princess Mononoke, Howl’s Moving Castle, or Castle in the Sky (even though SMRPG feels like it has other narrative threads that pull attention away from this in a haphazard way)

         –Paper Mario (PM64, 2000): Straight, classic, high fantasy like Lord of the Rings or The Dragon Prince, in which the magical stakes of the adventure are revealed in prologue straight away, and a follow a group of thin-in-personality, but grand-in-adventure “good” people as they come together to fight evil and restore the world.

         –Luigi’s Mansion (2001): Straight horror through and through like The Haunting of Hill House or even The Shining.  Though one can argue this game is not part of the Mario canon and is Luigi’s genre in the same way the jungle and the tropics belong to Donkey Kong and Yoshi, respectively, I do think this game counts, given that elements of this game, like E. Gadd and King Boo, have since become staples in Mario’s mainline games. (even though I’d be down to see a mainline Mario game full-on tackle this genre as well)

         –Super Mario Sunshine (Sunshine, 2002): The skins of a crime drama / noir-lite story like The Long Goodbye, in which our hero is being threatened by the law, and needs to uncover a culprit whilst also aiding in a strange world, complete with a second-act twist of the culprit revealed and an outright weird connection to our protagonist’s love interest (this is the closest that Chinatown’s “she’s my sister and my daughter” found its way into a Mario game, but I still think that this is a genre that Mario could push more)

         –Mario + Luigi: Superstar Saga (2003): The first game in the series in many ways exist outside any genre, but looking more closely reveals at least the skin of an action story, along with that of the spy/thriller genre akin to the Mission: Impossible or Jason Bourne series.  This game could have pushed it a LOT more by giving Queen Bean or Prince Peasley a character arc or making the locations more lived-in or political – in these kinds of thrillers, YOU are often working within a regime, which you are in working for Queen Bean’s kingdom, and whatever tension could have been mined from this could have been increased a lot.

         –Paper Mario: The Thousand-Year Door (TTYD, 2004): Brings together the elements of the action-adventure/historical/mystery genres that tend to play with ideas of some long-dormant supernatural – series like The Mummy, Pirates of the Caribbean, OG Indiana Jones, and Guardians of the Galaxy come to mind, as our hero must uncover the secrets of long-lost MacGuffins in order to, yes, save the world, but also those he/she cares about.

                   -Chapter 1: Classic medieval fantasy where you help a cowardly villager defeat a dragon and save his dad

                   -Chapter 2: Magically realistic fantasy, like Ghibli again, in which you have to ally with the locals most connected to the natural world in order to beat back an encroaching threat that represents the dangers of technology/industry

                   -Chapter 3: White collar thriller/mystery akin to JFK or The Insider in which your mission is to expose a deep cover-up at the center of “civilized” society

                   -Chapter 4: True horror, and maybe the closest a non-Luigi Mario game has ever gotten to it, complete with body snatching and a deeply spooky environment

                   -Chapter 5: Elements of the parent action-adventure genre, but also elements of a Lost-esque “group of misfits are shipwrecked and need to get along” motif

                   -Chapter 6: A straight Agatha Christie-style whodunit, complete a train like Murder on the Orient Express.

         –Mario + Luigi: Partners in Time (2005): Time-travel-y action sci-fi like The Terminator , in which time travel is used more directionally and as an omnipresent threat than the super-cerebral translations of time-travel like Interstellar or Looper.  Though this game is maybe the most coherent in its genre within the Mario + Luigi series, the game still could have pushed the time travel aspect more, like somehow being around the baby versions of certain characters changes present characters, same with making the present more potentially damaged as you see the past version of the Mushroom Kingdom become more and more subjugated.

         –Super Mario Galaxy (Galaxy, 2007): Full-on space opera sci-fi like Star Wars, and even though the mainline characters of Mario, Peach, Bowser, and Luigi are not given a ton more depth, their core elements are able to shine through, and Rosalina connects them all through this theme of ever-present, spiritual love.

         –Super Paper Mario (SPM, 2007): Weird, multiverse-hopping sci-fi like Everything Everywhere All at Once, or certain elements of Rick and Morty, in which you can access multiple dimensions, versions of characters are side characters become weird or nonsensical (but this is the point), and we are meant to think about the fact that despite this weirdness, love connects us all anyway, and we wouldn’t want to see these worlds destroyed.  Of note, the multiverse-y tag as a subgenre wasn’t as omnipresent in 2007 as it is now, and even now Multiverse of Madness or Everything are themselves hodgepodges of different genres, so it says something that SPM nails many of these genre elements before it was popular (and sad that this expertly-crafted and legitimately balanced genre story is undermined by its mechanics)

         –Mario + Luigi: Bowser’s Inside Story (2009): Has the skin elements of a post-apocalytpic/Contagion-style story in which a disease is beset amongst the public (in this game’s case being The Blorbs), and as you try to find a way to fix it, you realize that would-be fascistic figure is scooping up that which remains of the public and has his/her eye set on taking you down.  The game absolutely could have leaned into some kind of Last of Us / Walking Dead-ish narrative more, making The Blorbs feel more menacing, making Fawful intent on not just defeating you but defeating what remains of society, and making it seem more and more hopeless that the illness can be cured.

         –Mario + Luigi: Dream Team (2013): Has the elements of Inception-esque dream-hopping across different worlds within someone’s mind, but in order to nail this concept more fully, they REALLY should have pushed this aspect of distinct, fully-formed dream-like environments and put EXPANSIVE worlds into Luigi’s mind rather than focusing on more humorous conceits to use it for.

         –Paper Mario: Color Splash (2016): I’m highlighting this one because, with the concept of you having to go to some strange, abandoned island, plus the concepts of Toads being drained of color, this had the potential to go for a more isolated horror story or another try at a post-apocalyptic story, but the game devolves more into simply “go to this world and do stuff.”   It says something that The Origami King ended up doing this concept of spooky, body-horror-esque isolation better with the Scissors arc (and the Hole Punch arc too) than this game, even though this game, with its deserted island setting and colorless Toads concept, made it ripe for at least trying.

         –Super Mario Odyssey (Odyssey, 2017): As aforementioned, this game had the potential to pull a TTYD and do double duty.  It master arc is a would-be road/chase story, like Duel or Mad Max: Fury Road, and even after Bowser gets away at the 1/3 mark, the game had the potential to shift gears a little before bringing itself back to center for the endgame, but the game never does this, and from this point forward, the momentum stalls, and its one chance to get the momentum back (introducing the conceit of Bowser on a dragon) is never pushed to the fullest.  Still, the game does pull from a handful of other genres for a handful of moments.

                   -Cap Kingdom: Purgatorial, ethereal fantasy, like Soul, Heaven Can Wait, or The Good Place, in which you have been defeated, and are stuck in a “waiting phase” alongside other sprite-like creatures.

                   -Wooded Kingdom: Again magically realistic fantasy, as the natural wooded world is being beset upon by an aggressive use of technology.

                   -Lost Kingdom: Abandoned, isolationist horror, the kind of concept that Color Splash could have pushed more, as you have lost your ship and lost to Bowser, and feel especially alone

                   -Metro Kingdom: Straight noir, and the Mario franchise’s best use of it, complete with a femme fatale (Pauline), a decrepid, rainy setting, and a metropolitan city to restore.

                   -Ruined Kingdom: Dark fantasy, like Dracula, Castlevania, or even Attack on Titan, in which you have a wild creature out there that can kill you easily.  Still, I would have been okay sacrificing this moment of mini-genre pull instead for having the game utilize the concept of the dragon for a true endgame.

                   -Bowser’s Kingdom: The game wants you to feel the elements of the samurai genre in this kingdom, but for this to work, you would have had to face more sublimely strong enemies, or Bowser’s immediate lackies would have needed to be more personable and threatening beyond just the Broodles.

         –Paper Mario: The Origami King (TOK, 2020): The feels like a true, epic war movie and/or actual odyssey/saga done better than Odyssey (and even gets some of the horror elements in there that Color Splash didn’t deliver on), as you go on a large-scale quest through environments that, through lore, are meant to be inscribed with certain God-like qualities (utilized through the Vellumentals).  And along the way, you meet and lose friends, and ultimately have to join forces with not just one, but all of your enemies in a genuinely cinematically epic final battle, with all of the pathos and grandiosity that this kind of story needs.  Some of its micro-aspects could have been fleshed out more, but when its core moments land, they land hard.  Just ask Bobby.

How dark do you think Mario could realistically get?

My Notes and Final Thoughts for The Thousand-Year Door

As aforementioned, I have again stated that based on the logic of this thesis, TTYD remains the king of Mario narratives.  That’s not to say any one of us can’t have favorites, as sometimes you don’t want to play through multiple subgenres alongside an action-adventure story.  Sometimes you just want to take on the role of good people and save the world, and other times you want to go on an epic adventure on the scale of an odyssey, or help remember the majesty of the natural world and save it from industry.

But based on these logical components of genre, balance, and scope of trying out multiple different subgenres at the same time, TTYD is only one that does it truly to such a successful extent.

And yet, it still has its flaws, which I would like to address here [4].

In general, the areas of TTYD that most people hate (i.e. Chapter 2, Chapter 4’s backtracking, Chapter 5’s backtracking, the lack of replayability of Chapter 6, and the General White mission in Chapter 7) either didn’t bother me or made me realize that the game could have pared even one element back to make these areas more palatable.

         –Chapter 2: Overall the chapter does it job from a worldbuilding perspective, but to make the gameplay aspect of this chapter more balanced, it should have allowed you to lose a few Punies.  That way, if a little guy or two doesn’t fall down the needed hole or gets scared by a Pider, you can keep going, and only need to return to the Elder if something really catastrophic happens.

         –Chapter 4: The game should have introduced some secret path to get back to Creepy Steeple after you find out Doopliss’s name.  This is because every other trek has a narrative purpose (first you are with your party, second you feel the loss, third you get the positive feedback of having Vivian, fourth you feel a rush to get back to Doopliss because you’ve figured out his name).  It is JUST that last one that feels redundant, and that’s the straw that breaks the camel’s back for a lot of gamers.  If Doopliss had cut through some forest path right there outside Twilight Town to get to Creepy Steeple faster and then you simply have to follow him through such a proverbial shortcut without having to worry about the enemies on the main route, I think it would have been fine.

         –Chapter 5: With regards to the battle you fight against the Embers where Bobbery has been hurt, the game should have given the player a Coconut as a reward for winning.  It’s this extra step of the backtracking that could have been avoided.  The others, going to Flavio and getting the Cola, and then going back again now with Bobbery to get the door open, again either have a sense of urgency or you have a new partner to try out, plus the added element of exploring Flavio’s hypocritical nature affecting you in gameplay form.  But the back-and-forth on the Coconut should have had a handheld moment to avoid, like how the game more or less gives you a POW Block in Chapter 1 before you fight the Bristles.  Sure, the Coconuts are below the bridge, but it’s not a guarantee you will find them, as your focus in these moments is heavily on Bobbery.  And the player shouldn’t be punished with more backtracking for that.

         –Chapter 6: This actually didn’t bother me, since there is narrative weight to the mystery and the reveal that Doopliss is now with the Shadow Sirens is a genuine twist.  Maybe there could have been a timer on you to make it more tense, or maybe there could have been a large-scale timer that is impossible to beat in order to try to get to Poshley Sanctum before the Shadow Sirens, but of the typical TTYD sour points, this one bothered me the least.  It’s also not that long.

         –Chapter 7: I get that the General White mission is annoying, and (more than anything else) the Glitzville part of the “chase” should have been FIRST so you only have to leave the underground pipes once before the rest of them.  Otherwise, solely using the pipes to move through the old worlds you’ve visited would have felt like a gameplay reward for you having found them, and mainly it doesn’t bother me because this gives you a chance to see all of the locations you’ve been to before the game pushes into the endgame.  The Moon and the Palace of Shadow in many ways feel connected, like you are not expected to pause and visit Rogueport during the Chapter 7-8 Interlude, whereas in between Chapter 6 and 7, Frankly directly tells you to wander around while he figures out a way to get you to the Moon, so this is the area where the game is telling you to reconnect with the world you’ve travelled before trekking off for your final battles.  BUT having said this, the Glitzville portion being in the middle and the having to wake General White up, like, 10 times, is where it gets excessive.  The game could have made it be two or three jumps to the head, and honestly by itself it is a funny gag.  But tagged on to an extended quest that sacrifices player enjoyment for worldbuilt coherence, having THIS at the end of it is where it feels like you are torturing the player.

         –The Epilogue: Probably the only area of TTYD that genuinely annoys me, and often in my replays I pretend that some of these elements don’t exist in my headcanon, but… they do [6].  It’s not Game of Thrones or Dexter. Like the ending of How I Met Your Mother that only becomes damaging in the last ten minutes, for me it isn’t enough to undo the rest of the game, but it still hurts.  The game should have kept TEC, Grodus, and Lord Crump dead, and (most of all) should have had Vivian either working with Goombella as her assistant, or maybe acting simply as a kind of caretaker for the Twilighters, the area where Mario saved her, and where people in depression can maybe climb out of it.  In my perfect headcanon, Beldam and Marilyn are trying to get Vivian to speak to them again, but Vivian has stated repeatedly that she needs more time before she does.  Given that the character of Vivian means a lot to a lot of people, giving her a more just ending should be a given, if and when Nintendo decides to do a “similar but different” reboot of TTYD.  Until then, we’ll keep pondering.  And hoping.

Goodbye TTYD

As part of this past replay of TTYD, I did something a little different than how I usually finish the game.  This time, after beating the Pit of 100 Trials and reaching 100% completion, I wondered around to very area I visited, tattled those that I could with Goombella, and then stood outside at the Rogueport dock with each of my partners in succession as if I were actually leaving.  While listening to the “Return to the Mushroom Kingdom” soundtrack.

And then, after turning off the cartridge, listened to the end credits on YouTube as a final goodbye.

Sort of like this series, that’s because I don’t know exactly when I will play TTYD next.  This cartridge has held fast for 19 years, as has my 17-year-old Wii.  Something could easily happen to it.  And maybe, like what happened to me this past year, I won’t feel like I am in a changed-enough headspace to play through it again.  My last replay before this one was in 2017, and who knows where I will be in five years.  Or ten.

But as for right now, thank you for all the memories.

