Hope you all enjoy the new Bad Game Design - it takes a special game to don that title. I always try to take the perspective of "how could it be better" not just "it's a bad game". I like to cover games that mean a lot to me, so the future of Paper Mario was a good topic for this. I hope you know that it all comes from a place of love and that I definitely don't hate these games - I tried to be as level-headed as possible and offer solutions for the problems I had. I ask that you watch the whole thing before making sweeping judgments, and that we have good constructive talk here in the comments. I love you all, and appreciate the kind feedback - this was probably the most I've ever put into a video before. Enjoy!
I strongly disagree that Super Paper Mario is a better game than Color Splash, while none of them has reached the highs of TTYD or even the 64 one, color spash at least felt like a paper mario game, had the best writing the series have gotten since ever and the visual are gorgeous. Super Paper Mario looks bad, have mediocre dialogue and doesnt feel like a paper mario game at all.
I enjoyed the video. Except, Super Paper Mario is my favorite Mario game. I’m not even exaggerating. The games only bad because it’s different. I understand that people liked the first 2 games, but Super Paper Mario is still a great game. I loved the levels, they were original.
Why do so many complain about SPM. I, as one who hates turn based games, love it. If you'd want to change my favorite WII game to change it to one of the worst would make me really F***ING PISSED
"who B'stank srry but its completly boring the combats a total joke they fucked up hard" The story is arguably the best in the series. How is it boring?
BaronMcFungi Yeah I wasn’t convinced by the “too easy” argument. I game over’d something around 7-9 times in Color Splash while I never died a single time in 64, TTYD, or SPM (and they definitely weren’t all to that dumb required boss item mechanic). In fact, I remember being super annoyed by this one stage in the orange area because it had this segment where this boulder starts chasing you and if you get hit by it you just up and die. I was so used to scarcely saving from playing the first three games in the series that I had to redo essentially all of that level when I died to it. Edit: The boulder was a chain chomp. I forgot about that.
There is an actual difference between challenging difficulty and fake difficulty and thats one of the main rub I have with both Sticker Star and Color Splash. The general difficulty of Color Splash is quite low, which doesnt help me keeping my attention on them, and segments like what you are talking about and the Snifit or Whifit segment are clear example of cheap attempt at bumping the difficulty by been overly punishing. And don't get me started on the Jungle River level in Sticker Star. The awful controls and one-hit death threat are my bane for that game. There is a reason why I skipped Color Splash after the major dissapointement Sticker Star was to me as it is the only game I regret ever buying. While TLoZ Skyward Sword had 2-3 segments like that, it had the decency of respawning you directly at the start of the segment
tnt1751994 To be clear, I wasn’t saying that it’s good that I game over’d this many times. I just think saying it’s “too easy” wasn’t the right type of criticism.
I notice that so many people seem to miss the point about Super Paper Mario. It's not meant to be a continuation of the core Paper Mario games. It's a blend of the Super Mario Bros style of gameplay - the 2d/3d platforming that is inherent in literally EVERY game with 'Super Mario Bros' in the title' - with the Paper Mario character style. Essentially, it's meant to be a spinoff of the spinoff of the main series (and could've developed into a spinoff series in itself if it had been better received). This is why all of the spinoff Mario games don't have 'Super' in the title anymore - it's specific to the platformers, and seeing it in the title specifically tells you to expect that style. Comparing it to the RPG Paper Mario games doesn't really work, any more than comparing, say, TTYD to SM64 does.
I think you're missing the point. If I wanted to play a Super Mario game, I'd play a Super Mario game. I want to play Paper Mario. So when you give me the bastard child of a few elements of a 2D platformer and an RPG, and then tag on some cheap gimmicks, don't get offended when I kick it back out onto the street. Super Mario RPG is more like the core Paper Mario games than SPM. If you admit that comparing SPM to the core PM games is faulty, then don't defend the game as a Paper Mario game.
Super Paper Mario's music is so good. The Evil Count Bleck's intensity makes him seem like such a menacing boss. Floro Sapien Caverns' wacky percussion mixed with its mysterious tone makes just fit so well. Percussion in general was just done so perfectly.
In my personal opinion, Count Bleck is characterized incredibly well. Sure, some may see him as a generic villain with absurd goals. I see him as a tortured soul corrupted by the pain of loss and the freedom of power. And the game seems to recognize this, never truly antagonising Bleck. This is just one interpretation of Count Bleck though.
Bleck was great. I loved how different he was from previous Paper antagonists Bowser and Grodus. Hell, his whole squad of underlings were great, what with a (seemingly) straightlaced mind-controlling secretary and a (seemingly) goofy dimension-manipulating jester...guy.
Princess Peach does not have an umbrella… She has a parasol. Anyone can use an umbrella, but only those with royal blood mixed with a level of eloquence matched only by their own grace can make a parasol work. ⛱
super paper mario may not be my favorite mario game in terms of gameplay, but the story and amazing music is what makes it one of my favorite games of all time
Yoshimaniac I still love the game-play and find it infinitely better than Sticker Star and Color Splash. I don’t see anything wrong with not having RPG combat. It’s a breath of fresh air. I just wish badges and upgraded equipment were a thing and the Pixl’s had more time to actually show their personality because I do find them funny as characters but they only ever talk when you first find them.
