06-02-2007, 05:36 PM
Could someone shrink the images in the review for me?

Super Paper Mario
Publisher: Nintendo
Developer: Intelligent Systems
Genre: Action
ERSB Rating: E for Everyone
Super Paper Mario is a sequel to the two previous Paper Mario games on the N64 and GameCube. I was excited for this game long before it came out, because I was a huge fan of the original Paper Mario games. However, the term "Super" is very fitting as it definitely distinguishes itself from its predecessors. At first, I was little apprehensive of the new gameplay style, but I grew accustomed to it.
The two previous games feel under the genre of "RPG", whereas SPM combines elements of the RPG and the platformer to create a completely unique game, falling into a unique category. To do this typically would be an extreme challenge, but a major aspect of the game, flipping between the second and third dimension, presented it in a clever and fun way.
The old turn-based battle style, native to the RPG has been replaced with a traditional platformer real-time fighting system. This allows for more realistic combat, but sacrifices the wide variety of options that were in the previous games. A few rare instances do allow for a few rare Final Fantasy-esque fights.
With the real-time action, the game takes a faster pace than the originals. However, this is often interrupted by long spiels developing the plot. Many of the long dialouges shows the immense attention to detail in the game- some characters have a striking similarity to characters in pop culture. These are often annoying, but the desire to skip over them is overcome by the desire to know what's going on.
The plot develops as actual two seperate stories. The first revolves around an ancient prophesy, called the "Dark Prognosticus", now coming true. It began with a forceful marriage between Bowser and Princess Peach, and unless Mario and three other heroes can find eight Pure Hearts to fufill the "Light Prognosticus" the Chaos Heart will destroy the universe. The other story is a seemingly simple romance between two unseen characters, Blumiere and Timpani. It unfolds in text at the end of each level of the game, and becomes increasingly more complicated at the game progresses. A final twist at the end reveals the connection between each plot line- but I shouldn't spoil it.
In order to not stray from its roots, SPM keeps many elements of the RPG and Paper Mario. For example, the game still has items and health points. This, along with the same zaniness of the old games, gives it the feel of a Paper Mario game but does not come off as the "same ol', same ol'".
Many of the crazy characters in the game, along with the jokes making fun of pop culture today allow for more immersion in the game. I'm sure many readers of this review can relate to the forum-obsessed chamelon fanatic that provides for one of the most insane levels. The settings are very different from the usual backdrop of games today, and often hail back to the "Stone Age" of the NES- and in one instance, the Stone Age. These settings appeal to the hard-core gamer (because some of us are sick of WarioWare...).
One of the most prominent-and most essential-elements of the game is the "flipping" between 2-D and 3-D. This is one of the key items that makes this game so unique. It was very well developed, and there were very few problems caused. The technique allowed for otherwise impossible puzzles to be solved, by viewing things from a different perspective. It also revealed hidden doors, passageways, treasures, enemies, et al. The major downside to flipping was that only Mario was able to do it, so the other characters play time was cut short when flipping was needed.
The other three characters in the game each have their own abilities, but Mario's was by far used the most. The ability to choose between four different characters-Mario, Peach, Bowser, and Luigi-allowed for the game to "refresh" itself by switching to a different character. Although, each character is essentially the same because battle actions are controlled by Pixls.
Pixls are the game's creative way of introducing new moves or abilities. Except for the main Pixl, Tippi, only one Pixl can be out at a time. Each Pixl has a special power, like bombs or ground pounding, that the character in play is able to use when the Pixl is out. These special powers creates area for special puzzles, and backtracking to unlock new secrets. The main problem with Pixls is switching between them. It gets frustrating, and inspires a desire to have more Pixls accesible at once.
The controls of this game come as a relief after being drowned in Wii Sports-like games. The game was originally developed for the GameCube, but when transferred to the Wii the developers thankfully did not add tons of motion-sensitive gimmicks showing off the remote's capabilities. Instead, the need for motion is sprinkled throughout the game in a very good balance, and does not tire the player out. The platformer portion of the game controls vert well, but the RPG portion is less fun and less fluid without a joystick.
At first glance, SPM looks like a "kiddy" game, but underneath it's surface it is far too complex for little children. The bright colors through most people off, as they are in sharp contrast to the dark motifs in violent Resident Evil games. SPM did not try for realism, but is a much more aesthetic game, and is pleasurable to watch as you play (although I suggest you watch as you play any game). The backdrops in particular are lively and interesting- at least in 2-D. While in 3-D, the backgrounds turn to flat, dull images.
The sound effects in this game were extremely well done, and added a nice touch to the game. However, many of the level MIDIs were just "there". They didn't stand out, and just seemed to "do the job" and stop at status quo. The MIDIs, with only a few exceptions, were sub-par and could have been improved.
One of the major downsides to this game is that the main storyline feels extremely short. There are many extras to make up for this fact. With many of the long additional levels and side quests, there is much detail, but the main story seems rather short. The game still appeals to more "hardcore" gamers over the tech demos some call games, like Wii Play, as it is much more difficult.
This game is definitely one of the best released for the Wii right now. If you own a Wii, I strongly encourage buying this game and I promise you won't regret it. It will definitely supply longer playing time than most other games out there right now. Super Paper Mario gets 9.1 flips out of 10.
Images from IGN.com.