This is mefloyd signing off.

Until the adventure continues again.

Challengers to Paper Mario: The Thousand-Year Door (Expanded)

A deeper analysis of many Mario games and how they stack up against each other from a narrative perspective

This is an expanded section that was a part of my original post on Paper Mario: The Thousand-Year Door (TTYD).  For more details about my thoughts on TTYD, please read this original post.  The bottom line is that, for me, TTYD is the greatest Mario story ever told, which builds off of its IP’s rich history, combines it with iconic archetypes of light vs. dark, and reinforces all of it through its mechanics and characters.  It is the greatest interconnected, complex, thematic Mario narrative.

Basically, TTYD takes Mario characters + Mario structure + RPG Mario mechanics and builds on it.

But what about other Mario games?  I just recently played the most recent Mario title, Super Mario Odyssey, for the first time, and its narrative is not nearly as strong as TTYD’s, but other Mario games and other Mario RPGs over the years have come close. Let’s go through a few of them:

 

Super Paper Mario (Nintendo Wii, 2007):

Narratively Sublime, Mechanically Flawed

This is the most obvious counter-example. Because, on a pure story and plot basis, the main narrative is arguably more powerful than TTYD’s.

The story is about a LITERAL VOID (called the Void) that is opened up by the game’s main villain, Count Bleck, that threatens to destroy all universes and you have to collect all of the Pure Hearts in order to counter the Chaos Heart, which is powering the Void, and thus save all worlds.  At one point we actually see a world destroyed by the Void and reduced to nothingness, which might be the darkest  moment of the entire Mario canon.

The story employs Peach NOT as a damsel but as a playable character, as well as Bowser too! Luigi goes from captured hostage to brainwashed villain to party member to brainwashed villain again.

At one point, your party LITERALLY DIES and is sent to the Mario universe’s
version of Hell, and are forced to traverse towards Heaven, only to realize that one of the NPCs who was helping you, Luvbi, is actually a Pure Heart and must die in order for the Pure Hearts (and, by extension, you) to live (Like TTYD, however, if you look for her in the post-game, she has been miraculously revived).

In the final chapter, it is teased that members of your party (starting with Bowser, Peach, then Luigi) sacrifice themselves for Mario to continue (though they eventually survive and return in the tick of time to fight Count Bleck).

Finally, just as you defeat Count Bleck, the de facto main villain, the TRUE Villain, Dimentio, reveals himself having manipulated everyone to take control of the Void and remake the world in his image.

Dimentio himself is a fascinating character.  Every time he is on screen, he oozes charisma and the feeling that he is having fun with everything he is doing.  But behind his words, you can feel his manipulation and the joy he feels in tricking everyone around him.  Like Grodus, you begin to genuinely fear him, but are also mesmerized by his presence.

Most importantly with this game, however, Count Bleck’s backstory is teased out emergently in text interludes between chapters, and you eventually learn that he was a member of an ancient race, the Tribe of Darkness, who fell in love with a girl, Timpani, and when his father refused their union and erased her from their world, Count Bleck turned to hate, destroyed his race, and eventually used the hate to precipitate the universe’s destruction.

Then, it is revealed that the Pixl Tippi, who has been with you from the beginning and acts as your source of information (like Goombella did in TTYD), is actually Timpani – after she was erased/banished by Count Bleck’s father, she was found close to death by Merlon, your guide in the game, and was turned into a Pixl in order to save her life.

Finally reunited at the end, Count Bleck (whose real name is Blumiere) and his true love unite, destroy the Void, and save the universe. They presumably die, but the ending shot of the game is of the two of them off somewhere in the distance, suggesting that maybe they got their happy-ever-after after all.

It is a beautiful story.  It employs the tried-and-true Mario structure of chapters and collecting valuable objects, and employs light vs. dark again to great effect.

And the mechanics betray it.

The game tried to be a platformer and an RPG at the same time, and it just… honestly doesn’t work. Some of the niche moments of switching from 2D to 3D to unlock puzzles is mildly entertaining, but only Mario has the ability to switch from 2D to 3D, which then dilutes the joys of playing as  Peach, Bowser, and Luigi (i.e. it makes them feel less equal).

But especially, it becomes increasingly frustrating when a boss fight gets built up for hours and then, with a couple of nifty bounces (or using Bowser, who does 2x damage, as your main attacker), said boss is defeated in less than a minute.

This is most grating during the final boss fight. Dimentio, at this point, has been built up as a master villain, and has just spent a 2-3 minute cutscene revealing his plan gloriously and setting you up for a grand climax (with one of the greatest Mario villain songs put to reality).  And you can literally defeat him using Bowser in less than two minutes without breaking a sweat. So… basically… the cutscene that reveals the villain is longer than the final fight against the villain.  What?

The Paper Mario series often gets flack for a somewhat minimal difficulty curve, but at least some of the later chapters in the earlier games take strategy and time.

In TTYD, Shadow Queen is legitimately time-consuming and difficult.  She has 150 HP, attacks multiple times, and can restore her health easily.  You feel like you are Mario, tired, wanting to stop, but you can’t… because Peach and the fate of the world depends on it. Now, sure, there are badges in TTYD that, if used as cheats, can give you massive attack power, allowing you to power through the final fights. But these are for players TRYING to break the game.

In Super, just being an average player means defeating the final boss in less than two minutes.

One can argue that, in TTYD, the fighting is the climax of the story, whereas in Super Paper Mario (SPM), the climax is deeper in the connecting tissue around the fighting, but in-game it still feels cheap.

Also, the Pixls are a huge step down from partners with basically no personality at all (except for Tippi). And the rest of the overworld, outside of the most significant, named NPCs like Luvbi, feels less rich, with blocky characters replacing lovable Mushroom Kingdom denizens for the most part.

So, yeah – Super has a great main plot, great villain in Count Bleck, great twists, and great arcs for characters such as Luigi or Dimentio. But the rest of the game fails to support these elements.

NOTE: I have since replayed Super Paper Mario and, upon further review, felt that it was worthy of a deeper analysis, so I have constructed two new posts reviewing the game.  The first post applies A Nature of Order, as seen in the original TTYD post, to SPM, exploring its thematic depth and complications.  The second post explores SPM as the culminating entry of the Paper Mario trilogyand serves as a retrospective on the series as a whole.

 

Mario + Luigi Series (GBA/DS/3DS, 2003-15):

Nuanced Plots and Nuanced Villains Existing Outside the Mario Structure

This is actually a series that I like very much.  I am combining them here into one category to save some space, and also because these games, especially the first three, are similarly structured, with Mario and Luigi partnering together to explore an open world.  At a later time, I will be writing a post exploring the deeper differences between the Mario + Luigi series and the Paper Mario series.

In short, Mario has more of a personality (that of a somewhat annoyed, frustrated individual that keeps having to be the one to save everything and everyone, including his brother) in this series, and Luigi’s rich personality is always a wonderful addition to the narrative.  There has always been a case of Status usually used between Mario and Luigi, which gives Luigi low status and a colorful personality.  But in this game, we actually see what is it like, somewhat, to be the “high status” person.

Mechanically, the games are very sound.  Mario and Luigi have a lot of special moves that they can utilize, and each special move has a very precise action command.  Each iteration of the series then adds additional elements for you to play as.  Partners in Time adds Baby Mario and Baby Luigi, and Bowser’s Inside Story allows you to play as Bowser.  All very unique elements, but elements that feel connected to the game.

The main plots of these games, particularly the original, Superstar Saga, are  quite strong.  In the original, there are strong central mysteries regarding the witch, Cackletta, who is stealing people’s voices, and then you have a whole kingdom (the Beanbean Kingdom) to save from her.  The sequel, Partners in Time, tells the story of an alien race called the Shroobs that invade the Mushroom Kingdom in the past, so you have to go back in time and team up with younger versions of yourself (Baby Mario and Baby Luigi) to stop them.

Devastation seen in Superstar Saga

In both of these games, you see the effects of the villains on the world.  In Superstar Saga, you see the devastation that Cackletta’s plans have brought to Beanbean Castle Town, for example.  In Partners in Time, you see the Shroobs slowly populating the Mushroom Kingdom more and more in the past, and the fear in the voices of Toads that you speak to.  In both of these cases, this helps make the world more of a character in the story.  This is similar to the original Paper Mario (PM64) and TTYD, which show the effects of Bowser’s minions and the X-Nauts on the world, respectively.

The Fear of the Shroobs

The last of the three original games, Bowser’s Inside Story, features less intense worldbuilding and shows less of the effects of its villain, Fawful, on the world at large.  However, Fawful makes up for it due to his charisma and manipulative tactics directed at the heroes themselves.  Fawful very much is the Dimentio of the Mario + Luigi universe, someone who will answer every retort with a smile and a witty comment, but is actually a very skilled manipulator who knows how to play the long game to get what he wants.  But even more so, Fawful takes the fight to you in a very personal manner.  Having been a side villain from Superstar Saga, he knows Mario, Luigi, Peach, and Bowser quite well.  And as such, his threats, while harmful to the world, are more personally directed and focused.

In general, the original three Mario + Luigi games succeed very well in the villain department.  The original’s Cackletta is aided a lot by the plot.  Midway through the story, Cackletta is defeated and you’re thinking “Wait, I just killed the main villain… now what?”  But she is then able to return having been used to possess Bowser’s body, which keeps you very much on your toes in wondering how she will use any means at her disposal to keep her plans, and thus the narrative momentum, going.

The Shroobs, as well as their leader Princess Shroob, are great villains particularly because of the devastation they cause.  They speak only one, alien phrase repeatedly throughout the game, which is revealed later on to mean “Destroy!”  The grim way that they take over the Mushroom Kingdom (in terms of brainwashing common enemies, possessing Toads to turn them into Shroobs, and later sucking out their essences to produce energy) creates a very visceral feel to how dangerous they are.  Even though it’s not personal, the effects create the stakes.

And then the aforementioned Fawful is the villain at the most personal.  In the original, he is Cackletta’s servant.  By Bowser’s Inside Story, he is the main antagonist.  His effects on the world do not feel as dangerous as Grodus or the Shroobs, but his screen presence carries him very far here.

Fawful in Superstar Saga (left) and Bowser’s Inside Story (right)

In general, the games in this series mix up the narrative arguably even more than the Paper Mario games do.  Although each game indeed involves the collection of star-shaped MacGuffins, this collection process is not chapter-based, and you often get sent around an open world on more nuanced missions.

However, while this makes these games very interesting from a plot perspective, it actually makes them feel less like “Mario” games.  Remember, the original structure going all the way back to the original platformers employs direct chapter boundaries.  Whereas the Paper Mario series expands creatively within this structure (and also employs Strong Center “hubs” like the 3D Mario games do), the Mario + Luigi series plays it much more loosely.

Additionally, the Mario + Luigi series has more ridiculous characters than the Paper Mario series does.  This is not to say that PM64 and TTYD doesn’t have ridiculous characters, but the characters and enemies in these games are typically echoed by the worlds surrounding them.  In the Mario + Luigi games, extremely wacky characters like Jojo, Trunkle, or Broque Monsieur show up more or less out of nowhere and feel like they are just passing through in order for you to fight them or talk.

Also, the characters themselves, outside of a handful like Bowser, do not feel as rich, especially compared to those of TTYD. The games often reuse canon Mario characters like E. Gadd or Petey Piranha that are nice callbacks to the main series, but actually make the story feel less original honestly.  These characters feel like they showed up in the game, instead of feeling like they are part of the game reinforced by everything else.

Funnily enough, this makes the Mario + Luigi games feel more like advanced, tabletop RPGs like Dungeons & Dragons, where you traverse back and forth through an open world, and fight a series of dangerous creatures as you go.  Where there are set Mario characters to interact with in the world, plus otherworldly creative characters that may not 100% “fit” with the world, but that that’s ok given the genre.  This feel, which is passed down from Super Mario RPG (see below), makes the Mario + Luigi games the more difficult games mechanically, but make them feel more like “RPGs in a Mario world with Mario characters,” whereas the Paper Marios feel like “Mario games that are RPGs.”  It is a very slight difference, but a significant one.

This is why I see that the plots of the Mario + Luigi series are more nuanced than the Paper Marios, but the Paper Marios have stories that are more connected by theme, character, world, and the Mario structure.

Again, I enjoy these games very much, mainly because Mario & Luigi probably have the MOST personality in them compared to any of the other games. And the plots are intricate enough to satiate. But somehow the world around our protagonists and plots feel less developed, and, well, less “Mario.”

 

Super Mario RPG (SNES, 1996):

The Original that Had Everything, Literally

I played this game long after playing the original Paper Mario series, so whereas a lot of other people use this game as a lens through which to view its successors, I had its successors in mind while playing this game, their predecessor.

Regardless of its successes and flaws, I give this game a lot of credit.  It was Nintendo’s first Mario RPG, and its success directly led to the Paper Mario series as well as the Mario + Luigi series.  Without this game, the rest would not be possible, and the game is extremely ambitious to boot.

For the uninitiated, the story is set up as a basic Mario adventure, with Bowser kidnapping Peach in the opening cutscene.  Mario rushes to save her, but while he and Bowser are fighting, a giant, sentient sword named Exor falls from the sky and crashes into Bowser’s Keep, sending Mario, Bowser, and Peach flying away to different points of the kingdom.  The sword is revealed to be a member of the Smithy Gang, an evil group of pseudo-mechanized people (not dissimilar from the X-Nauts in TTYD) who begin to wreck havoc on Mario’s world.

It is later revealed that Exor broke the Star Road above the clouds into seven pieces, which have scattered around the lands.  Mario now must collect these seven pieces to restore the Star Road, or else the power of wishes will not exist anymore (not dissimilar from the main hook in PM64).  Soon after, Smithy’s minions learn of this, and begin looking for the pieces themselves for their own nefarious purposes.

In this game, you eventually team up with Bowser and Peach (like you do in SPM), as well as two original characters – Mallow and Geno.  Mallow is a cloud prince who has his own mini-arc of learning that he was raised by frogs, and now must find his true parents among the clouds.  Geno is a doll brought to life by a literal shooting star that is on the direct mission of collecting the star pieces to save the Star Road.