The story of SPM is EASILY the best written in the series. I think everyone here agrees with that. A main antagonist following a dark prophecy to try and vring his beloved back. Little did he know that one of his underlings was the one controlling the show from backstage. Also, the prophecy of Light even explicitly stated that one of the brothers wouldn't be there in the end. This foreshadowed Luigi being brainwashed and used as the true Final Boss. Only complaint I had about SPM was that the boss battles, including Mr. L and the final boss, were just too easy. Just switch to Bowser and weight Pixl (can't remember his name) then ground pound like 12 times and the battle was over. Other than the difficulty of the game, I really liked it.
Super Paper Mario's Gameplay isn't relatively weak, I'd say it's at least average. Story is strong. Mr. L, Dimentio, and Count Bleck were all very memorable.
Rpg's are only about the story, so when haters say it only has story I say "thats what an Rpg is! Rpg isnt turned based combat, it is a story that you play out"
@@buddymmx3936 Ehhhh I'm not sure I'd agree. Yes, story is a major part but if ALL we wanted out of JRPGs was story, why not just watch a movie or read a book?
I mean RPG is "role-playing game" so isn't any game where you play a role an RPG? In Super Mario Bros. (1985) you are a plumber named Mario who must save a princess from a tyrant. You play the role of the hero... therefore Super Mario Bros. is an RPG. The above is meant as a joke, but just remember, not all RPGs have turn-based combat. Secret of Mana would like to discuss the lack of turn-based combat in an RPG.
The way Super Paper Mario plays with the 8 hearts linearity made me love it. Even if at first the act structure seems to break up the action, the sammerguy chapter changes everything. The final three chapters feel like they defy the plot they have set up in such a way that the game ascends higher than it seems the game will go. The way the story changes the gameplay that could be beginning to get stale is what makes the game so special.
Couldn’t have said it better myself about SPM (while I could see what SG was coming from in this video in terms of both cons and pros and am sure that he enjoys SPM as a whole despite being mixed if mostly negative towards its gameplay, all the great things mentioned in this video are enough for me to claim that this is as good as its predecessors as opposed to most 2010s Mario RPGs, and while CS is an improvement over SS, that doesn’t mean I liked it as much as the Mario RPGs of the 2000s, Super Mario RPG and The Origami King so hearing the bad and good things about it also hits home with me).
Super paper mario is actually one of my favorites. I enjoyed the mix of a platformer and story'based game. It's one of the few games I actually got into and aimed to complete instead of losing interest not even halfway through.
Yeah, it seems like Super gets a lot of flack for what it isn't, instead of what it is. And that's a shame, because it's really a superb game. Heck, even if you don't like the gameplay, I still think it's worth buying for the story alone.
I couldn't agree more. I don't know why, but i usually lose interest in rpgs. Exceptions being the first two Paper Mario games, child of Light, and Xenoblade Chronicles 2. But Super Paper Mario was a great way to get away from the things that i don't like in rpgs. It wasn't perfect, but i think that it was fantastic.
Imagine this. A Paper Mario game with the difficulty of PM, combat/sidekicks of TTYD, story and writing of SPM, music of SS, and the visuals/comedy of CS.
@@fawfuls Really? TTYD's tracks were fine at first, but after hearing them for literal hours in their respective chapters really made them grating after a while. SPM was much better with its soundtracks, but there were some REALLY bad areas like the Overwhere that gave me headaches. I find myself going back to SS and CS's soundtracks when I'll be doing school/work much more than I find myself going back to TTYD and SPM. SS had some really imaginative tracks like Gooper Blooper's theme, as well as most of the overworld's soundtrack, and CS's boss themes were amazing. All I'll say for now, is Roy's heavy metal duck chorus was absolutely amazing.
@@catnat6571 Well, I played em all and really enjoyed the soundtracks. The soundtracks for Sticker Star are by no means bad, I really enjoyed them. I just prefer the ones from the first 3 games. If I had to pick a favorite among them, I'd probably say SPM. I know what you mean though lol. Back then when I first played SPM I remember getting stuck in chapter 7, and wandering around for hours in the overwhere and the overthere trying to figure out where to go next, while listening to the same music. Still love it though. And the Toad Town from Paper Mario 64 sort of gives me PTSD. I put way too much time into that game, and wandered around Toad Town a whole lot. It's been a while since I played SS. Haven't touched my 3DS in quite a while. I still have yet to play CS though.
Idea for a main antagonist in Color Splash: The villain is a huge mean guy who is stealing paint from others because he is leaking his own paint, essentially bleeding out, but when you confront and defeat him you find out he simply has a rip on his back through which his paint is leaking, after patching it up the antagonist feels embarrassed they caused so much trouble and escape, this becoming an outlaw fugitive, you then have to chase them around the world. Later, when you find and corner him, he tells you he's looking for a lost treasure to give to the people he inconvenienced aspayment for his crimes, the rest of the game is you looking for this treasure with him as a companion.
@@blueyandicy I guess the story does feel empty after you befriend the original antagonist, there would have to be a bigger, meaner menace, with the first villain being like an intro? It needs improvement.
I don't think it would work for a main antagonist. Definitely a good plot for an early chapter and some reoccurring scenes afterwards, but not enough to carry the entire game.
I've always said since Super Paper Mario came out that if it just wasn't branded as a Paper Mario game and instead been named as its own spinoff it would have been much better received and probably could have started its own series.
