
Playing the original Paper Mario games after all the others was a mistake, I think. All the others build on it so much, but I appreciated its (from my perspective) back-to-basics approach. It’s also overflowing with charm.
First of all, N64 emulation on the Wii’s Virtual Console is not great. Since there’s no control options, you’re stuck with the unique tripod controller’s layout being mapped in unfamiliar ways. The biggest offender is the C-buttons being assigned to pushing a direction on the right stick. Not ideal, and this game uses them a lot. Apart from that the convenience of the system is appreciated, and on a technical level there are only a few issues; I’m sure opening the menu shouldn’t be so delayed, and there’s apparently some extra lag. But considering the cost of cartridges, it’s a great way to play it.
Having played the Gamecube’s Thousand Year Door, I was very familiar with the systems of the game, the structure, the style; the biggest changes for the sequel were in the settings you go to, with mere tweaks to the mechanics and tone. Which is fine, but they’re made to be played in order. Paper Mario forms such a strong foundation for its sequel in almost every way, and in a certain few ways for what many would consider to be spinoffs, Super Paper Mario and Sticker Star. But even though TTYD is more playable with its refinements and extra badge points, it’s worth playing both for the story and locations.
I’d even go so far as to say I enjoyed the locations more in this game; TTYD is more “out there” with its style parodies and attempts to shake up the world while PM is more grounded and Mario feels more natural there. Either way, going from PM to TTYD is, again, probably the best way to enjoy these games.
But have you, reader, ever heard of this game? It’s a simplistic RPG with light action and platforming elements, a strong art direction with cute paper-thin characters in a mainly 3D world, and writing with humour and heart. It also makes good use of the Mario license with familiar and obscure characters, many of them with a design twist (each of your party members is a variation of a past enemy). Unlike many RPGs, your personal progression is very modular, so each extra point of damage is well-earned and satisfying. Battles require both strategy and timing for best results, and grinding is almost never required. Badges act as your equipment and have a range of interesting effects (I almost always electrified myself with Zap Tap and increased the speed of my spin attack for speedy travel, a mechanic that was lost in later instalments).
Sure, it can be slow, battles can become tedious and unrewarding, backtracking is a drag, the environments can seem standard for Mario (I thought the game made them novel enough), you’re not allowed to get enough badge points, the plot’s pretty simple in the broad strokes, and it can be overly wordy. But I felt that the personality in the graphics and writing, and the unique gameplay, were enough to pull me through a reluctance for conquering each big chunk of game. It was also really interesting to see the foundation that the next games were either basing themselves on or subverting.
And Twink alone is worth playing the game for. Among the many unforgiveable mistakes Sticker Star made, not having any characters remotely as memorable as him is one of them. Also no Peach segments, no goofball Bowser, no customisable badge system, no gleefully trolling characters (the game itself just trolled you), no cast of fun partners, no tough but fair boss fights, no Yoshi’s Island references, no farcical penguin-related murder mysteries. All great qualities that this game (and TTYD, come to think of it) have in spades. And best of all, Paper Mario has been announced for Wii U Virtual Console! With configurable controls! So when it comes out, go and play it, and avoid that Sticker Star like the plague.