You can see the aspects that the rest of the Mario RPGs draw on – Mallow and Geno very much represent the “original characters” from the story world who get drawn into Mario’s party due to their own missions and arcs, and then help in saving the world, a precursor to the Paper Mario party members.  While Bowser and Peach become precursors to the Mario + Luigi series, in which well-known Mario characters join your party whom have unique abilities that you can utilize.

Also, SMRPG has the overarching plot of collecting seven star-shaped MacGuffins in order to restore a magical artifact and prevent chaos, which every Paper Mario game employs in some form afterward.

The world itself you see shades of in the future games, especially the Mario + Luigi series, as SMRPG has more of an open-world than the Paper Mario series does.  But, whereas the Mario + Luigi games move around a lot in their open worlds, SMRPG has a fairly linear progression.  The areas are not strictly bounded like the Paper Mario chapters, and there is no true hub world, but you do move through them one-by-one, which feels more akin to the traditional Mario structure.  In this sense, it is closest to Mario + Luigi: Partners in Time, which is the most linear of its series.

World-wise, it is not as strong as the Paper Marios, as many of the towns that you access over the course of the adventure very much blend together.  At one point, in the town of Marryme, for a split-second I thought I was in the Mushroom Kingdom.  As opposed to the towns in Paper Mario which are more aesthetically and tonally distinct.

From left to right: Mushroom Kingdom, Marryme, and Seaside Town

Also, once you access a town once, you then can hop along on the world map to get from town to town to save time.  I am… mixed on this device.  On one hand, it saves a lot of time from a mechanical perspective, and keeps the game’s momentum moving swimmingly even during lulls in the narrative.  But it also makes the game feel very much like a game and less like a lived-in place.  This device betters the pace of the gameplay, but weakens the worldbuilding.

If there is a Strong Center to SMRPG, it is Bowser’s Keep, which is the first area you explore, is the area where you first come in contact with a Smithy Gang member (Exor), and is the area that you are separated from (because Exor destroys the bridge to Bowser’s Keep) and need to return to.  It is later revealed that Exor is acting as a portal that the creatures from Smithy’s dimension are using to travel to Mario’s world, so thus Exor (and thus Bowser’s Keep) is acting as a nexus to the main villain too.

If anything, this speaks to the fact that, of all of its successors, TTYD is actually the most similar to it.  Like TTYD, SMRPG involves an alien-esque race invading a Mario-esque world.  Like TTYD, the villains’ plan changes over the course of the story.  Smithy’s minions at first are in the game at first just to cause chaos, but later, after they find out about the Star Pieces, begin battling you to collect them.  Additionally, the final chapter involves you crossing a threshold to a dark area held beyond the game’s Strong Center, where the final villain is waiting for you.

Of the two main villains, Grodus is slightly more fleshed out than Smithy, comparatively.  In TTYD, Grodus is characterized as cruel and manipulative, and has a lot of agency in trying to direct the plot in awakening the spectre that is the Shadow Queen.  In SMRPG, Smithy is the dark spectre that looms over the plot and isn’t seen (only mentioned) until the final battle.

Grodus (TTYD) vs. Smithy (SMRPG)

You almost can feel that, when Nintendo made TTYD, they deepened the skeleton of a complex plot they already had worked on in SMRPG.

Because, make no question, TTYD is the deeper game of the two, which is why SMRPG is one of those games that comes close to TTYD’s brilliance, but doesn’t fully capture it.  Because TTYD connects its characters, villains, and world to a more singular, deeper theme.

Yes, in SMRPG, Geno represents the ideal of the Star Road needing to be repaired, and he represents the power that the stars can have on the world if the world is at peace.  This feels like the game’s central message, especially because Geno is the character that “leaves” the group after the final battle, mission complete and at peace (also, he is centralized during this resolute moment).

But then, it can seem that there are other plots vying for control of the game’s central message:

      • Mallow, whom you meet before meeting Geno and finding about his mission, needs to find his birth parents, and is connected to the character who seems to be your guide, his adopted grandfather Frogfucius.
      • Peach is set up to be the central damsel we all know and love, but continually subverts this expectation.  By the time she joins you for real, it’s clear that she is more than just a damsel (an idea that each RPG following SMRPG will employ).  But again, Peach is not connected to the theme like she is PM64 or TTYD, more a plot-based red herring.
      • Bowser is the villain you fight first, it is his castle that gets overrun, and under that ideal, he could be the Strong Center.  He undergoes the most character growth at least, willing to put differences aside in order to help.
      • There is the Smithy Gang plotline itself, which, independent of Geno’s mission, is endangering the Mushroom Kingdom by having mechanized cause havoc in the villages they reach.  Also, keep in mind, Smithy’s minions are not the only strong bosses you fight in SMRPG, so sometimes there is a disconnect over who is more dangerous – Smithy’s Gang, or the ordinary villains that make up Mario’s world.  Is there evil everywhere?

As one can see, there are a lot of plots in SMRPG that need to be resolved.  But notice – these feel like plots moving together in parallel, less unified together.  Other than ridding the world of mechanized evil, Smithy’s forces maybe being worse than the standard enemies of the kingdom, and the threat of star-wish magic being erased, these plots are not 100% cohesive.  By the end, Geno’s mission feels the most centralized, but not at first.  Like the games in the Mario + Luigi series, this makes the game indeed feel somewhat cinematic with an element of exploration, but again – makes them feel less like “Mario” games.

One can see that the Paper Mario games are more unified thematically.

PM64 takes the core of the SMRPG plots – the threat of star-wish magic being erased – and expands it to the entire Mushroom Kingdom, making an entire game about this threat in an expanded Mario world, and connecting it to Peach in the process.  Most of the characters you meet reinforce this theme, whereas SMRPG has it as one of many.  Its smaller plots then become more self-contained as well, and thus become less distracting to the main plot.

TTYD does this as well, linking its themes of Roughness and light vs. darkness through its characters, and subverting the traditional villain in Grodus by separating Grodus from the game’s central mystery and true villain.  While maintaining the back-and-forth complexity present in SMRPG.

The bottom line is that almost all of the elements that Nintendo would deepen in later games are present in SMRPG, and the game feels as such – the game has so much in it, it is bursting at the seams.  The game has so much in it, it is almost too much.  The gameplay and battle system are fantastic (which Nintendo would expand on with the Mario + Luigi games), arguably the most challenging of the series right from the start (this isn’t a joke, the boss fights in the later chapters are some of most strategically difficult battles in the Mario RPG canon).  I am also a fan of the music, especially the battle themes, which progress from basic fights to minor boss fights to major boss fights to the final fight with increasing intensity.  The A plot is complex with a handful of nice subversions, but the characters are not as deep as later installments.

Also, some of the boss fights in SMRPG can be very ridiculous (like some in Mario + Luigi), with an enemy showing up with little explanation and then never reappearing again, like Punchinello or the Czar Dragon.  Whereas every boss in TTYD (except maybe Smorg) has a deeper explanation as to why they exist.  This speaks to the fact that there is a lot happening in SMRPG, and the game indeed leans into its zany, chaotic tone, but that sometimes the game can be all over the place.

Who knows?  Maybe if I grew up with SMRPG instead of Paper Mario, I would be hailing this game as the king of Mario narratives.  Its plot is certainly as complex as TTYD, and there are indeed enough character-driven and thematic elements to satisfy.  Even with its sometimes-scattershot elements, the game is fantastic.

And given when it came out, it deserves a lot of praise.  We’re talking about a game that precedes all other Mario RPGs, and it tried a lot of ambitious, nuanced, challenging gameplay and story elements that still hold up all these years later.  In a way, SMRPG had to run so PM64 could walk, so that then TTYD could jog in balance.

 

Super Mario Galaxy (Nintendo Wii, 2007):

A Simple Game with a Simple, Cosmic Message, and One Perfect Character

These next games being discussed here are not RPGs, and their stories are simpler, but they deserve to be discussed.  Especially Galaxy.  Because, for me, this game actually comes to closest, narratively speaking, to the thematic depth of the original two Paper Marios. Firstly, it employs a mechanic that, at its time, was wholly original: planet-hopping and using gravity in nifty ways.

Bowser, like in the original Paper Mario, feels menacing. Like in Paper Mario, he lifts Peach’s Castle from the sky and disappears into space, leaving (you guessed it) a thematic void that you have to go and save.

And the theme – that of the cosmos themselves being in danger – is reinforced by Rosalina. If Count Bleck is the richest Mario villain put to the screen, Rosalina is maybe the richest supporting Mario character put to screen, and especially the richest female supporting character.

In slow, emergent side-readings, you learn how Rosalina became connected to the cosmos and the Lumas, for whom she now cares for. She comes to represent a “Mother of all the Cosmos” type of character – basically, she cares for space itself. And, from the very beginning, she has been kind to you in your own journey.

So, yes, you need to rescue Peach because you need to rescue Peach. And you need to save the world because, well, it’s a Mario game. But additionally, you’re also doing it for Rosalina. The story becomes as much about repaying her kindness with your own heroism.  And through her, the game becomes about fighting for the essence of all cosmic life in its calm, spiritual beauty.

Also, I’ll be honest: it is refreshing to see a female Mario character used in an elegant way – a woman who represents knowledge, love, wisdom, and knowledge without a HINT of romantic overtones. She represents love on a grander, much more powerful level that in some ways is hard to put to words. But you feel it when you play the game. Her backstory surrounds the game’s hub (its Strong Center) – the Comet Observatory. So, if Rosalina’s backstory bounds the game’s Strong Center, then, in truth – SHE is the true center of the game.

Also, like the Paper Marios, the music is practically perfect, arguably the best Mario score ever created, reaching a level of grandeur that’s hard to compare it to. You literally feel like you’re flying through the sky. And when you fight Bowser, you feel like you’re fighting for the state of the world.

The plot in Galaxy is not as complex as TTYD, SMRPG, or any of the Mario + Luigi games.  But like the original Paper Mario, it employs a simple story structure at the beginning that is reinforced by original mechanics and powerful music.  What elevates it above PM64 is that Galaxy has one supporting character that transcends everything else.

Super Mario Galaxy 2 doesn’t hold a candle to its predecessor, as it sacrifices Galaxy 1’s Strong Center of the Comet Observatory for simplistic level-by-level design.  Mechanically brilliant?  Yes.  Narratively driven?  No.  And it loses Rosalina.  Galaxy is the best traditional Mario game, and it is not even close.

 

Super Mario Odyssey (Nintendo Switch, 2017):

Mechanically Sublime, Narratively Flawed

The last game on this list I am including due to it being the most recent mainstream Mario game.  Again, the traditional Mario games don’t usually have narratives as deep as RPGs but, then again, Galaxy, while simpler by comparison, was able to touch on a similar level of depth.  So, why not Odyssey?

Funnily enough, upon playing it, the game reminded me of PM64 at first.  Like PM64, Odyssey has your favourite “Mario” worlds but with some twists thrown in.  A grass land, desert land, water land, forest land, and ice land are all present, but then there is a food land… and a metropolitan land too!  If we’re making comparisons to TTYD as well, the Metro Kingdom comes around at a similar time in the narrative as the Glitz Pit, in which you feel like you are in store for expected Mario worlds and then get subverted.

Also, like the Paper Marios, each chapter has a world or town that has been overrun with Bowser’s minions and you need to defeat these bad guys to restore order to the town.  The towns don’t necessarily build on each other, but tell interesting mini-stories in and of themselves.

Also, like PM64 and somewhat TTYD, the story involves the nuance of playing as traditional Mario “enemies.”  PM64 gives these “enemies” personalities, turns them into your friends, and has them join forces with you.  Odyssey involves you using a magical hat named Cappy to take control of these enemies to then be able to play as them mechanically.  Take note of that sentence.  In PM64, this is a psychological twist.  In Odyssey, it is mechanical.

Taking control of Goombas

The plot, in general, of Odyssey involves you running after Bowser across these kingdoms onboard your hat-shaped ship The Odyssey before he can marry Peach.  Like PM64, you start off by losing to Bowser with him escaping to the sky with Peach – but with a key difference.  In PM64, you play as Mario before and during the initial fight, whereas Odyssey opens with the initial fight.  Thus, PM64 feels like you taking the loss to Bowser.  You have enough time to nuzzle into Mario’s skin to feel like you get the gut-punch of a loss.  Whereas Odyssey feels like watching a cutscene.

Take note of that sentence as well, because this “being somewhat removed” then carries over to the main action, especially compared to Paper Mario.

Paper Mario is an epic with intense world building, in which, by the end of the prologue, Bowser has won.  He has the Star Rod.  He has Peach.  He has the castle.  The town is in the ruins.  Mario is close to death.  The horrible event has happened.  It’s over.  And the game is all about REPAIRING the world that has been gutted by Bowser’s actions.  Talking with the Toad Town denizens that FEEL the loss of Peach’s Castle, and the loss of the Star Spirits and the ability to wish, to an extent, then reinforces that loss.

The game is all about fixing the world that has been broken, symbolized through Peach and the Star Spirits. So therefore seeing all of these worlds, the NPCs, and exploring their stories and wishes is immensely connected to the theme.

Odyssey, by contrast, is a chase story – a story in which you are trying to PREVENT the horrible event from occurring.

I give the game tremendous props for making you LOSE in your attempts to beat Bowser to the various MacGuffins – wedding accoutrements like special dresses and flowers that he steals from the various worlds.  But while you feel that Paper Mario takes place over many weeks or months of time, Odyssey just feels like days, if not just one day. You’re on the bad guy’s tail. But he’s getting away.  The main plot is more important than the worlds.

I enjoyed the first act of Odyssey the most, which had the most momentum regarding this aspect – being on the bad guy’s tail and being a step behind, which climaxes in your first battle with Bowser in the Cloud Kingdom.  I loved the first battle where even though you “win,” Bowser fires on your ship and leaves you further behind.  So the entire first act, it feels like you’re getting closer to Bowser, and then you finally get there…. and you lose.

In this first act, the fact that the main plot seemed more narratively important than the worlds was ok for me, and then the fact that the game mixed up this narrative at the end of the first act was very satisfying.

Immediately after losing, you have to repair The Odyssey, which takes time, and then you feel even further behind from Bowser.  It then is especially brilliant that the first kingdom after this is the Metro Kingdom, which is the kingdom with the most nuanced mini-plot, in restoring the city from rainy dystopia to sunlit metropolis, among the game’s worlds.  It is the kingdom that is the most expansive, and is the kingdom that has the NPC that most connects to you – Mayor Pauline.