I always kinda did see it as a spin-off since it had Super in the title, It seemed like a platformer Mario game with Paper Mario visuals and story. But I like the first two RPG based Paper Mario's better, still I like Super Paper Mario as it's own thing and I like it more then the new Paper Mario games.
It doesn't even look like a paper based world. It's a very sharp pixel-based world in 2D and 3D, with cursor and selection boxes. It's like it's "virtual computer software" (which is weird to say since it is already virtual computer software, but this time layered). They could easily have named it something else, and still sold it well because it's Mario.
@@Liggliluff I think that was the point, considering Super takes place in dimensions outside Mario’s, with Mario’s house and Bowser’s Castle very much being 2D versions of TTYD
Zeetee Pippi. the developers say otherwise. They did that to add a horror theme to it. They didn't do that as a cry for help. It's like me saying the void in SPM symbolizes what will happen to the series in the future.
Super Paper Mario is a master piece in my opinion. I enjoyed the first game and Thousand Year Door a lot, but the story in SPM has just gotten me hooked. I read every bit of dialogue and finished the game in a couple days just to see what happened next. The end scene with Tippi and Count Bleck made me sob full on tears, this game is a 10/10 for me.
Oh my god, I love super paper Mario so much. I've beaten it at least 4 times. It's story is amazing and I really had a lot of fun. I think the thing people don't understand about it is that it's not just a paper Mario series game,it's also a super Mario game. It combines the playstyles of the super Mario series with the more story based RPG elements of paper mario. in the end, it's not just a paper mario sequel, it's a combination of both types of games. That's exactly why it's called Super Paper Mario.
@@derps3746 it isnt trust me. I've played the game multiple times. Granted I haven't played SPM in forever but just saying his opinion on TTYD was more than just nostalgia.
I disagree that adding turn based combat would "fix" SPM. I really think that's your nostalgia talking. I did agree though that the platforming could be improved, especially for the boss fights.
And people defending Super Paper Mario aren't going by nostalgia? Please. Yes, turn based would improve SPM because the actual gameplay they put in is mediocre at best.
@Jalalious oh sorry it looked like i forgot about her. She is a staple team member for me. I was referring to Characters that teamed up with Mario for only one chapter.
I can understand people who complain about color splash, I would want an xp that does more than giving you more paint, I would want a better battle system, but a lot of the things he says in this video just aren't true, like the fact that he says the villain is "just *basic* bowser, even tho bowser is actually nice in this game and he got possesed by black paint, and he also said the locations were just "bland fields" and I mean if he played only the beggining of course thats what he thinks, literally every paper mario games has a green field as the first place, also he said that shy guys dont have different colors but they do, there are red, yellow, blue, pink, even gold and silver shy guys
@@teddyboy5932 Black Paint Bowser is still Bowser, Cackaletta was Cackaletta till she possessed Bowser in which case... well it was a defined character who had lore and reasons so it wasn't just Bowser and didn't end with fighting Bowser. DESIGN determines it... just saying "This Black Paint is evil and is controlling Bowser" isn't special when Bowser is the villain of the games normally, and him causing something to become the "victim" doesn't work plot wise as he created the black paint. BOWSER still caused the problem and BOWSER was still the final fiight. If you throw a bucket of paint on a car it doesn't make it a boat. As for the bland fields... using a Green Field isn't inherently bland. What makes it more then a green field? In the original PM it was a unique new style as a whole. TTYD had a generic plot for its first one, the dragon in the castle, despite this it worked WITH the generic to give it a natural feeling so it wasn't bland. In SPM it had a completely new style and the 3D mechanic with crazy designs... then we got what were flat designs without as much depth. They started becoming real world locations in design. Oh a desert, oh a swamp. There was nothing that really stood out to make it more then a bland area... while TTYD would introduce new races like the Puni in a Black and White forest raided by the main villains or SPM when you're flying through literal space using an alien as a gun into a rotation space maze.
I remember playing Superstar Saga for the very first time when I was in elementary school, and I was blown away by the creativity from the enemies and NPCs. It's so lame to see Nintendo rely on vanilla, cookie cutter characters from the main series now. Paper Jam was the same way, and I found it so freakin dull. Even using Bowser as the villian, like c'mon. Part of the reason I'd look forward to the new Mario RPG is seeing what kind of awesome new enemies we'll get to see. That's a big reason I loved Super Paper Mario so much, it's got my favourite cast of villains in the entire series. I kept seeing them in that room, talking to eachother during the chapter intermissions. I wanted to get inside that castle and see Mario on that screen so bad! Same for Thousand Year door, finally getting to the Moon base and exploring an area you've only got to see in snippits as Peach was so freakin cool. I guess even the first game does that too! There's something amazing about teasing the final area over and over during the intermissions where we see the villains. Sticker Star and Color Splash don't do that from what I remember, and I think it's another big reason why I felt no drive to get to the end of it.