Super Paper Mario
Publisher: Nintendo
Developer: Intelligent Systems
Genre: Action
ERSB Rating: E for Everyone
Super Paper Mario is a sequel to the two previous Paper Mario games on the N64 and GameCube. I was excited for this game long before it came out, because I was a huge fan of the original Paper Mario games. However, the term "Super" is very fitting as it definitely distinguishes itself from its predecessors. At first, I was little apprehensive of the new gameplay style, but I grew accustomed to it.
The two previous games feel under the genre of "RPG", whereas SPM combines elements of the RPG and the platformer to create a completely unique game, falling into a unique category. To do this typically would be an extreme challenge, but a major aspect of the game, flipping between the second and third dimension, presented it in a clever and fun way.

Mandatory video game mine-cart ride.
The old turn-based battle style, native to the RPG has been replaced with a traditional platformer real-time fighting system. This allows for more realistic combat, but sacrifices the wide variety of options that were in the previous games. A few rare instances do allow for a few rare Final Fantasy-esque fights.
With the real-time action, the game takes a faster pace than the originals. However, this is often interrupted by long spiels developing the plot. Many of the long dialouges shows the immense attention to detail in the game- some characters have a striking similarity to characters in pop culture. These are often annoying, but the desire to skip over them is overcome by the desire to know what's going on.
The plot develops as actual two seperate stories. The first revolves around an ancient prophesy, called the "Dark Prognosticus", now coming true. It began with a forceful marriage between Bowser and Princess Peach, and unless Mario and three other heroes can find eight Pure Hearts to fufill the "Light Prognosticus" the Chaos Heart will destroy the universe. The other story is a seemingly simple romance between two unseen characters, Blumiere and Timpani. It unfolds in text at the end of each level of the game, and becomes increasingly more complicated at the game progresses. A final twist at the end reveals the connection between each plot line- but I shouldn't spoil it.
In order to not stray from its roots, SPM keeps many elements of the RPG and Paper Mario. For example, the game still has items and health points. This, along with the same zaniness of the old games, gives it the feel of a Paper Mario game but does not come off as the "same ol', same ol'".
Many of the crazy characters in the game, along with the jokes making fun of pop culture today allow for more immersion in the game. I'm sure many readers of this review can relate to the forum-obsessed chamelon fanatic that provides for one of the most insane levels. The settings are very different from the usual backdrop of games today, and often hail back to the "Stone Age" of the NES- and in one instance, the Stone Age. These settings appeal to the hard-core gamer (because some of us are sick of WarioWare...).
One of the most prominent-and most essential-elements of the game is the "flipping" between 2-D and 3-D. This is one of the key items that makes this game so unique. It was very well developed, and there were very few problems caused. The technique allowed for otherwise impossible puzzles to be solved, by viewing things from a different perspective. It also revealed hidden doors, passageways, treasures, enemies, et al. The major downside to flipping was that only Mario was able to do it, so the other characters play time was cut short when flipping was needed.

Just don't tell him his princess is in another castle.
The other three characters in the game each have their own abilities, but Mario's was by far used the most. The ability to choose between four different characters-Mario, Peach, Bowser, and Luigi-allowed for the game to "refresh" itself by switching to a different character. Although, each character is essentially the same because battle actions are controlled by Pixls.
Pixls are the game's creative way of introducing new moves or abilities. Except for the main Pixl, Tippi, only one Pixl can be out at a time. Each Pixl has a special power, like bombs or ground pounding, that the character in play is able to use when the Pixl is out. These special powers creates area for special puzzles, and backtracking to unlock new secrets. The main problem with Pixls is switching between them. It gets frustrating, and inspires a desire to have more Pixls accesible at once.
The controls of this game come as a relief after being drowned in Wii Sports-like games. The game was originally developed for the GameCube, but when transferred to the Wii the developers thankfully did not add tons of motion-sensitive gimmicks showing off the remote's capabilities. Instead, the need for motion is sprinkled throughout the game in a very good balance, and does not tire the player out. The platformer portion of the game controls vert well, but the RPG portion is less fun and less fluid without a joystick.

Some one should test that Blooper for Squid growth hormone.
At first glance, SPM looks like a "kiddy" game, but underneath it's surface it is far too complex for little children. The bright colors through most people off, as they are in sharp contrast to the dark motifs in violent Resident Evil games. SPM did not try for realism, but is a much more aesthetic game, and is pleasurable to watch as you play (although I suggest you watch as you play any game). The backdrops in particular are lively and interesting- at least in 2-D. While in 3-D, the backgrounds turn to flat, dull images.
The sound effects in this game were extremely well done, and added a nice touch to the game. However, many of the level MIDIs were just "there". They didn't stand out, and just seemed to "do the job" and stop at status quo. The MIDIs, with only a few exceptions, were sub-par and could have been improved.
One of the major downsides to this game is that the main storyline feels extremely short. There are many extras to make up for this fact. With many of the long additional levels and side quests, there is much detail, but the main story seems rather short. The game still appeals to more "hardcore" gamers over the tech demos some call games, like Wii Play, as it is much more difficult.
This game is definitely one of the best released for the Wii right now. If you own a Wii, I strongly encourage buying this game and I promise you won't regret it. It will definitely supply longer playing time than most other games out there right now. Super Paper Mario gets 9.1 flips out of 10.
Images from IGN.com.


Anyone know when it comes out in the Uk?