This is not just because you can recognize her from Donkey Kong, the very first Mario game in existence (which is brilliant in its own right), but because she personally expresses a need to help save her city.  The Metro Kingdom unifies its mini-plot around one central NPC who bonds with you, unlike other worlds in which the NPCs that speak with you are more or less nameless.

In this kingdom, you feel more than any others the effects of Bowser’s actions on it.  And it is the kingdom you are most motivated to save even though you still have to chase Bowser.

Unfortunately, the game peaks with the Metro Kingdom.

As stated previously, the worlds feel less significant to the main plot.  Odyssey is a chase story at heart, and because the fear of being too far behind Bowser is too great, it’s like “okay, that’s great, NPCs, saving you is one thing, but I have to collect Power Moons quickly and chase Bowser.” So the plights of the mini-worlds feel less connected to the main plot, and therefore makes the time you spend in them feel like “breaks before the action” as opposed to “the action itself.”

The Metro Kingdom is an exception because you feel connected to wanting to help Mayor Pauline in particular, and Odyssey would have worked well if the worlds that follow the Metro Kingdom had NPCs as strong as her, but they do not.  After the Metro Kingdom, the NPCs are just as nameless as those you meet before the Metro Kingdom.  However, in the first half pre-Metro Kingdom, you are hooked by the tension of the chase.  By the second half, this momentum feels stalled.

If the back half of the narrative had given you more named NPCs to feel pain with as a result of Bowser’s actions, then the first half would have been the chase movie that you lose, and then the second half, now that you’re well behind Bowser, would have been all about feeling the effects of his actions on the worlds, and spending time in those worlds.

Because the worlds are gorgeous.  The colors sparkle, each one is distinct.  Each one carries a unique musical score to truly stand apart.  And each world is filled with content and things to do.  The Mario structure beams in color and beauty.  It just would have been a bonus if this part of the story (exploring the worlds) wasn’t clashing with the driving momentum of the main story (chasing Bowser).

Odyssey could have leaned into its namesake, and created a Homer-esque story in which the theme of the story is the exploration of different worlds while trying to reach a specific destination, and the vivid worlds that the games creates gets it halfway there.  But what it needed were more vivid characters in those worlds to leave an imprint, and therefore make the idea of stopping the chase to spend time in the worlds more appealing.  Again, from an aesthetic and mechanical perspective, it is appealing simply to get to spend more time in the worlds exploring the creativity the game has to offer.  But less so narrative-wise.

But again, Odyssey is not focused on a worldbuilt theme like PM64 is.  So, when the momentum of the chase stalls, there is less of a narrative to lean on.

However, the worst narrative culprit in Odyssey comes just before the climax.  If you look at the pre-Metro Kingdom as the chase movie, and the middle worlds as a lull in which you are collecting Power Moons but with less momentum, there then needs to be a kick to jumpstart the narrative into the third act, and, for a moment, it appears like there is.

After the post-Metro Kingdom worlds, you reach Bowser again on the way to Bowser’s Kingdom, but he doesn’t let you fight him.  Instead, he harnesses the power of a literal dragon, wrecks your ship again in one shot, and then flies away.  For a moment, I was floored, because it seemed like the game had introduced a new level of high stakes (Bowser on a dragon) that would pay off in the game’s climax.  Instead of being a repeat of the first Bowser fight, it was progressing the stakes of the narrative.

But this doesn’t happen.  Immediately afterward, you fight the dragon alone whilst repairing the ship for a second time in the Ruined Kingdom, defeat it, and then chase after Bowser some more before fighting him finally just before the wedding.

The dragon wasn’t a major threat.  Just a plot device and an obstacle.

As cool as it is to fight the dragon mechanically, imagine how cool it would have been if fighting the dragon and Bowser together had been the game’s final boss?

This hurt.  Because instead of feeling like the stakes progressed, it felt like the potential for higher stakes were teased, but then immediately removed so that the game could comfortably return to a traditional chase-and-fight-Bowser pattern.  Why is Bowser dangerous now if you’ve already defeated the seemingly stronger foe?

It would be like if Grodus reawakened the Shadow Queen at the end of Chapter 7 in TTYD, and then you killed her first, but then had to continue chasing Grodus to get Peach back.

Notice that I haven’t really been comparing Odyssey to TTYD, and that is, unfortunately, because it doesn’t really come close.  It is on the same level as PM64, at first, but not TTYD.  TTYD is all about complex, progressed stakes on top of expanded, echoed worldbuilding along with a subverted main Mario plot.  Odyssey seems like it is harnessing at least one of those (an interesting Mario plot with some twists), but then chooses to ignore progressed narrative stakes.

Now, the gameplay is excellent, if not perfect.  Odyssey might be the most mechanically sublime game I’ve ever played, and the nuances of the different enemies you play as are fantastic.  Many people have written about how smooth the controls are, how perfect the aesthetics are, how the sound effects have small, light touches (like the music getting a touch muffled when you go underwater) that make the landscape feel truly real.  The worlds are vibrant, the pace is very brisk, and, even with these narrative criticisms, it was a very rewarding experience.

And the true climax, in which you get to play as Bowser to escape a collapsing underground lair and save Peach, is a wonderful culmination, mechanically-speaking, of the game’s core elements.

But story-wise, it is not in the same ballpark as other Mario games like Galaxy or the RPGs.

 

The Elephants in the Room

Lastly, in mentioning the last two elephants in the room, Paper Mario: Sticker Star and Paper Mario: Color Splash, I’m not even going to talk that much about them, because enough people have. Nintendo sacrificed its story completely in these games in favor of gimmicks that actually harm the traditional mechanics.  Of the two, Color Splash is the stronger game.  It has the better soundtrack, Huey the paint can is somewhat less annoying than Kersti the sticker fairy, and he has a mild character arc.  The game, admittedly, is as humorous as the other RPGs that preceded it, and the worlds – while veering very close to completely basic – at least have touches in ingenuity.  I also give it credit for just how gorgeous its aesthetics are.

But the core mechanics, and the story that surrounds it, are not on the same level as its RPG predecessors.

 

Final Thoughts

I still retain hope that a Paper Mario 3 will eventually come into the world that actually honors its predecessors, though with the direction Nintendo is moving in (favoring more “fun” party games or reboots with twists on them, instead of more mature content), I also have my doubts that this will ever come to pass.

It struck me that, of all of the games I have played, the game that genuinely came the closest to TTYD’s brilliance is the original itself, Super Mario RPG.  Galaxy and Super Paper Mario had more of an emotional effect on me, yes, but Galaxy isn’t trying to be as complex as TTYD or the other RPGs.  And Super Paper Mario, for all of its powerful, emotional storytelling, has more clear-cut mechanical flaws that keep it from rising above its predecessor.

Super Mario RPG, like TTYD, tells a more emergently complex story.  Like TTYD and the games of the Mario + Luigi series, its story is complemented by its core gameplay mechanics, a true difficulty curve, and its features almost all of the core Mario RPG elements that we’ve come to love over the years.  Additionally, it adheres to the chapter-based Mario structure slightly more so than its Mario + Luigi successors, and features characters like Geno that leave a legitimate imprint on you.  Is it as thematically cohesive as TTYD?  No, but it is close.  And given that it was the first game of all them, that is saying a lot.

All of the other games mentioned here have one thing that stands tall among the others.  Super Paper Mario has the series’ deepest villain, Count Bleck, as well as maybe the most emotional story.  Galaxy has the series’ deepest female character (i.e. maybe its deepest supporting character), and has the best storytelling of any traditional Mario game.  Every game in the Mario + Luigi series showcases its titular protagonists at their most personable.  And, even though I highlighted its narrative flaws, Odyssey might be the most mechanically sublime game of all of them, from a purely game design perspective.

But, having said that, it is slightly troubling that the trend is moving backward from a narrative perspective.  SMRPG tells a complex, mechanically-supported story, an ideal that TTYD perfected.  Since then, Nintendo has yet to capture this magic with all of the elements in place.  As of now, my order of Mario narratives in terms of ranking are:

      1. Paper Mario: The Thousand-Year Door
      2. Super Mario RPG
      3. Super Mario Galaxy
      4. Super Paper Mario
      5. Paper Mario
      6. Mario + Luigi: Superstar Saga

Most of these games were long time ago, and Odyssey is the only recent Mario game that even has the skin of a new story.  Even with Odyssey‘s flaws, it at seems that Nintendo is at least experimenting with some story elements, which it hasn’t seemed like it has wanted to in the past ten years.  Maybe this is a harbinger of better Mario narratives to come in the future.  And rumor has it, a new Paper Mario is in the works that is going to be the spiritual successor to the original two games of the series.  These are rumors, so we can simply hope a little until these rumors become more crystallized.

NOTE (Updated 5/17/2020): These rumors have since become crystallized, with the newly released trailer of Paper Mario: The Origami King, and, first thoughts on the game feel… mixed.  The game looks like it has the first original Paper Mario plot since Super, and it indeed carries the potential of a deeper, darker story.  However, it’s hard to call it “based off of the originals,” because the mechanics and battle system still seem experimental.  In this case, it very much feels closer to Super than it does PM64 or TTYD: it feels like a game with a potentially deep story and experimental mechanics.

I am remaining optimistic, but it is unlikely to match TTYD‘s combined brilliance.  However, if it ends up feeling like a spiritual successor to Super, I will be ok with that, as I have come to very much appreciate that game in its own right.  Please see my Super Paper Mario post for a deeper explanation on what this represents for fans of the series.

NOTE (Updated 1/2/21): I have since played and written a full-length analysis on Paper Mario: The Origami King, and why the game actually checks off a lot of the boxes we have been waiting for should we genuinely give it a chance.

Until then, it is comforting to know that there are a lot of Mario games to choose from when we want to don the red cap and the blue overalls, but also want a good story to experience too.

 

The Rest of My Mario Narrative Series

The Greatest Mario Story Ever Told (and Why It Still Isn’t Perfect)

Deep Analysis of Super Paper Mario: A Nature of Order Applied to a Complicated Narrative

In Defense of Super Paper Mario within a Series Context: An Underrated Narrative Masterpiece That Could Have Been the Greatest of Them All

Paper Mario: The Origami King – Give it a Chance to Make an Impact

 

Additional Analysis

The Controversy of Super Paper Mario – Nintendrew, https://www.youtube.com/watch?v=euZscfTm1qU

The Decline of Mario RPGs – ThrillingDuck, https://www.youtube.com/watch?v=O89Bd1dIlCY

Why Super Mario RPG Is Still the Best – Daniel Kurland, ScreenRant, https://screenrant.com/super-mario-rpg-nintendo-square-enix-best-rpg/

Super Mario RPG Review – Resonant Arc, https://www.youtube.com/watch?v=yOVrNz3v6ic

The Quiet Sadness of Mario Galaxy – Jacob Geller, https://www.youtube.com/watch?v=IZ1y75vxO0o

Good Game Design – Super Mario Odyssey – Snoman Gaming, https://www.youtube.com/watch?v=Q3LQ0pAGHqk

Super Mario Odyssey Surpasses Super Mario Galaxy in Every Area… Except One – Nadia Oxford, USgamer, https://www.usgamer.net/articles/super-mario-odyssey-surpasses-super-mario-galaxy-in-every-area-except-one

 

The Greatest Mario Story Ever Told (and Why It Still Isn’t Perfect)

A deep analysis of Paper Mario: The Thousand-Year Door (and the games that led up to it) using Christopher Alexander’s Nature of Order

I’ll be honest, I have been looking forward to this design blog post for a long time.  After learning more about narrative and specifically how it is interconnected with the level design and mechanics of a game, it is time to tackle what is arguably my favorite game of all time – Paper Mario: The Thousand-Year Door, for the Nintendo GameCube, which can be abbreviated as TTYD.

In this post, I will explore how all traditional Mario games employ certain structures that make the games pleasing from a level design and mechanical perspective.  Then, I will analyze how Nintendo expanded on the “Mario” structure already in place to create the original Paper Mario for the Nintendo 64 (PM64), and, from there, created TTYD – a game that retains this structure that makes it still feel like a “Mario” game, yet also a game that connects its structure to a multitude of rich narrative themes and characters, a combination of successes that had not been reached yet in a Mario game.

I will then compare TTYD to its potential successors that came after it, and explain why I still believe TTYD stands above them all.  And then, finally, I will discuss why TTYD, the greatest Mario story ever told, still has flaws at its core.

The lens within which I intend to do this is through Christopher Alexander’s A Nature of Order, where he posits on how there are inherent patterns in architectures, games, life, etc. that, when employed and noticed, create a pleasurable feeling that things are balanced, comfortable, all right:

For the uninitiated, these patterns can be described as such [1]:

  1. Levels of Scale: We are constantly interacting with things small, medium, and big, and changes in these scales can be seen and felt.
  2. Strong Centers: We are interested in things, like the solar system or atoms, that are centered.
  3. Boundaries: Boundaries create centers, and there are also physical and thematic boundaries that need to be crossed in order for change to occur.
  4. Alternating Repetition: We like going back and forth, like falling/rising tension flow in a story, or checkerboard patterns.  They are pleasing.
  5. Positive Space: There is an interplay between positive and negative space.  Sometimes negative space can enhance positive space.
  6. Good Shape: We like shapes that are not trying to be pretty but, through their inherent purposes, make pleasing shapes, like sails catching the wind.
  7. Local Symmetries: Our brains are programmed to spot tiny symmetries (i.e. in our bodies, between characters in a story) that feel connected, even if, globally, they are not.
  8. Deep Interlock: We like the feeling that things are interconnected, that things which happened ages ago, that felt meaningless at the time, have some significance.  Characters, stories, mechanics, themes, must feel connected or the feeling starts to fall apart.
  9. Contrast: We can perceive two things brought together in unexpected ways, or one thing (like comedy) enhancing another thing (like tragedy).
  10. Graded Variation: This regards things changing overtime; things we can’t spot instantaneously but when we look back at them, we realize the change that happened between now and then.
  11. Roughness: We don’t want characters and things that are 100% smooth, because imperfect things feel human, real, and natural in their messiness.
  12. Echoes: One thing echoes another, like game mechanics or characters echoing the central theme of a story.
  13. The Void: Oftentimes the most important things are in empty spaces.
  14. Inner Calm: We are not given all the information at once, so that emergent complexities can come out through natural tension.
  15. Not-Separateness: We like the feeling that pieces, even if they are physically separate, are not, and that if you take one piece away, the other suffers.  The world is connected.