That's a really good aspect I hadn't really considered, but it's totally true! I LOVED that revelation when you finally reach the castle in 64. So fantastic
Paper Jam was a flop in terms of creativity, but the amazing gameplay remained. Paper Jam had a rushed and troubled development, involving rewrites, scrapped ideas, etc. They ultimately decided to deal with just familiar Mario characters to make the game more simple and easy to understand. I personally have a theory that Alpha Dream was unable to, or had difficulty making new paper enemies and characters. Literally every enemy and paper object were ripped straight from Sticker Star. It seems unlike Alpha Dream to not even try to make new enemies. They could've made paper versions of other enemies in the game, like Ant Troopers and monty moles, but we only got Sticker Star enemies. Whether it is due to Intelligent Systems not being too involved with the game, or the fact that the game was rushed, they only used Sticker Star enemies, which made the whole paper aspect of the game a lot less exciting. The fact that AlphaDream is remaking 2 of the best and most creative games in the series tells me that they are eager to start making new creative games again, with new wacky characters and situations. Bowser Jr's Journey expands upon the story of the original BIS, and even has 2 new mystery characters in it. Paper Mario may take a while to get back to being a great series, but Mario & Luigi is on the right path.
Disclaimer: I have a lot of nostalgia for super paper Mario and am probably biased. With that out the way. I really do not understand why everyone hates on super for not having a full on turn based system. I get it’s ‘different’ but why is that bad. Hell I played thousand year door and super for the first time very close to each other and didn’t miss the turn based system at all. Sure there are still problems with the game, I agree the menu is cumbersome and the pixls have no personality. But you said you wanted party members with personality well what about peach and bowser and occasionally Luigi? I think the charm of the original party members from 64 and thousand year door are carried through here. I still think people are too harsh on this game especially with the story. Yes I know it is often the most highly praised thing about it, but everyone says “as yeah I agree super’s story is as good as/ on par with the others”. Frankly that is untrue. Super’s story is so much better than the others, it is deep and complex with underlying dark themes yet 64 and thousand year door just do the collect the 8 things cliche and do nothing outside it expect possessing peach for one fight in thousand year door. Also I get super has the collect 8 things trope as well but it constantly weaves the story in between that leading to an incredibly climatic battle. I mean at the end of thousand year door the final boss is some evil demon lady that gets introduced out of nowhere and 64 is just bowser is a bad get him. But with super, you fight this big evil bad guy built up throughout the game using and incredibly powerful dark object, then one of blecks henchmen literally possesses Luigi, a beloved character, transforming him into a monster. Look rag on colour splash and sticker star, but stop roping super in with the bad games because it’s a bit different
If Super Paper Mario had turn based combat, I probably wouldn't have really gotten into the Mario games or even the platformer genre as a whole. My first Mario game was actually Super Mario World, which I ended up being really bad at. After loosing a ton of progress due to landing just in front of an enemy one too many times, I quit. When Super Paper Mario came along, the health system meant that I could enjoy a more traditional Super Mario experience without dying as often from simple mistakes. Nowadays I've been able to beat Celeste, an arguably more difficult platformer than Super Mario, am currently working towards completing New Super Mario Bros, and also have Super Mario Maker 2.
12:32 I personally think that Sticker Star was the Paper Mario game that stripped any and all originality from the characters. Sure, Color Splash copy and pasted the same visual designs, but the dialogue you get from the toads and other NPCs makes them all feel so unique personality wise.
To me, comparing Super Paper Mario to Color Splash is just nonsense. Super Paper Mario is a departure from the original two entries, but it's still a well made and excellent gaming experience. Color Splash is just an abomination, plain and simple.
you know, a series doesn''t have to be the same general game over and over again. If you had about 10 Paper Mario games just like the first 2, you would probably want a different experiance. but since it's mechanics are different, everyone hates it. so maybe, don't try to compare it to literally every other game in it's series, and Color Splash isn't so bad.
What was his name? Grodus? (Just looked it up...) He was the most stereotypical antagonist. "Conquer the world!" "Kill Mario!" "Kidnap Peach!" The only different thing about him was his methodology. Count Bleck is one of may favorite Antagonists in the Mario universes. If I could make a hall of fame for them, I would. My list includes: Count Bleck (SPM) Antasma (DT) Fawful (BiS) Dimentio (SPM) Bowser & Paper Bowser Tag Team (PJ) Cackletta (SSS) Mr. L (SPM)
And at least he didn't have the "capture Peach" stereotype. His history was pretty colorful, too. Not as great as Bleck's but definately better than Cackletta's. Fawful is probably my number 2, just for having chortles. And for the fact that he made a reappearance in BiS. I meant to say "in no particular order" but forgot. Whoopsie.
@@WandererRonin I know what the joke is, but the switch literally changes nothing, so it didn't change the gameplay in any big way, it didn't change it at all
@@Wynter1888 Then play TTYD or Super and then go back to Sticker Star. Soon, your gaming tastebuds will realise that Sticker Star is the bland tofu meal to Super's deluxe crab souffle.
@@unnamed7485 I played only 3 of the paper mario games. All of them were the "bad ones". Sticker star was meh and color splash was pretty good and super paper mario is the best!
PlushMaker400 It’s rather upsetting because games like these, Super, Sticker Star, Color Splash, and possibly The Origami King now are by no means bad games, and there’s a plethora of fun to be had from every subsequent entry in this series, but because they are developed under the Paper Mario moniker, they’re disappointing because they aren’t what is expected for many people after The Thousand Year Door and the first Paper Mario. I’ve had my fair share of enjoyment with TTYD and 64, but every entry in this series offers a unique experience perfectly indicative with Paper Mario as a whole from any other game series. I hear so many bad things about modern Paper Mario games, but why am I having fun with them if they’re so bad? I suppose it all comes down to preference and what you’re looking for in a game, but Paper Mario is very special to me personally that all games show value. I’m planning on picking up The Origami King in the foreseeable future, and I’m quite excited to delve into it.
