Super Paper Mario Preview: Chapter 1: The Adventure Unfolds
We run with pixls on the Wii in the upcoming platformer role-playing game starring the world's most versatile plumber.
Our appetites were whetted a few weeks ago when Nintendo showed off a playable version of Super Paper Mario at its booth at the Game Developers Conference. The upcoming platformer role-playing game hybrid is the latest entry in the unique branch of the Mario family tree that began on the Super Nintendo Entertainment System with the classic Super Mario RPG. In the ensuing years, Nintendo has gotten an impressive amount of mileage out of the notion of a Mario RPG and has created awesome games, such as Mario & Luigi on the Game Boy Advance and DS and Paper Mario on the Nintendo 64 and GameCube, that have evolved the concept in new and interesting ways. Super Paper Mario, a GameCube game that has now slid over to the Wii, takes the formula in a funky new direction that blends key elements from the famed Italian plumber's platforming roots with some RPG touches. Since our GDC experience we've gotten hold of a near-final version of the game and have been able to sink our teeth into the promising title. Now, given the thin nature of information on the game up until now, we'll be offering a look at the first four chapters of the game, starting with today's look at chapter one and continuing into next week.
The game begins with a lengthy cinematic that introduces some key events and characters. You'll be introduced to the Dark Prognosticus, an ancient book of prophecies that contains information on future events. While this may seem like a total free ride to success, the ominous introductory text notes that anyone who has possessed the book has never found happiness. Super Paper Mario is apparently the tale of its last owner. The game then drops you into Peach's point of view as she regains consciousness at her wedding...to Bowser. To make things weirder, the ceremony is being conducted by the mysterious Count Bleck, who has his crony, the Daria-like Nastasia, along.
The scene gets really crazy as Luigi, displaying more gumption than we've ever seen him show before, steps up to save Peach as she's being forced to agree to the marriage. If you've ever thought that a union between everyone's favorite princess and Bowser might lead to some kind of natural disaster, Super Paper Mario proves you right. Once the unlikely pair exchanges vows, weird mystical energies form a heart-shaped disturbance. In a stunning turn of events, Luigi appears to save the day (who knew he had it in him?) and disrupts the heart, which results in a flash of white. When the world normalizes, Bleck and Nastasia are chatting together, referring to the prophecies in the Dark Prognosticus, and then they disappear and the game fades to its title screen.
Starting a new game opens up more mysteries for you to ponder, as the opening scene finds Mario and Luigi hanging out and drinking coffee at Mario's pad. It's apparently a low-key day for the mostly heroic duo, and Luigi (of all people) is wishing for some action. They get exactly that after a frenzied Toad asks them for help. It seems Peach has been kidnapped. Given Peach's kidnapping history, the kidnapper's identity should be a no-brainer; however, when the duo assaults Bowser's castle, they find that the surly villain is only just about to launch a kidnapping attempt. So what happened? If you guessed Count Bleck, you're right. It seems the villain is going to use the mysterious Dark Prognosticus to destroy all worlds, and Peach and Bowser are the key. In the ensuing fracas, pandemonium breaks loose as Bleck kidnaps everyone except the unconscious Mario and heads out.
The dense story thins out to something manageable when Mario is roused by Tippi, a butterfly-type "pixl" who has been sent to find him. The fairylike creature takes the dazed plumber to meet Merlon in the town of Flipside. The elder believes that Mario is the hero described in the Light Prognosticus (you just knew there had to be one, right?). This is a good thing, because said hero is going to save creation from being destroyed by collecting mystical relics called "pure hearts." With that, the elder tosses Mario his first pure heart, a warp pipe that will return him to Flipside once he's left the town, and he sends the hero off to save the day, with Tippi in tow, which kicks off the game's first official chapter.
As we mentioned before, Super Paper Mario is a hybrid of RPG and platforming elements. The RPG influences can be seen in the framework for the adventure and in some of the gameplay mechanics. You'll have to collect the pure hearts, return to Flipside, and place them in a tower, which opens up more worlds to explore, which lets you collect more hearts. Along the way you'll go through towns with shops where you can purchase items. Towns will also include residents to interact with, some of which will be important to your progress.
From a mechanical standpoint, you'll get the RPG influence off of Mario's progression. You'll go up in levels by earning a high-enough score, the counter of which doubles as your experience meter, and you'll be able to "equip" new pixls, which yield new abilities. So far we've got Tippi and Thoreau along. Tippi offers tips as you play and also serves as an encyclopedia of the world around you, courtesy of the Wii Remote. If you turn your remote and point at enemies and objects onscreen, you'll get a flashlight effect that will highlight what you're pointing at. If your target flashes red, you can get information from Tippi on it. In some cases Tippi can also reveal hidden doors and platforms. Thoreau has a more active set of abilities and lets you pick up and throw enemies and objects. From the look of it you'll eventually collect enough pixls that you'll have to swap in those whose abilities you need. More subtle RPG touches include 256 collectible "catch cards" that have information on specific enemies and 96 recipe cards that let you have certain types of food made. Besides offering information on whatever critter is on it, the catch cards increase the amount of damage you do against the creatures once you find them. Finally, you'll have an inventory that lets you bring along assorted performance-enhancing items and important knickknacks you'll need on your trip, such as keys or spicy soup.
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- GameSpot Score 8.8 great
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- Release: Apr 9, 2007 »
- ESRB: Everyone
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