The Mario Structure

Traditional Mario games, from the classic platformers to the early 3D Mario games such as Super Mario 64 (SM64), actually do a fairly decent job in employing these patterns to create aesthetically pleasing “Mario” structures:

1 – Levels of Scale: This is not just in Mario literally changing size in most games, but this is also true structurally as well, in which you are able to interact with all three levels of scale:

      • Small: Coins, items, enemies, in-level things
      • Medium: The levels themselves that must be completed
      • Big: The big map, the worlds you go through.  Not all games have maps, but most, like Super Mario World (SMW) or Super Mario Bros. 3 (SMB3), indeed do, allowing you to track your progress.

Three levels of scale as seen in Super Mario World

  • 2 – Strong Centers: The platformers are often devoid of this (outside of maybe Mario being your center, which is a reach), with the levels simply stacking up on each other as you go through the world, from point A to point B.

But with SM64, Nintendo improved on this with Peach’s Castle, proving that a strong center can work with a Mario experience that you keep coming back to and which serves as your hub.

3 – Boundaries: In all Mario games, the game is divided into worlds that you must complete in order to move on to the next one, and each world typically has a singular aesthetic that binds it to itself.

Worlds 2, 4, and 6 (respectively) in SMB3

SM64 also has numerical boundaries of stars you need to collect in order to unlock new worlds, and Peach’s Castle has literal photo boundaries that you need to jump through in order to enter levels.

4 – Alternating Repetition: Platformer levels that just build on each other are actually not the best at this, considering you’re just playing levels which don’t necessarily repeat.  With SM64, you can argue that there is a light repetition of needing to at least set foot in Peach’s Castle between completing one of the missions in the levels.  Additionally, certain elements, like mountain regions, repeat overtime between levels – Course 4 is Cool, Cool Mountain (left below) and Course 12 is Tall, Tall Mountain (right below).

Because this aspect is sparse, maybe Nintendo was experimenting with this aspect in these earlier games.  But this aspect is less noticeable than some of the other patterns.

5 – Positive Space: The Mario aesthetic is brilliant at this, and one of the reasons it is so nice to look at.  Mario, the collectible items, his enemies, the coins you collect, etc. are often drawn using hot, red colors that contrast vs. the environments that are cool colors like blues or greens, creating Positive/Negative space.  Mario himself, with his reds, pops out a lot.

6 – Good Shape: Some of the Mario maps, particularly SMW, create a good shape. Mario does so too when he puts on the different suits, creating new lines and angles in himself.  These new suits are meant to give Mario new abilities, but also create interesting, contrasting shapes that complement these abilities.  Keep in mind, these abilities are mechanically based and less from a character and thematic level.

7 – Local Symmetries: Again, the platformer style doesn’t lend itself much to symmetries.  It can be argued that you encounter similar types of levels in each world at specific places (you often are traversing left to right with an enemy castle on the far right, repeatedly), and that Peach’s Castle in SM64 is largely symmetrical from an overworld perspective.  From a character perspective, the only characters often symmetrical to each other are the enemies who are sometimes mirrors (like Red vs. Green Koopas), and Mario vs. Luigi.  These symmetries are often more aesthetic and not from characterization.

8 – Deep Interlock: This unfortunately is an area where Mario games often suffer; there’s rarely a case of a thing or item you didn’t think was important becoming important later.  In many ways, there are just not enough elements because everything is simple in traditional Mario.  Worlds are bounded and singular, characters don’t have arcs, and there really isn’t a story for mechanics to enhance.

9 – Contrast: There is some contrast in the world level structure, which is effective.  Particularly in the classic platformers, there is contrast between the island, grassland, desert, lava, forest, pipe, and sky worlds (among others), with gorgeous aesthetics for each one that contrast one with the other.

Just looking at the environment on your screen will cue a naive gamer into what world is being played.

10 – Graded Variation: This works in Mario on a pure difficulty-ramp perspective, as the levels are designed such that they become harder as the worlds progress. However, there’s little seen of the world at large actually changing, and YOUR abilities don’t advance or change much beyond the initial learning of them.  You learn your jumping and running abilities fairly early, and then outside of a handful of new suits that may get introduced (also usually early), there is not much of this.

11 – Roughness: Roughness arguably comes from the weirdness of the villain characters and how some of them act through their physical mannerisms.  However, on a character level, Mario characters are typically EXTREMELY smooth, which makes the games simple and accessible, but also makes them feel less mature.

12 – Echoes: Echoes can come from certain levels or abilities (you become a frog in the water level, for example).  The enemies often echo the environment as well.  These echoes exist outside of character and narrative, though, as there isn’t much of a theme in traditional Mario games.

13 – The Void: Bowser’s Castle usually takes up some nice space on game maps, with a lot of empty room around it.

Still, this is usually only seen at the end of games, so it is not set up as well as it could be.  You can argue that Peach is a metaphorical Void that is missing, but you rarely see the effects of her being missing.  This is a “maybe” in SM64, because the game starts with her inviting you for tea, and then when you arrive, she is absent, which creates this feeling of dread and worry (also, it’s Peach’s Castle with no Peach for the entire game).

14 – Inner Calm: Well, there’s a calmness in Mario and complexity, emergent-wise, in the Level Design, but because you aren’t unlocking many new abilities or lore, there isn’t a whole lot of emergent complexity.

15 – Not-Separateness: Again, this is a problem in Mario games, even in SM64, because all of the levels feel separate.  This is the Mushroom Kingdom; but it doesn’t feel like a real, full, lived-in place. Characters inherently don’t feel connected, neither physically nor emotionally.

So, we have a Mario structure that is expertly used in creating scalable structures and complexities in the levels themselves, but a structure that is, basically, devoid of narrative and emotional connections.

Nintendo eventually tried its hand at Mario RPGs, and the genre alone
lends itself to much more complex narratives and structures.  After experimenting with Super Mario RPG (see below), Nintendo released the original Paper Mario.

Note: I played SMRPG a long time after already playing the Paper Mario series and the Mario and Luigi series, so my knowledge of these games as not as informed by SMRPG as many others.  However, I saw SMRPG as a wonderful game in its own right with an amazing plot, but one that didn’t use the Mario structure as strongly as its successors.  This is why I see it as an “RPG experiment” that Nintendo practiced with before merging it with more known Mario structures.  See the section “Challengers to Paper Mario: The Thousand-Year Door” for more details about this.

From this point on, I am only speaking about PM64 and later TTYD.  So, from here on out, be aware of spoilers for both games.

Porting the Mario Structure to the RPG: The Original Paper Mario

Through this game, Nintendo managed to port the Mario structure seen in platformers and 3D into a grander scale, incorporating some of the elements the classics were weaker on, to make the world more satisfying.  In this original, the story is worth mentioning only somewhat, as it is not wholly complex.  The plot is not nearly as complex as Super Mario RPG, but that is not the point of Paper Mario.  The story is meant to exist in a similar vein to a traditional Mario adventure, but expanded to incorporate more of the world and the core characters’ effects on it.   It shows Nintendo’s ability at taking a simple, emotional theme and connecting it across its mechanics and characters to create beautiful results.

For the uninitiated, in Paper Mario, Bowser kidnaps the Star Spirits and steals their powerful Star Rod.  This boosts his power, allowing him to capture Peach’s Castle by raising it high into the sky.  Bowser is then powerful enough to defeat Mario in single combat.  Mario must then traverse the Mushroom Kingdom to retrieve the Star Spirits, held captive by Bowser’s minions, and eventually return to the skies to fight Bowser once more.

1 – Levels of Scale: Mario doesn’t change size in PM64, but the game makes up for it through its structure.  Firstly, there are literally three different types of game spaces for you to interact with:

        • Small: The battle screen, where you fight enemies in turn-based gameplay.
        • Medium: In-world, where you traverse the Mushroom Kingdom and solve puzzles and interact with characters.
        • Big: The map, which you can view whenever you’d like.
    • And, like the established Mario structure, there are small items/badges/coins you can use to affect you, medium characters and enemies that you interact with, and the larger, big-picture structure that you are traversing, which carries more narrative weight this time.

2 – Strong Centers: The game is all about its strong center.  Toad Town acts as a hub throughout the game that you continually return to and is full of life, shops to visit, and NPCs to chat with.  Additionally, Peach’s Castle (which has been uprooted) acts a subtle Strong Center on its own.

3 – Boundaries: Firstly, during some game moments, the game employs actual boundaries.  This is similar a bit to SM64 in unlocking more of the physical game space as you progress through it.  (Example: At first there is debris that prevents you from exploring the southern half of Toad Town, but it is removed after Chapter 1.  This becomes very satisfying and feels like you opened up the city.)

You also can see some boundaries on the map so then it feels satisfying when you cross them (i.e. getting to go to Lavalava Island in Chapter 5 after viewing it on the map up until this point).

Plus, biggest of all (which turns Peach’s Castle into a strong center) is the boundary between you and the castle. The game starts off IN-CASTLE with Mario visiting Peach, so in your mind, Peach’s Castle feels like the center even though Toad Town is the game center.

You’re then thrown from it and Peach’s Castle is raised high into the sky by Bowser, with you needing to find a way back, a crossing-the-boundary task that initially feels impossible.

When you actually do, when you’ve made it back to Peach’s Castle at the end of Chapter 8 (where you were at the beginning and where you’ve been playing as Peach multiple times), it feels like you have finally returned to where you’re meant to be.  It feels glorious.

Lastly, of course, the Mario structure itself is built on boundaries of levels, and PM64 utilizes this with the chapters.  It’s a bigger world and an interconnected Mushroom Kingdom, but the boundaries are still there with each chapter feeling like a stand-alone part of the story with a mission to complete.

4 – Alternating Repetition: Ah, NOW it has it.  Each chapter typically has an “overworld” that also has some sort of “village” or hub of NPCs, followed by a “dungeon”:

      • Chapter 1: Pleasant Path (overworld), Koopa Village (hub), Koopa Bros. Fortress (dungeon)
      • Chapter 2: Mt. Rugged/Dry Dry Desert (overworld), Dry Dry Outpost (hub), Dry Dry Ruins (dungeon)
      • Chapter 3: Forever Forest/Gusty Gulch (overworld), Boo’s Mansion (hub), Tubba Blubba’s Castle (dungeon)
      • Chapter 4: Toad Town (overworld/hub), Shy Guy’s Toy Box (dungeon)
      • Chapter 5: Lavalava Island (overworld), Yoshi’s Village (hub), Mt. Lavalava (dungeon)
      • Chapter 6: Flower Fields (overworld/hub), Cloudy Climb (dungeon)
      • Chapter 7: Shiver City/Starborn Valley (hubs), Shiver Mountain (overworld), Crystal Palace (dungeon)
      • Chapter 8: Star Haven (hub), Bowser’s Castle (overworld), Peach’s Castle (dungeon)

Notice how as the chapters progress, the game begins to play with this alternating repetition to keep you on your toes as to what to expect next.  The game uses Toad Town, the de facto center of the entire game, as the “hub” for a chapter as well.  The last two chapters start out with you in the “safe place” with NPCs before sending you off on your quest.  You get the idea.

There is also a grander scale of Mario returning to Toad Town in-between
levels, which creates a pattern of Worlds / Toad Town / Worlds / Toad Town (with a playing-as-Peach level thrown in-between there for good measure).  This a similar repetition to the Levels / Peach’s Castle / Levels from SM64, but because you spend more time in Toad Town in this game compared to Peach’s Castle from SM64, this pattern stays with you more strongly.

Also, if you are so inclined, there are different sidequests that become unlockable with each chapter you complete, so these stack onto your feeling of repeating them with each iteration.  For example, you unlock three more of Koopa Koot’s missions after each chapter, so, before leaping into the next world, you can choose to complete them as part of an interlude, and then your mind expects to complete them as part of the next iteration.  This is also true with unlocking new badges at Rowf’s Badge Shop, and delivering Parakarry’s letters, among others.

5 – Positive Space: Again, the Mario aesthetic with paper is wonderful and creates LITERAL contrast with the paper lines on characters and objects, which make them stand out and pop.

Also, Bowser is at his most menacing in this game, and there’s an energy about him that creates this positive space whenever he’s on screen (because, well, he basically murders you in the first scene, which makes you see him as a much larger threat than usual).  This is reinforced by the aesthetic point that when he is glowing, he is at his most strong.  So, here, the aesthetics of Positive Space are reinforcing the deeper Positive Space of Bowser’s characterization.

There is also a contrast of seeing the shadowy, see-through Star Spirits that appear beside you at the beginning BECOMING positive space as you save more and more of them.  Again, Positive Space reinforcing the central plotline and theme.

6 – Good Shape: The world map, for one, is great to look at, and it’s great to see your trails of the places you’ve visited creating dotted lines across the Mushroom Kingdom.

There are also shapes with the dishes that Tayce T. cooks for you- you want to keep making the dishes to see the different shapes of what they look like, but the interesting shapes they make are secondary, as their purposes are to help heal you in different ways.

7 – Local Symmetries: You encounter similar types of enemies in certain worlds (just like in classic Mario), and then certain enemies (like Gloombas or Hyper Goombas) repeat in terms of style, which create symmetries that lead back to them.  So, as you’re fighting a Hyper Goomba in Chapter 3, you’re thinking about that time you fought an ordinary Goomba in the prologue and how this current experience is different.

There are also local symmetries with how the items in-game connect with each other (Mushroom vs. Super Mushroom vs. Ultra Mushroom, etc.), which leaves you thinking about how their different abilities relate.

8 – Deep Interlock: In-game, this happens a lot, as within a chapter, you’ll find a certain item or there will be some mystery early on that gets resolved later.  For instance, in Chapter 6, you get various items from the various flowers and only figure out how to use them by talking to other flowers and realizing which flower needs which item.  Most mysteries are self-contained within each chapter, however.

There are also larger-scale connections with Kolorado (returning as comic relief several times in the story) and Jr. Troopa (a character whom you fight as your first mini-boss and who returns for revenge a total of five more random times).  Aside from these, however, there’s less of an interconnected narrative that you feel.  In-game, you’ll get introduced to new mechanics AND partners as the story and worlds progress. But less globally.