I'm surprised that the music wasn't brought up at all. I thought both game's soundtracks were the best out of the series, though that could just be me.
I definitely agree that they both have phenomenal soundtracks, and I do greatly prefer their music to that of TTYD. (Not that TTYD's is bad, though. Rogueport is phenomenal.)
Absolutely, Super Paper Mario‘s music is, in my opinion, definitely the best of the whole Paper Mario series. It was just so fitting. If it‘s the light creepy mansion theme, the super epic final boss theme or even the ambient music in the destroyed kingdom.. i love the soundtrack.
@@maxrollwage161 Oh, definitely, I think Super Paper Mario's is my favorite as well. I just love the Sticker Star soundtrack because swing is my weakness, and it also has my favorite Bowser Jr. theme in any Mario game. But I definitely agree in that SPM's soundtrack is good with interpreting emotions and scenarios better than most soundtracks can achieve.
@@Bombtario Man, Sticker Star's Bowser Jr. theme is definitely the best! It also captures the evil, but also playful personality of Bowser Jr. perfectly.
Absolutely. If you don't look at the scene when opening the game, it is an excellent story with deep villains and tippi. If you do, for a while you will likely be confused by how it is a tale of love, then it all ties in. While yes, the pixls were quite shallow, the villains are absolutely amazing.
Backup Khan o chunks got some good character development, how he kept losing but he had to stay loyal to the count. And you kinda feel bad for the guy, he kept getting brainwashed by dimentio (oh and after you defeat him for the third time he literally said he wants to kill himself). So anyway he actually turns out to be a good character, I was turned off by the “dumb big guy” cliche but in the game they do it right
I knew Super Paper Mario is going to be a departure from the series. That's why I didn't even compare it to other installments - I was divorced from what I was playing and seeing on screen and what past games were like. For me it's pointless to compare SPM to TTYD or the original, since it's so radically different. I'm mostly judging SPM on its own merits, it's a nice RPG-platformer hybrid and did exactly what it's supposed to do. That's the best we can do at this point.
**Autist** Sunshine was definitely rushed, which really shows in the optional content (that padding and challenges, ugh). If a remake is going to be made, then Sunshine deserves it.
I guess you could compare it's story, music, aesthetics, and other similarities between each other (like, does the Pit of 100 Trials in both games, for what they are in those games, deliver the satisfaction you want from them), which from some gameplay of Color Splash I saw seems a LOT more different and I don't think is comparable being different a series at times.
since i’m a 2000’s kid, my first paper mario was super, and i just couldn’t get enough of the fun and incredible storytelling of super. the whole timpani and bluemiair storyline was spectacular if just for the music, and the whole sammer kingdom ark was incredible storytelling, along with the whole mr L setup at the end though i will agree, the controls are suuuuuuper clunky, the fights were mostly boring, and the pixels really should’ve had more character, i’d like to think super has its own charm that it brings to the table and i don’t know about colour splash, but the small amount i played of sticker star was unbearable thanks for coming to my ted talk
I agree, I love SPM so much and growing up with it, I never realized how clunky the controls were until I branched out into other games. The music and the storytelling is so beautiful that I will defend this game until the day I die.
I think color splash is pretty fun, never played sticker star so I dont know how this one is, but I must say in my opinion all of the walking around stuff is more fun than the first 2, the battle system isnt that bad, and the locations are actually pretty unique, I mean in the first paint star its just green fields, but in the other ones its places like a fossil discovery place, and islands with a parallel world, a haunted hotel with a time loop and more
8:00 honestly I think if you find flipside to be too cumbersome and hard to navigate, putting the different locales in different parts of the hub only makes it even more cumbersome and make this problem even worse… It’s true that it would feel more seamless, but for the average player that is not a worthwhile tradeoff if it means more frustrating gameplay :(
I clicked on this video admittedly pre-triggered by the fact that TH-cam dared show me anything with "Bad" and "Super Paper Mario" together in the same sentence, and I started the video expecting to hear the typical ignorant SPM hatred I've been so used to in my years of loving the game (and both its prequels). Thank you for proving me wrong right within the first minute. You aren't some normie clickbait game hater. You are (seemingly) an honest gamer who keeps in mind that these things are subjective and not only acknowledge that, but go out of your way to highlight the beauty of these games--even...less hopeful...titles like Color Splash--giving them an overall fair representation and reminding viewers that this is your own personal take on them. And with today's social media pressure, especially on TH-cam, being so honest and down-to-earth isn't easy anymore. I applaud you, seriously. I definitely see where you're coming from with a lot of your points regarding both games (and SS), and as if that's not enough, I absolutely LOVE that you took the time to speculate on what would make SPM even BETTER! That's something very few critics go out of their way to do, and even more proves how honest you are. The concept of merging the original battle style with SPM's gimmicks is FASCINATING and has me hyped now. If there's one thing I could recommend though, it'd be to try not to rush through games for these videos like you said you did this time. It's good to keep in mind that a pretty big part of the love for a video game also comes from the overall feeling of total time spent on it, followed by nostalgic value, etc. Taking it slow can really help you understand & feel for a game even better that you may not feel strongly about at first or by rushing through it. I definitely feel I wouldn't have enjoyed SPM nearly as much had I rushed it. I'm sure you felt getting sick and kinda tired cramming through these games. Of course though, I get that time management isn't easy at this level, and that's not your fault!! But it's just something to consider for your future reviews. Kudos for putting your nose to the grindstone and doing it. LASTLY!! Thank. you. For showing me Under Hero. I've got it downloaded and I'm hyped. REALLY hyped. It's not everyday I find something like this, especially based off of PM itself. That in a sense is beautiful to me, and Nintendo oughta see how they used to (and still do, but not so much with PM) go as far as to INSPIRE other rising game designers of the world. I came out of this video even happier that I watched it, actually. (though it might not have been so easy if I were a Color Splash fan lol) This is the LAST thing I expected to be saying coming out of this video, but...you just gained a sub, a Twitter follow, and a Discord member. You are the only person so far whose first impression I had was in criticizing something I'm so passionate about...and still managed to get me to like you at the end. If nothing else, that's solid proof that you're doing something right. I look forward to more of your stuff, sir.
