
Super Paper Mario flawed but still very fun
3 of 7 people found this review helpful.
Super Paper Mario (SPM) for the Wii represents a complete reworking of the Paper Mario series. These games have historically been turn-based RPGs with light action elements, but SPM flips this around. The game plays closer to the excellent 2D Mario platformers of old, but with light RPG elements from the Paper Mario series intact. You have hit points, an item inventory, and you level-up as you gain experience. There are eight unique worlds that you’ll visit, each divided into four sections with a boss at the end of each final section, but there’s also a hub world where you’ll find shops, inns and people to talk to. And talk to. And talk to.
One minor irritation with the game is that it has a very bloated script. Young players who can’t read will have problems with SPM. The writing is whimsical and amusing, sometimes even chuckle-inducing, but it’d be considered wordy even for an RPG. This game would have benefited from someone hacking the script down to half its current length.
The single biggest innovation SPM brings to the table is the ability to swap the 2D game into a fun but limited 3D mode in which you get a timed life bar. If it runs out, you lose a hit point. Swapping back to 2D recharges the bar. The look in the 3D world is surprisingly sparse and the camera angle is limiting. You’ll use this mode to find hidden passages and switches, and to sidestep enemies. The downside is that sometimes you have to fight enemies in 3D, and it can be difficult to line up your character to attack.
There’s a lot of puzzle solving, so much so that I don’t know if it’s fair to classify SPM as a true platformer. When you think of the original Super Mario games, there’s an emphasis on discovery, but also on speed. In SPM, there are areas you can breeze through like you’re playing one of those old-school games, but you’re mostly going to want to slow down and flip to 3D on a fairly regular basis so you can make sure you aren’t missing any 3D secrets. This is fun, but the pacing is different than those classic 2D games.
SPM was originally created for the GameCube, and it shows. Graphics are sharp and stylized, but there’s nothing the GameCube couldn’t have handled. Limited Wii controls have been implemented (shaking the controller to gain extra experience points, pointing at the screen to investigate things), but for this limited gain in functionality, you’re losing a big advantage of the GameCube controller. Throughout the game, you’re joined by other playable characters and you also find little creatures called Pixls that give you added abilities (there’s a Pixl that lets you bomb things, for example). On the GameCube controller, you could have mapped these two sets of characters to the two shoulder buttons for instantaneous swapping. As it is, with the limited buttons on the Wii remote, you’ll have to go into a menu every time you want to swap. This works, but it gets tiresome. You’ll be wishing the Wii remote had two extra buttons.
SPM isn’t perfect, but despite some minor flaws, the game is still a lot of fun. In fact, I’d go so far as to say that SPM joins the ranks of early Wii games worth the asking price, and right now, that’s a very short list. SPM will take around 20 hours to get through, more if you’re a collector and/or if you want to come back after the ending and track down some optional side quests. If you go in expecting a fun but slightly-flawed game, you should enjoy SPM. At its core, it's still a Mario game.
Rated 8.5/10
Review ID: 10000000003433471

Thank you for voting. If your vote meets our
guidelines, it will be posted within 24 hours.
You cannot vote on the helpfulness of a review you wrote.
Your request cannot be processed at this time. Please try again later.