9 – Contrast – There is the same wonderful contrast that traditional Mario has, with the different vivid worlds.

Thematically and mechanically, each level is more or less the patterned overworld + dungeon in which you have to figure out who is behind some sort of mystery, and why/how to defeat them.  The contrast is in the details, and, aesthetically, it’s brilliant.

The yellows of the desert vs. the purple of Forever Forest vs. the blue-green of Yoshi’s Island vs. the shining white of Shiver City vs. the grey-orange of Bowser’s Castle make them distinct.

Also, unlike traditional Mario, the game employs dialogue that acts as a contrast for the rest of the game (listening to NPCs is contrasted with running around in the overworld).  The comedic dialogue between characters typically contrasts with the seriousness of the subject matter, but, at least with PM64, the subject matter is not completely world-ending or anything.

10 – Graded Variation – Here we go: You feel the world at large changing more (i.e the difficulty ramps up with types of enemies, you unlock more abilities / more badges / partners / more ways to fight, etc.)

You are unlocking all these things and adding abilities or people to your inventory, so it feels like you are changing.

Toad Town changes as well.  If you spend the time talking with people, you see people’s opinions of Peach’s absence changing more, with some maintaining their wishes for her return, with others giving up hope, and others moving on to small issues in their own lives, such as longing for Toad romances.

If you return to your house and interact with Luigi, you’ll see that he also changes, with his opinions of you going from “take me with you” to “you’re never gonna take me with you” to “I wish you luck regardless.”

What’s interesting is that all these changes are triggered by boundary checkpoints of completing a chapter.  Once you do, time passes and characters’ opinions change.  You feel the sense of time in this game, which follows over to its successor.

11 – Roughness – It feels very fresh to see some ROUGHNESS (as in, character and different aesthetics) added to traditional Mario characters like Toads, Goombas, Koopas, and others.  You can see this in the Mushroom Kingdom denizens, like the different Toads are of different colors, wearing different types of clothing, or have different kinds of hairstyles.  But most especially, you see this with your partners.

Each one has a unique aesthetic, like Goombario having a blue hat to make him stand out from a traditional Goomba, or Bombette being a pink Bob-omb.  The game takes the traditional Mario enemy and tweaks them to make them your friends. Some of their personalities are more fleshed out then others, but aesthetically, absolutely yes.

This applies to Peach as well – instead of a pure damsel in distress, she’s out there causing mischief and trying to help, finding out information for you and potential boss weaknesses in between chapters.

12 – Echoes – Each party member echoes the environment/chapter you find him/her in.  For example, you meet Kooper in the Chapter 1 grassland area that is full of Koopas, so it makes sense that you would meet him here.  You meet Sushie, a Cheep Cheep fish, in the water/island area, so it makes sense that you would meet her here.  This goes along with there being certain items/enemies/characters echoing traditional Mario games.

The story (needing to save Peach to restore her absence to Toad Town mirrored by needing to save the Star Spirits to give people hope) is very, very simple, but it is built by the fact that at the beginning, you, like, basically almost die.  So, the game is built on a foundation of hopelessness, echoed both through your journey, the loss of the Star Spirits, and Peach’s abduction.

As you get stronger, you begin to feel more hopeful.  You’re saving more Star Spirits, and Peach is unlocking new locations in her castle.  There is a literal montage effect of finishing a chapter and saving a Star Spirit echoed by a Peach chapter to see how she changed as well.

The point is – unlike traditional Mario games that are more or less just about Mario and Peach, in Paper Mario you feel the effects of this conflict on the world.  The world needs hope.

And yeah – you building yourself up and getting more of the world behind you bring hope.  Once you rescue Peach and the Star Spirits and defeat Bowser, the story ends with the world parading, and you looking at the stars  with Peach (a.k.a. one of the most romantic moments between Mario and Peach in a game), with everything echoing each other.

The music of the game also provides echoes.  There are battle themes, leitmotifs for the Star Spirits which come on every time you save one, and Bowser’s theme has never felt more sinister.

13 – The Void – Again, there is a LITERAL VOID of Peach’s Castle being missing which connects back to all the echoes of it listed above. Also the void of the shadowy Star Spirits that you see at the beginning makes you feel their absence in Star Haven.

And in terms of level design, the game indeed employs the boss-battle-in-a-big-room, or dungeon-in-the-middle-of-nowhere style of design as well.

Lastly, the very end of the campaign, you arrive at Peach’s Castle after fighting your way through Bowser’s Castle in Chapter 8.  You’ve finally arrived that the space where you’ve played as Peach and navigated through a bunch of enemies, but the entire castle is empty.  And you’re like, “oh my – Bowser is here somewhere.  Time for the final battle.”

14 – Inner Calm – There is emergent complexity in the gameplay as you unlock new party members, hammers/boots, badges, and other bonuses that give yourself more STUFF to work with in-battle.  There is less emergent complexity for the sake of narrative though.  The stakes are established early, and from there, the chapters, more or less, stand alone until the climax.

15 – Non-separateness: This aspect is perfect here, as the worlds feel connected.  Mario games are typically about saving the princess, but here you actually see what her absence is doing to her subjects.  There is also the fact that Parakarry’s letters, Koopa Koot’s missions, and other sidequests between characters make you realize that all these NPCs have actual relationships with each other and backstories and histories.

So, as we can see, the original Paper Mario expanded the Mario structure out into a 3D RPG, utilized a powerfully simple paper aesthetic, and employed more of these patterns to create a very pleasing experience.  But, as seen as well, this experience is largely constrained to the chapter-by-chapter level.

Characters usually are not crossing over across chapters (except for Kolorado and Jr. Troopa) and some of the complexities (outside of the initial hook/stakes of the game) are bounded by their chapters.

The narrative itself is very simplistic. Powerful, yes, but not reinforced as much as it could be during the middle, nitty-gritty parts of the game. The beginning reinforces the end and there are individual chapters to get there (which are more obstacles than emotional keystones).  The party members, as well, while a breath of air to see vis-a-vis new roughness added to iconic Mushroom Kingdom denizens, are fairly baseline.

Paper Mario and The Thousand-Year Door:

When an Established Design Structure is Extended to Narrative

Four years later, however, Nintendo released the sequel, Paper Mario: The Thousand-Year Door, and took the structure that worked with the original PM64, and expanded it.  Only this time, they extended the structure to create an emergently complex narrative reinforced by the characters and mechanics over the course of the game.  Let’s begin:

For the uninitiated, Paper Mario: The Thousand-Year Door begins with the lore that, a thousand years ago, there was a prosperous town that was destroyed by some sort of ancient cataclysm.  This town fell underground and was entombed behind the mythical Thousand-Year Door, magically kept shut by the seven Crystal Stars.  Legend has it that if you unite the Crystal Stars, you can open the Door and obtain whatever lies beyond it, be it an ancient treasure, a weapon, or worse.

The rugged town of Rogueport was built above the Door, and, during a vacation, Peach is able to unlock an ancient chest (because she is pure of heart) that contains the Magical Map that leads to the Crystal Stars.  Peach sends the Map to Mario, asking him to come with her on a treasure hunt, but when he arrives in Rogueport, she is gone.  And shady creatures, calling themselves the X-Nauts, are asking questions about the Map.

Mario is tasked with using the Map to find the seven Crystal Stars before the X-Nauts and other baddies do, figure out where Peach is, and solve the mystery of what lies beyond the Thousand-Year Door.

In the end, it is revealed that an ancient demon, the Shadow Queen, lies beyond the Door, and that the X-Nauts (who kidnapped Peach this time) plan to use her body as a vessel to awaken the demon.

1 – Levels of Scale: This is kept consistent.  The game uses the same types of screens and scale structure as its predecessor.

2 – Strong Centers: Similar to its predecessor, TTYD has two strong centers: Rogueport AND The Thousand-Year Door.  The question of where Peach is remains a mystery for the majority of the narrative, as does the question of what is behind the Door.  Rogueport is your hub that your return to in between chapters, but the Door, bounded by the drawings of the Crystal Stars and set up initially by its lore, becomes the more important Center over time, as does its central mystery of what is behind it.

So, like PM64, you have your Game Strong Center and your Thematic Strong Center.  In PM64, the theme was represented by the absence of Peach’s Castle.  In TTYD, the theme is represented by the Thousand-Year Door itself.

3 – Boundaries: Throughout the game, the Thousand-Year Door prevents you from entering the final world.  In the pre-game prologue, the game introduces the mystery of the Door being created, so your mind is tuned in from the beginning of wanting to see what’s behind it.

There are boundaries to each chapter that you need to unlock with the Crystal Stars. TTYD is actually weaker here compared to PM64, thematically, because in PM64, the boundaries were there to reinforce the Mario/Peach dynamic more. But TTYD game still has them.  Same with needing to complete different chapters (plus playing-as-Peach interludes and playing-as-Bowser interludes) to cross boundaries of unlocking more of the world and its lore.

4 – Alternating Repetition: This is employed just like predecessor. You have Worlds / Rogueport / Worlds / Rogueport (with Peach levels and Bowser levels in between).  And, like its predecessor, TTYD employs the overworld/hub/dungeon dynamic as well:

      • Chapter 1: Petal Meadows (overworld), Petalburg (hub), Hooktail Castle (dungeon)
      • Chapter 2: Boggly Woods (overworld), The Great Boggly Tree (hub/dungeon)
      • Chapter 3: Glitzville (overworld/hub/dungeon)
      • Chapter 4: Twilight Town (hub), Twilight Trail (overworld), Creepy Steeple (dungeon)
      • Chapter 5: Keelhaul Key (overworld/hub), Pirate’s Grotto (dungeon)
      • Chapter 6: Excess Express/Poshley Heights (hubs), Riverside Station (overworld)
      • Chapter 7: Fahr Outpost (hub), The Moon (overworld), X-Naut Fortress (dungeon)
      • Chapter 8: Palace of Shadow (dungeon)

However, unlike its predecessor, the game actually “breaks” the pattern more of world/dungeon to keep you on your toes, which pays dividends later on.  In PM64, outside of Chapter 3 and Chapter 4, once you reach the dungeon, you don’t leave it.

Whereas in TTYD, you are often sent back out into the overworld to solve some mystery even after reaching the dungeon (as is the case with Chapters 4 and 5, revealing that the dungeon wasn’t the core of the chapter story), or the overworld/hub/dungeon pairing is messed with completely.  I like to believe that, in the first two Chapters, TTYD patterned itself very much after its predecessor so you’d start to think the entire game would repeat PM64’s patterns, but then started to spread its wings to the point where you never knew what would happen next.

5 – Positive Space: The game maintains the Paper aesthetic for positive space.  Also, Rogueport, which is a grimy, run-down location, is contrasted by the Door itself, which is magical and mystical in comparison. The Crystal Stars feel like they come from a different world…

6 – Good Shape: The game employs a similar mechanic like PM64 with Zess T. making new dishes out of items you find.  But MOST OF ALL, the game introduces the ability for YOU TO CHANGE.  The game employs the aesthetic of the game (paper), enabling you to be able to turn into paper things like planes and tubes and boats to get through puzzle blocks, but this also makes a good shape and calls back to traditional Mario games of you being able to change size and shape (upon obtaining new suits) to be able to do new things.

7 – Local Symmetries: Let’s be honest, for someone having played the original PM64, it is enjoyable to see symmetries across-game to make you think when and how it will break them (i.e. TTYD’s Chapter 1 environment mimics PM64’s, as do the first two partners you meet in the game).  This makes it a good sequel, as there are thematic callbacks to the original, even if you rarely see characters from the original.

Chapter 1 of TTYD (right) mirrors Chapter 1 of PM64 (left)

But the game also has symmetries (more actually) between enemies, items, badges, etc.  There is a literal challenge of tattling on lots of enemies to put them in your Tattle Log, and then you get to literally see the symmetries between the enemies you fought.  Same goes for the desire to cook more and more dishes to see them appear in your Recipe book.  As you unlock more and more, it becomes more satisfying as you approach a feeling of completeness.

There are also symmetries across character (i.e. the Chapter 1 boss Hooktail turns out to be one of three siblings, just like the mini-boss Shadow Sirens), which, cleverly, connect to the greater story this time (see further below).

8 – Deep Interlock: The game maintains the in-chapter mysteries of things you find at the beginning becoming important later similar to PM64.

But this time, characters who appear early on end up being revealed later as being more important and NOT just stand-alone unlike in the original PM64. Let’s see:

      • Chapter 1: In addition to Ms. Mowz (who later becomes an optional party member) being introduced, Hooktail is the chapter boss, who is later revealed to be one of three dragons in the Shadow Queen’s employ.
      • Chapter 2: The Shadow Sirens are introduced and return multiple times later on in the story.  Also, the X-Nauts and Lord Crump (and by extension Magnus von Grapple) are formally introduced as enemies, and return later in Chapters 5 and 7.
      • Chapter 3: The chapter boss, Grubba, is using the Crystal Star’s power for evil, but doesn’t return after he is defeated (see below).
      • Chapter 4: The ghostly boss, Doopliss, returns later as a villain again in Chapter 8, and is also is a catalyst for Vivian’s arc, who formally rejects her Shadow Siren sisters to join you in your quest.
      • Chapter 5: The pirate boss Cortez is used as a decoy villain in order to reintroduce Crump as a true villain.  Cortez later becomes your friend to ferry you back and forth from Keelhaul Key and Rogueport.
      • Chapter 6: The perpetrator in the mystery onboard the Excess Express turns out to be Doopliss in disguise, and later the Shadow Sirens re-appear in this chapter, dangerously close to beating you to the Crystal Star’s location.
      • Chapter 7: You return to the location where Peach was being held, fight Crump for the last time, and finally meet TEC, the computer that has been helping Peach all game.
      • Chapter 8: This final chapter has a lot of payoffs.  You fight Gloomtail, one of Hooktail’s siblings, then the Shadow Sirens and Doopliss again.  Then you finally meet Grodus, who is the leader of the X-Nauts and the main villain up until this point.  Then Bowser crashes the party and it is teased that maybe he could be the final villain, just like PM64, even though he has been one step behind you the entire game, but he is defeated.  Then, the mystery is completed as the Shadow Queen is awakened and you are forced to fight to the sake of the world.  Plot twist: the Shadow Siren Beldam is turns out to be the one who engineered the entire plot to be in motion by baiting Peach to find the Map.