As both a Super and Color Splash fan. I didn't come out of this unhappy. A lot of the issues he had with Color Splash are the same ones I had. I wish he finished it though. Also the issues he has with Color Splash are worse in Sticker Star so he doesn't realize that Color Splash is a slightly improved Sticker Star. I really wish he played Sticker Star so he can see what Color Splash did right.
jeremy sorry but just because you do something better than the predecessor doesnt make it good sticker star was bad and if he really doesnt like color spalsh he would really really not like sticker star and it really shouldnt change his perspective as a whole other than "bad" to "bad but not as bad as sticker star"
Ed Champagne. Well, I never played much of Sticker Star but from what I've seen I don't see how Color Splash "Dumbs it down/Waters it down". Also I can like whatever game I want. I'm aware of Color Splash's issues as i've said in one of my previous comments. It doesn't mean I can't like it.
Children won’t enjoy that as much as “MARIO EATS ICE CREAM WITH CREAMY THE ICE CREAM FAIRY” Nintendo tends to cater to child appeal more than nostalgia. Kids don’t have nostalgia
The way you so confidently state that turn based combat would be needed to make a game like Super Paper Mario good, while not realizing that that would require recreating the entire game in the process has always really bothered me about this video since I first watched it. You're basically just complaining that the game isn't the type of RPG that you want it to be, when it's clearly intended to be a platformer anyway.
No... you're completely wrong. Look at Valkyrie Profile, the original games were TWO DIMENSIONAL and when you TOUCHED AN ENEMY you would ENTER A RPG BATTLE just like in a typical RPG. Literally all that would change is enemies go from bouncing on a helpless Goomba who can't fight back 5x as they are helpless to having actual fights. Valkyrie Profile also used platformer and puzzle solving elements... YOU CAN HAVE BOTH. Why do you think these are exclusive things?
@@Buglin_Burger7878 Who said those were exclusive? A game can be a platform puzzler and a turn-based RPG, but... that game wouldn't be Super Paper Mario. There are ways to improve the game while still keeping its specific energy. Giving it turn-based battles isn't one of them.
@@epikitee2186 But was that what SPM should have been? A game coming off of a series defined by TTYD and 64, trying too hard to combine platformer and RPG elements? I get they wanted to try something new, but the end result was not a Paper Mario game, in my opinion. It felt to me like a platformer with experience points and a dull jump-on-an-enemy-until-it's-dead battle system, not what a Paper Mario game should be (yes, I have played the game and am aware there are more ways to deal with enemies.) Honestly, I think Underhero is the best example of what Super Paper Mario should have been with its Platformer/RPG relationship. I would've happily accepted that better.
@@TheMaryoshi64 I do not by any measure think Super Paper Mario is perfect, but it was my childhood, and so the idea of tearing it down to only the "platformer/RPG" and "storybook" elements and rebuilding it just doesn't sit as well with me as building off of the systems that are already there. Add badges or an equivalent. Make bosses more complex. Give enemies the ability to fight back better. However, I'm not particularly interested in giving this game another standard RPG "timing and strategy" battle system with no regard for spacial awareness.
I loved Super Paper Mario's story. Seriously, in what other Mario game does Mario actually die, wind up in hell and work his way up to heaven. Come on, that's crazy. I personally like the non-turn based battling my, as i am not a huge fan of turn based battles, but the game would have been way more open. Color splash on the other hand...it needs to do away with the necessity of thing cards in boss fights. That is the literal reason that i stopped playing. I was on the stupid ludwig fight and didn't have the two items required and when i did, i used the wrong one. But if the game was open, if there were more detailed characters and enemies, the cards mechanic being special moves that you gain throughout, and have to use paint to charge; there was an actual level up system, and no thing cards, this could have been a much better game.
phew lordy the inclusion of thing cards being needed for boss fights otherwise they 1 hit KO you is so dumb! The only way you know which one you'll need is checking the main HUB town. Ohh also! There's a quiz in the game and you only need to get a few questions right to progress in the story but if you get all the questions right they give you a special prize. THE SPECIAL PRIZE IS REQUIRED FOR A BOSS FIGHT!!! Meaning if you skip the rest of the quiz you'll have to go back and start at the begining of the quiz again.
I'd strongly disagree with the removal of thing cards, in fact I'd say it should be doubled down outright; In my opinion all the fights are meant to be puzzle battles, and not fully fledged RPG-ish fights, especially when you consider the predecessor it built from. The problem is more that the puzzles system has inherent design flaws, between having little to no way of retrying outside of resetting the entire fight/puzzle, requiring 1-use items that gets used up regardless of whether it is used right, and similar issues. Possible middle ground: Having the thing cards be charged using paint, whereas normal cards doesn't use paint but instead grants paint to charge said thing cards (and always be available).
@@sinteleon Yeaa man, literaly everyone is going to disagree with you, literaly everyone. Go and find other games, Paper mario is not your short of game. Your defending a dead cause that everyone dislikes. Deal with it
@@fredy2041 I'm not saying it isn't terrible, in fact, there're many flaws as people noticed. I'm just saying that (1) it should've been a spinoff outright, (2) It should've dialed back on the RPG to focus on being a puzzle adventure instead, and (3) it should have well, way better writing (in the case of stickstar) and way better worldbuilding (in the case of colour splash) I'd note that from what we've seen in origami king, the combat is very clearly puzzle focused, but at least it treats the combat and puzzle aspects as completely separate aspects, which could very well finally find balance between puzzle and RPG. Maybe. But at the very least it also seems to have improved on the worldbuilding. Or in summary: I agree that Sticker Star and Colour Splash to a lesser extent leaves quite a bit to be desired. I just disagree with the solution to the issues, as I believe the concept behind them CAN be salvaged, with the right design.
Loprikorn Just because Super Paper Mario has low-res models doesn’t make it bad. A game looking good doesn’t make a game good. Color Splash suffered way more.
I liked the music in Color Splash a lot. Graphically: - Super Paper Mario makes some bold style choices that occasionally feel out of place. This can lead to beautiful things, like the outside of Merlee's Mansion or the Bitlands or Castle Bleck, but also leads to some very ugly characters and occasionally mind-numbingly boring-looking locations like the Overwhere. - Color Splash is a texture treat, with every single screenshot feeling like a diorama. While the toad-centered character design is abhorrent, it really is a pretty game otherwise. I like how Color Splash did everything better than Sticker Star, at least.
I never understood why you needed to swipe up on the gamepad to start your turn. If this game was a launch title and they were trying to hammer in the whole "Look! Two screens working together!" gameplay, it would make sense, but this came out so late into the lifespan of the console. The game is just obtuse all around.
But..... you don’t need to swipe the screen to start a battle. You just need to tilt up on the analog stick or the d-pad. In fact you can go through every battle without even touching the screen.
@@darius8077 But they tell you right up front that flicking the cards is how it's done. Even if you can do it other ways, there's no reason for it to be like that, just pick attacks and let it start. That's a small annoyance found within this already super flawed game. Snowman's points are right on the money.
At that point you’re just nitpicking. I understand some of the complaints certain people have with with this game but that’s not one of them. I just think it’s unfair to the developers to say this game is objectively awful. When I’ve seen plenty of people that love this game. Me included. Not saying YOU have to like it. I would just give a bit more credit to the developers and other people that like this game.
If you don’t see the positive side of things. That’s fine. I just don’t want people to be scared away from something they POTENTIALLY could’ve liked. Granted that isn’t the point of this video. But still.
@@darius8077 I'll give you that it's better than Sticket Star, but not by much. The game is too trial and error with the bossfights, there's almost no point to battling random enemies, and the structure of the levels (especially those with multiple exits) are not executed well, specifically that one Forest level where the exits are practically right next to eachother and you need to play through the whole thing again to reach it. The game made me laugh, it had some nice moments with the characters, and some puzzles were interesting, but there wasn't enough good here for me to want to 100% the game like I planned to, or even return to play it again like I would with any prior iteration of the series (aside from Sticker Star). Not gonna say the devs didn't do a good job on the game, because it's a game, and it works, and i'm sure some people like it or would like it, but it's not a good Paper Mario game.
except he is right this is my problem with super paper mario he have good story but bad gameplay he tried so hard to mix both platformer mario and paper mario together that in the end ending not being good like one or another
FlandreScarlet64 but his suggestions with implementing the 3D gimmick would’ve made the game even easier. Literally for every boss fight you would just do the same technique.
@@RaphielShiraha64 The platformer themed real time combat is fun, it allows for multiple tatics if your willing to actually experiment with it. No game really has combat like it and saying to throw it out in favor of TYDs turn based battles is like saying pokemon needs to be more like final fantasy. It's ignoring what makes the game unique in favor of a personal preference of gameplay style.
i absolutely love color splash. but it was only the second paper mario game i’ve ever played tho (other one was sticker star) so i’m not sure how the games used to be. but it’s seriously one of my favorite games of all time and i’ve completed it 3 times now
You're not alone. And I don't no if nostalgia talk but I like more CS than TTYD. I thought TTYD ost is one of the worst of all video games I know, with some badges the game is more than easy, and CS have better graphism. So I think SS and CS are better. But it's just my opinion.