And what’s more, a larger mystery can be slowly unraveled to see how and why these events are important (i.e. what is going to happen to Peach, why do the X-Nauts have her, etc.).  Most of this information is unraveled during the Peach interludes.

9 – Contrast: Contrast in-world starts off with different aesthetics but then shifts to being more about the type of place you are in vs. the color of it.  You can still see contrast in people like in original PM64, but in TTYD it goes more beyond aesthetics.  The denizens of PM64 are often similar, all average-Joe characters going through life, just they are different species.  In TTYD, however, there are entirely different life-moods in these NPCs!!

Take the Twilight Town people that are dour just because that’s where they live, or the machismo types you meet in the Glitz Pit, or the Poshley Heights people that are visibly snobby.

Comedic dialogue is employed in this game just like the original, which endears you to the characters. But the subject matter on the broad scale is inherently more serious, so this contrast becomes more vivid.

10 – Graded Variation – You definitely feel like things are changing overtime, particularly in terms of TEC’s growing love for Peach, and in certain characters.  Compared to PM64, there is less graded changes amongst the expanded world, but the characters that do change and evolve do so even more deeply than those in the original (more on this in the next few sections).

11 – Roughness – This is where TTYD arguably shines the most. Firstly, Rogueport feels even more personable than Toad Town (in a way) because everyone is a rugged type and oftentimes angry at the world.  This is something that’s rare in a Mario game – realism!

For example, Zess T. cooks for you, but unlike Tayce T. from PM64 who is uber-sweet, Zess T. calls you names and insults you.  Initially, you’re like “whoa, Mario characters aren’t supposed to be this way!”

There are characters in Rogueport who literally complain about not being able to find work. And through the Trouble Center, these characters will place requests that you can help them with.  Through this, you can learn more about them (and there is incentive because you gets coins and other goodies for doing so).

And then – of course – there is the party.  Every party member (or at least most of them) not only has a unique aesthetic but a unique personality that changes.  PM64 was very much about putting aesthetic twists on old enemies.  TTYD does this somewhat too (i.e. Goombella, Ms. Mowz, Yoshi), but each party member HAS a unique backstory or personality.

For example, whereas Kooper in original PM64 is your standard Mario superfan, Koops in TTYD is a scared, fragile individual that needs to overcome his fears, save his dad, and become worthy of his girlfriend, Koopie Koo.  See the table below for more comparisons of the partners in TTYD vs. their closest counterparts in the original PM64.

Some TTYD party members are direct mirrors to their original party members’ abilities and species.  But when compared more in terms of personality, TTYD has the deeper roster.  It is telling that the only partner that has no direct mirror in TTYD is the original’s Parakarry, whom is your most direct link to the NPCs in that game.  This illustrates how the original placed more of a focus on an expanded world with more NPCs to connect to you, whereas TTYD places more of a focus on deeper characterization.

Now, on to the the villains: Bowser’s menace is sacrificed for the sake of comedy.  I personally prefer the more menacing version of Bowser from the original, because he was still funny sometimes, like with his diary about Peach, but because he wins the game’s open fight, he’s still menacing, whereas in this one, he’s more or less a joke.  Yet, it works for this game because Bowser’s plotline (him being one step behind you the whole time) reinforces the dialogue and the tone.

Regarding the story’s real villains, Grodus is your standard villain who wants to conquer the lands and wants power for the sake of power (but he’s not Bowser so it’s initially intriguing on a meta-scale).  Grodus has far more in common with the main villain from Super Mario RPG, Smithy, as the leader of a mechanized army from another world invading Mario’s world, wrecking havoc on its denizens, and wanting to collect star-shaped MacGuffins to further his plans.  However, whereas Smithy’s malice stops there, Grodus has additional depth because you see more of him over the course of the game, and his plans are meant to awaken an even worse villain.

You see how manipulative and cruel Grodus is, and how he enjoys causing pain to his minions.  So Grodus is already built up as a truly evil person.  It is thus a genuine twist that Grodus isn’t the final villain (as the encounter at his lair, where Peach was being held, is in Chapter 7).  The Shadow Queen is the main villain. And she kills Grodus before the final battle.  The fact that Grodus, whom we recognize as evil, is dispatched of so quickly foretells the true power of the Shadow Queen.

Even though the villains aren’t especially dynamic (they do not have a ton of hidden depth), they are memorable for their cruelty, their affects on the world, and the central mystery that surrounds them, particularly the Shadow Queen.

Additionally, talking about Roughness, take TEC, the computer at the X-Naut base, who gets a full-blown, full-game character arc as he falls in love with Peach. It’s an archetypal one (the computer who is “bad” learns how to love), but the actual fact of seeing a full-game character arc in a Mario game is very unique.

Plus, he DIES. Grodus shuts him down before Chapter 7, and you genuinely feel it, especially with Peach horrified at her friend being terminated. At this point, you’ve come to love this computer.  He holds on long enough to speak to Mario at the end of the following chapter, but then seemingly dies.

Note: In the denoument, it is revealed that Grodus and TEC actually lived, which is a shame as it undoes a lot of this darkness.  The denoument is one of the few true flaws of TTYD, but more on that later.

Lastly, in terms of Roughness, each of these characters begin to reinforce an aspect of MARIO’s personality. I’ll get to this more, but Mario doesn’t really have a personality. However, over the course of the game, different characters (even ordinary NPCs like Chapter 3’s KP Koopa, “King K”) begin to acknowledge Mario as this “strong, silent type” almost as if Nintendo was aware of how devoid of a personality Mario has and turned it into a running gag.

The fact that Mario is given multiple nicknames (such as Marty-o, The Great Gonzales, even “Luigi”) showcase how he can be anyone.  But this is most showcased through many of his partners:

  • Goombella: She appreciates you for helping her (and you see your abilities as a hero reinforced on a smaller scale, outside of grand Peach-rescuing)
  • Koops: He acknowledges that you give him courage
  • Flurrie: She flirts with you… a lot
  • Yoshi: You hatched him and named him, and he’s the one most like to “bro” out with you.
  • Vivian: She literally switches sides because you’re kind to her.   She is the partner that comes to the closest to actually truly loving Mario (and done for real, outside of standard Peach-rescuing, which grounds you, the player, into it)
  • Bobbery: He has less of a personal connection to you, but you’re aware that you helped bring him back from the brink.
  • Ms. Mowz: Flirts with you and appears a lot before joining the party, but it’s more one-note than the others and less grounded.  (NOTE: If Goombella shows friend love, Flurrie shows physical love, and Vivian shows emotional love connected to Mario, Ms. Mowz is like an amalgam of all of them that is not as specific and not as connected.  However, though, she is an extra, optional party member, so therefore it is likely the game was designed so that these personality connections wouldn’t be sacrificed if you didn’t find her as a party member.)

12 – Echoes: TTYD shines here as well. Party members echo their environment less because, taken as a whole, TTYD is less about its overworld and more about the narrative, so characters and mechanics echo the narrative more than the original.

The original has the stronger beginning, no question, but TTYD builds upon the central mystery more and more overtime. If the original is about finding hope and belief again, the sequel is the journey to ward off darkness.

Everywhere you go, characters you encounter are often broken, injured, or fragile people and through actions find their way back to life. Like the original, this is a simple theme, but it is reinforced over and over.

For the case of TEC or Vivian, they are “Bad” characters who find redemption.

Bobbery is on the brink (presumably of suicide, which is unheard of in a Mario game), but learns to live again through his “one last adventure” with Mario.

Additionally, I mentioned above that Chapter 3 doesn’t introduce a character that “returns” to impact the central mystery, but it actually does – thematically.

The Crystal Stars represent power, and the ability to do great things, but up until this point, we’ve only seen them either, well, lost in Hooktail’s stomach or used to power machinery. Through Macho Grubba, we learn how the Crystal Stars can CORRUPT a person’s mind and lead them directly to doing evil things (there is a subplot in Chapter 3 where the villain, later revealed to be Grubba, is literally sucking the power (i.e. life) out of retired fighters, including King K, who is your friend). So, thematically, Chapter 3 echoes the central theme of what happens if darkness wins.

Then, in Chapter 4, this question of warding of darkness is directly put into the physical realm when the main villain STEALS your body and turns you into a shadow that you have to fight out of by learning the name of your tormentor.

Of course, even in this state, simply doing something nice for Vivian allows her to see your good heart and then she agrees to help you.  Again, this reinforces the theme that the “inner light” (which both Vivian and, obviously you, have) is more important than the outside.

This is also “reinforced by mechanics,” as losing your partners and being alone FEELS alone because your abilities are stripped.

There are echoes of darkness all throughout the game. Enemies have dark echoes of them, often found in the Pit of 100 Trials, which gets darker and darker the deeper you go (AND HARDER, which again is an example of the game mechanics reinforcing the theme).  This is then tied into the main plot when it is revealed that, 1000 years ago, the Shadow Queen threw her prisoners or enemies into the Pit.

Example: Gloomtail and Bonetail (right) are dark echoes of Hooktail (left)

And what does the central mystery turn out to be? Grodus captured Peach in order to use her as a vessel for the Shadow Queen to embody. So, Peach, who is described in the very first scene of the story as the one “most pure of heart” and the one who enabled a computer to find love, is going to be used as a vessel for darkness that you have to save.

So, at the end, you’re indeed fighting for the fate of light in the world (literally; at this point the sky gets covered in darkness), but also metaphorically by fighting to save Peach.

So, like the original, the game is SMARTLY using Peach as an echo for the theme, which is one of my favorite aspects of these games. In the original, her absence is felt by all of her subjects and you have to restore that balance. In TTYD, she is meant to be “light” incarnate. So, in both games, you’re not saving the damsel in distress, you are saving the IDEAL of the theme.

And because the characters are inherently rougher, there is much more of a tension of finding light within them. So, at the end, when the characters need to give Mario their support during his final fight against the Shadow Queen and do so by calling out through the Crystal Stars, you feel it. Like, “Hey, if these inherently grouchy/pompous/rough characters have found belief in this cause, then so can I.”

And who is the last one to give you support that breaks the Shadow Queen’s defenses, if ever briefly? Peach, of course.

It’s an age-old story: light vs. dark. But the mechanics and narrative are reinforcing it at every turn.

Oh, yeah. And the music… is… amazing.  Each track reinforces its environment wonderfully, be it the fighting style of the Glitz Pit or the moodiness of Twilight Town.  The music can range from melancholic, like the track Sadness and Happiness that plays during a handful of emotional moments like Bobbery’s backstory, to incredibly dark, like the Shadow Queen’s theme and battle music, to climactically uplifting.

13 – The Void: Unlike the original PM64, the game doesn’t have the luxury of having the loss of Peach’s Castle serve as a literal void. The game surely employs the boss-battle- in-a-big-room strategy (one of the plot points in Chapter 3 is to “never go to the Glitz Pit when no one is around,” reinforcing this notion).  The Void is more thematic in terms of darkness.

I think the best use of The Void in this game is the entryway to the Thousand-Year Door itself. The room is spacious, larger than any other you’ve encountered so far, and it feels intimidating. Then, when the Door finally opens before Chapter 8, a giant void opens that you have to walk through. This scene connects everything: The Void = The Thousand-Year Door = The title of the game = darkness that you have to enter in order to save Peach = your challenge, mechanically, to fight on the side of light = the theme.

14 – Inner Calm: Just like the original, there is emergent complexity in the gameplay as you unlock new party members, hammers/boots, badges, paper abilities, etc., which gives you more stuff to do. But, unlike the original, there is inherent narrative emergent complexity, which builds as well.

You don’t learn that the Door houses a thousand-year-old demon until well around the 1/3 point of the game. You don’t learn about the X-Nauts as a race until Chapter 2. You don’t learn about Grodus having nefarious plans for Peach until the 2/3 point of the game, after Chapter 6.

Additionally, there is a Rogueport denizen, Grifty, at the top of a roof on the eastern side of town that, for a price, will tell you information about the backstory of Rogueport, the Thousand-Year Door, the Crystal Stars, and the Shadow Queen. As the game progresses, more and more tidbits become available to learn about. This is a nice bonus feature for the sake of emergent narrative complexity.

15 – Not-Separateness: It can be argued that the physical world of TTYD is more separate and bounded than in PM64, as each chapter you get to is from either a pipe or a far-away piece of transportation like a blimp, train, or ship (as opposed to just walking to it).  But thematically, everything is more interconnected by the themes.  Again, mechanically, this is also reinforced in Chapter 4 when your party is stolen from you, and you then lose some of your abilities and your aesthetic body.  Darkness winning = you losing things.

So, that is TTYD.

Admittedly, the overworld is stronger in original PM (related to carrying letters and more sidequests littered across the world, with more directions to move in, less backtracking, and a wider gameplay space).  Peach also has more to do and Bowser is much more threatening in PM64.  But the narrative is stronger in TTYD.

Basically, TTYD takes Mario characters + Mario structure + RPG Mario mechanics and builds on it.

I posit, and remain steadfast in my belief to this day, that TTYD is the greatest Mario story ever told, which builds off of its IP’s rich history, combines it with iconic archetypes of light vs. dark, and reinforces all of it through its mechanics and characters.

Challengers to Paper Mario: The Thousand-Year Door

What about other Mario games?  I just recently played the most recent Mario title, Super Mario Odyssey, for the first time, and its narrative is not nearly as strong as TTYD’s, but other Mario games and other Mario RPGs have come close. Let’s go through a few of them:

NOTE: For this section, I am not using A Nature of Order as direct criteria.  I am touching more on cohesion of themes, characterizations, plots, and depth in the following games.  These reviews, for this post’s sake, will be brief.  For an expanded exploration on these additional Mario games, please read here.

Super Paper Mario (Nintendo Wii, 2007): This is the most obvious counter-example. Because, on a pure story and plot basis, the main narrative is arguably more powerful than TTYD’s.

The story is about a LITERAL VOID (called the Void) that is opened up by the game’s main villain, Count Bleck, that threatens to destroy all universes and you have to collect all of the Pure Hearts in order to counter the Chaos Heart, which is powering the Void, and thus save all worlds (playing as Mario, Peach, Bowser, and Luigi).  At one point we actually see a world destroyed by the Void and reduced to nothingness, which might be the darkest  moment of the entire Mario canon.

You eventually find out that Count Bleck is a broken soul, who turned to hate when his girlfriend Timpani was erased from his world; and that your Pixl partner Tippi is actually Timpani in a different form.

Finally reunited at the end, Count Bleck (whose real name is Blumiere) and his true love unite, destroy the Void, and save the universe. They presumably die, but the ending shot of the game is of the two of them off somewhere in the distance, suggesting that maybe they got their happy-ever-after after all.

It is a beautiful story.  It employs the tried-and-true Mario structure of chapters and collecting valuable objects, and employs light vs. dark again to great effect.

And the mechanics betray it.

The game tried to be a platformer and an RPG at the same time, and it just… honestly doesn’t work.

Some of the niche moments of switching from 2D to 3D to unlock puzzles is mildly entertaining, but the platformer aspect dilutes a lot of narrative momentum.  Especially when a handful of later boss fights, even the final boss, end up being beaten very easily after a lot of buildup.

The Paper Mario series often gets flack for a somewhat minimal difficulty curve, but at least some of the later chapters in the earlier games take strategy and time.

So, yeah – Super has a great main plot, great villain in Count Bleck, great twists, and great arcs for characters such as Luigi or Dimentio. But the rest of the game fails to support these elements.

NOTE: I have since replayed Super Paper Mario and, upon further review, felt that it was worthy of a deeper analysis, so I have constructed two new posts reviewing the game.  The first post applies A Nature of Order to SPM, exploring its thematic depth and complications.  The second post explores SPM as the culminating entry of the Paper Mario trilogyand serves as a retrospective on the series as a whole.

Mario + Luigi Series (GBA/DS/3DS, 2003-15): I enjoy this series very much.  I am combining them here into one category to save some space, and also because these games, especially the first three, are similarly structured, with Mario and Luigi partnering together to explore an open world.

Mario has more of a personality (that of a somewhat annoyed, frustrated individual that keeps having to be the one to save everything and everyone, including his brother) and Luigi’s rich personality is always a wonderful addition to the narrative.

The main plots of these games are very intricate.  You often see the effects of the villains’ plans on the world, and the games in this series mix up the narrative arguably even more than the Paper Mario games do.  Although each game typically involves the collection of star-shaped MacGuffins, this collection process is not chapter-based, and you often get sent around an open world on more nuanced missions.

However, while this makes these games interesting from a plot perspective, it actually makes them feel less like “Mario” games.  Remember, the original structure going all the way back to the original platformers employs direct chapter boundaries.  Whereas the Paper Mario series expands creatively within this structure (and also employs Strong Center “hubs” like the 3D Mario games do), the Mario + Luigi series more or less breaks this structure.  Characters that are somewhat ridiculous further this notion.

Again, I enjoy these games very much, mainly because Mario & Luigi probably have the MOST personality in them compared to any of the other games. And the plots are intricate enough to satiate. But somehow the world around our protagonists and plots feel less developed, and, well, less “Mario.”

Super Mario RPG (SNES, 1996): Regardless of its successes and flaws, I give this game a lot of credit.  It was Nintendo’s first Mario RPG, and its success directly led to the Paper Mario series as well as the Mario + Luigi series.  Without this game, the rest would not be possible, and the game is extremely ambitious to boot.

The plot, involving you needing to collect seven star pieces to restore the Star Road, which was destroyed when a sentient sword crashed into Bowser’s Keep, is very intricate and emergently complex.  You also get to play as Bowser and Peach, as well as two original characters – Mallow and Geno.

You can see the aspects that the rest of the Mario RPGs draw on – Mallow and Geno very much represent the “original characters” from the story world who get drawn into Mario’s party due to their own missions and then help in saving the world, a precursor to the Paper Mario party members.

Also, SMRPG has the overarching plot of collecting seven star-shaped MacGuffins in order to restore a magical artifact and prevent chaos, which every Paper Mario employs in some form afterward.

But overall, there are a lot of plots in SMRPG that need to be resolved (from the mission to restore the Star Road, to stopping Smithy, to saving Bowser’s Keep, to finding Mallow’s parents, etc.).  And there is a lot of chaos to how some of them are drawn out.  These plots are less unified compared to the Paper Marios.

Almost all of the elements that Nintendo would deepen in later games are present in SMRPG, and the game feels as such – the game has so much in it, it is bursting at the seams.  The gameplay and battle system are fantastic (which Nintendo would expand on with the Mario + Luigi games), arguably the most challenging of the series right from the start.  The A plot is complex with a handful of nice subversions, but the characters are not as deep as later installments.  SMRPG can sometimes be all over the place.

And it’s hard to fault it.  We’re talking about a game that precedes all other Mario RPGs, and it tried a lot of ambitious, nuanced, challenging gameplay and story elements that still hold up all these years later.  In a way, SMRPG had to run so PM64 could walk, so that then TTYD could jog in balance.

Super Mario Galaxy (Nintendo Wii, 2007): For me, this game comes to closest, narratively speaking, to the thematic depth of the original two Paper Marios. Firstly, it employs a mechanic that, at its time, was wholly original: planet-hopping and using gravity in nifty ways.

Bowser, like in the original Paper Mario, feels menacing. Like in Paper Mario, he lifts Peach’s Castle from the sky and disappears into space, leaving (you guessed it) a thematic void that you have to go and save.

And the theme – that of the cosmos themselves being in danger – is reinforced by Rosalina. If Count Bleck is the richest Mario villain put to the screen, Rosalina is maybe the richest supporting Mario character put to screen, and especially the richest female supporting character.

In slow, emergent side-readings, you learn how Rosalina became connected to the cosmos and the Lumas, for whom she now cares for. She comes to represent a “Mother of all the Cosmos” type of character – basically, she cares for space itself. And, from the very beginning, she has been kind to you in your own journey.

So, yes, you need to rescue Peach because you need to rescue Peach. And you need to save the world because, well, it’s a Mario game. But additionally, you’re also doing it for Rosalina. The story becomes as much about repaying her kindness with your own heroism.

Also, I’ll be honest: it is refreshing to see a female Mario character used in an elegant way – a woman who represents knowledge, love, wisdom, and knowledge without a HINT of romantic overtones. She represents love on a grander, much more powerful level that in some ways is hard to put to words. But you feel it when you play the game.

The story in Galaxy is not back-and-forth like TTYD is, but, like the original Paper Mario, it employs a simple story structure at the beginning that is reinforced by original mechanics and powerful music. And the game has one supporting character that transcends everything else.

Super Mario Odyssey (Nintendo Switch, 2017): The last game on this list I am including due to it being the most recent mainstream Mario game.  Upon playing it, the game reminded me of PM64 at first.  Like PM64, Odyssey has your favourite “Mario” worlds but with some twists thrown in.  A grass land, desert land, water land, forest land, and ice land are all present, but then there is a food land… and a metropolitan land too!

Also, like the Paper Marios, each chapter has a world or town that has been overrun with Bowser’s minions and you need to defeat these bad guys to restore order to the town.  The towns don’t necessarily build on each other, but tell interesting mini-stories in and of themselves.

But unlike PM64, which focuses a lot of its attention on its worldbuilt characters and repairing what Bowser broke, Odyssey, by contrast, is a chase story – a story in which you are trying to prevent the horrible event from occurring.

Overall, the worlds feel less significant to the main plot.  Again, Odyssey is a chase story at heart.  Because the fear of being too far behind Bowser is too great, it’s like “okay, that’s great, NPCs, but I have to chase Bowser.”

The Metro Kingdom is an exception because you feel connected to wanting to help Mayor Pauline in particular, and Odyssey would have worked well if the worlds that follow the Metro Kingdom had NPCs as strong as her, but they do not.  After the Metro Kingdom, the NPCs are fairly nameless, just like they were before the Metro Kingdom.  However, in the first half pre-Metro Kingdom, you are hooked by the tension of the chase.  By the second half, this momentum feels stalled.

If the back half of the narrative had given you more named NPCs to feel pain with as a result of Bowser’s actions, then the first half would be the chase movie that you lose, and then the second half, now that you’re well behind Bowser, would be all about feeling the effects of his actions on the worlds.

But again, Odyssey is not focused on a worldbuilt theme like PM64 is.  So, when the momentum of the chase stalls, there is less of a narrative to lean on.

Now, the gameplay is excellent, if not perfect.  Odyssey might be the most mechanically sound game I’ve ever played, and the nuances of the different enemies you play as are fantastic.  The worlds are vibrant, the pace is very brisk, and, even with these narrative criticisms, it was a very rewarding gameplay experience.

But story-wise, it is not in the same ballpark as the other games mentioned here.

Lastly, in mentioning the last two elephants in the room, Sticker Star and Color Splash, I’m not even going to talk that much about them, because enough people have. Nintendo sacrificed its story completely in these games in favor of gimmicks that actually harm the traditional mechanics. I still retain hope that a Paper Mario 3 will eventually come into the world that actually honors its predecessors, though with the direction Nintendo is moving in (favoring more “fun” party games or reboots with twists on them, instead of more mature content), I also have my doubts that this will ever come to pass.  Until then, we always have TTYD.

Flaws in My Perfect Narrative

Returning back to TTYD after these detours to other Mario games, there is one more question: is TTYD perfect? And the answer is, well, no. Even my favorite game has flaws in its narrative, most noticeably in Mario as a protagonist.

If TTYD is the best a Mario story gets, what are its flaws?

Well, firstly, I pointed that the story’s denouement tries to undo a lot of the story’s darker moments in favor of a “happy” ending.  Vivian returns to be with her sisters who are magically nice to her now, which honestly is not a good message to be sending out to people who might identify with Vivian.  Grodus and Crump somehow survive being disintegrated and launched into space, respectively, diluting the power of their presumed deaths.  And TEC, who has a sad, believable on-screen death, is revealed to still be functional without much explanation.

I forgive these last moments because they are in the denouement and don’t affect the larger story or the mechanics, but I wish the story had maintained its darker yet empathetic overtones 100% to the end.

But even more so, Mario still doesn’t change.  There is no Hero’s Journey.  The people who go through the journeys are the party members, or certain NPCs like TEC.  Thinking about both SPM and Galaxy, it is Count Bleck and Rosalina, respectively, that have the character arcs that ground the narrative.

Mario can be anyone, which allows you to feel like you are him, but he himself has no real issues or anything to overcome.  There is no wound that creates a lie that Mario believes, which then must be overcome in order for him to achieve peace.

There are tons of iconic archetypes Nintendo could draw on if it wanted to give Mario, and, by extension, you, a true journey.  There are different kinds of heroes, from Classic to Iconic and so on.

Compared to Luigi, who at least changes somewhat in his games like Luigi’s Mansion (i.e. growing some courage), Mario doesn’t.

As stated earlier, TTYD tries at least a bit to draw attention to this.  In TTYD, the party members are down-and-out characters that we all can relate to. These partners (and other characters like King K) highlight different aspects of Mario’s personality that he can’t express (like certain aspects of real love or of a “protector” type).

Yet, this is also arguably a problem. Mario is defined A LOT by love interests (heck, the core plotline of the entire series is rescuing Peach, even though in some games she gets more of a sneaky and developed personality), and ALL of the four women in TTYD have romantic overtones with Mario, which is a bit of a limited perspective.

In PM64, the female partners are less pseudo-love interests than in TTYD, yet they’re also less developed, and yet they are STILL often defined by love interests.  Bombette has an ongoing not-relationship with fellow Bob-omb Bruce, and Lady Bow has her trusty Boo butler, Bootler, who’ll do anything for her.

Anyway, the Mario series can learn from having female characters like Rosalina who are not defined by romance and have their own personalities and feminine strength independent of romance.

These are issues rooted in the Mario structure, so they’re not going to change overnight. There has yet to be a Mario game that employs all of these attributes to perfection.  TTYD may have the series’ best beat-by-beat interconnected thematic narrative, but Super Paper Mario has the series’ best villain. Galaxy has the series’ best female character. The Mario + Luigi series showcases Mario and Luigi at their most personable. Maybe one day, Nintendo will make a new game (perhaps a true Paper Mario 3, perhaps not) that gets everything right.

Is TTYD perfect?  Naw, it isn’t.  But right now and for the foreseeable future, when it comes to Mario, it’s the best we got.  I for one have replayed it at least six times, and will continue to do so.  Thanks for reading, and, if you have, thanks for playing!

[1] Jesse Schell, The Nature of Order in Game Narrative, GDC 2018, https://www.gdcvault.com/play/1025006/The-Nature-of-Order-in

The Rest of My Mario Narrative Series

Challengers to Paper Mario: The Thousand-Year Door (Expanded)

Deep Analysis of Super Paper Mario: A Nature of Order Applied to a Complicated Narrative

In Defense of Super Paper Mario within a Series Context: An Underrated Narrative Masterpiece That Could Have Been the Greatest of Them All

Paper Mario: The Origami King – Give it a Chance to Make an Impact

Additional Analysis

Paper Mario Design Analysis and Retrospective – Super, https://www.youtube.com/watch?v=i6L3d9GLzzI

The 5 Best Aspects of Paper Mario 64 – Snoman Gaming, https://www.youtube.com/watch?v=2KHolbrhpKI&t=3s

Paper Mario | Red Review – The Red Guy, https://www.youtube.com/watch?v=xqwg2J7kzN8

Good Game Design – What Makes a Great Sequel ? (Paper Mario TTYD) – Snoman Gaming, https://www.youtube.com/watch?v=cPvEGVL0ouI

Paper Mario The Thousand Year Door | Red Review – The Red Guy, https://www.youtube.com/watch?v=-VkfRPFoj4Y&t=3263s

Core Systems Analysis of Paper Mario TTYD – Tyler Grendel, Gamasutra, https://www.gamasutra.com/blogs/TylerGrendel/20200506/362403/Core_Systems_Analysis_of_Paper_Mario_TTYD.php

The Super Mario Franchise Offers Up a JRPG for the Ages with Paper Mario: The Thousand Year Door – Collin Henderson, https://25yearslatersite.com/2020/03/18/the-super-mario-franchise-offers-up-a-jrpg-for-the-ages-with-paper-mario-the-thousand-year-door/