Bagimations Sometimes, I want a reality where everyone can understand that preference is a vital facet towards what games or any piece of media you enjoy. Objectivity and Subjectivity is a volatile topic to discuss, so I’ll avoid that for now. Every Paper Mario game I feel, is created with passion from the team despite the fanbase’s criticisms.
First thing: thanking you for warning me about the PM-like game. Secondly: i do mostly agree with your Super Paper Mario analysys. The battle gameplay is easily the weakest part, the puzzle gameplay is at wrost decent, and there is little variety of mixed characters, but everything else is pure gold. I particurarly love the way the game ends: in the previous two games the final battles were themselves good, and the cutscenes too, but there was a bit of Standard RPG/Anime Clichè, when everyone prayed for you when the boss revealed itself too strong and you gained POWA. Not that it was bad, but the resolution of SPM simply blows it out of the water. In SPM you are already losing: you only see a world direcly crumble to dust, but the Void is closer and closer (And it is implied that all the world that appeared in the cutscene of the final battle suffered at the end of the cutscene the same fate of the Sammer Kingdom; especially given that you see one of them being reborn in the ending), and so nobody can help you. And so how you get to win against the final bosses? How you get to power the magical artifacts to weaken them? The first time by the sense of camerandie that grew in your little group of oddballs (Mostly Bowser is the oddball, the other three are pretty friendly toward each other since before the beginning): nothing more than the odd friendship between a princess, two plumber brothers, and a oversized and tirannical turtle. Not seas of peoples praying for you. Only you four. The second time is very similiar, but still very different: this time is still four peoples, but they are radically different. Two lovers, the big bad and your fairy helper, separated by time and space and finally reunited, and two minions of the Big Bad, which have just discovered that he wasn't going to create the perfect worlds that he told them, but he was going to destroy everything. And yet, and yet. The lover understood why and forgave him, and the minions still had a whole lot of loyality to their master. And not blind loyality, but camerandie and friendship. And thus the Pure Hearts were rekindled. The third and last but certainly not least is a simple but heartfelt rekindling of old vows: finally the Fairy and the Count can marry each other. They waited for this for so long, and they might even not survive for much time, given that the Pure Hearts might take them away after all of this was done. But still, their love hasn't waned in all of this time. They changed more than anybody could expect, but their sentiments are still as pure and passionate as the last time they saw each other. And thus for the last but certainly not least time the Pure Hearts are awakened, and literally no more than a couple of peoples did it and saved everyone. A couple whose love trascended time and space...
"Standard RPG/Anime Cliche, when everyone prayed for you when the boss revealed itself too strong and you gained POWA" Why does that remind me a lot of another popular Nintendo made RPG?
I, personally, would actually argue that SPM wasn’t even “bad” game design, just not really “Paper Mario” game design. The game was so unique, it could have easily been an original game rather than a Mario game.
I like how you call the first two games ending cliche when SPM could be view just as cliched. Blumiere and Timpani is Romeo and Juliette from a mile away. Plus, SPM technically did that cliche as well. The only reason the Pure Hearts broke Dimentio shield at the end was because Tippi, Count Bleck, and everyone else in that green world believe in the heroes. Isn't that the same that happened in TTYD? Where everyone believe and the crystal stars broke Shadow Queen shield?
Bob omb Guy I’ve never played TTYD, but from my perspective, SPM’s ending was such a twist on the cliche that it couldn’t really be called cliche anymore. True, the final boss was beat by the ~power of love~ and the two lovers got a “happily ever after,” but remember, that power of love came from the _villains._ The ending itself may be cliche in the surface, but everything leading up to it betrays it. The “happy-ending lovers” seem very Romeo and Juliet, true, but Romeo and Juliet didn’t result in Romeo and Juliet each believing the other was dead, and continue until the two face each other in battle because of their actions when they thought they had lost the love of their life. And, unlike Romeo and Juliet, they actually got their happy ending. Overall, simplifying it to “boy meets girl, they go through bad stuff, they survive, they live happily ever after” is doing discredit to the story of the game.
@@sushkabaranka yes it's a "bad" game only if compared to the first two games in the series, arguably the best mario RPGs. For what it is, I think it's pretty good.
@@sushkabaranka It is very slow, and not the best game, causing some hate. Let's say you tell your school friends that you find "cool" that you play a child's game (Like uhhh, Roblox. Sure.). They would probably laugh at you, despite the game being pretty good.
@@sushkabaranka I think people mostly hate on Color Splash for picking up on Sticker Stars' gameplay mechanics and not going back to the previous Paper Mario game mechanics.
I mean Color Splash could've been good without just being Sticker Star, the worst Paper Mario game. I would change these things. 1. All cards that you play in battle are returned to your deck afterwards. There are many things I would want to change to build around this concept. 2. Cards you use gain experience when you use them and they gain even more if they K.O. an enemy. When your normal jump levels up, all future normal jump cards are leveled up. Obviously, cards become more effective when leveled up. 3. Cards require paint based on their power levels. While a normal jump may only cost a bit of paint, a thing card will cost a lot. 4. You have cards that replinish paint and paint is required to attack. The cards that replinish paint do not cost paint, but they take up a turn and space in your deck. 5. You don't get to just have a gigantic hand of cards. You start with 5 cards in your hand and draw 2 cards a turn 6. Bring back badges. That's about all I need to say for this. 7. Create a wider variety of cards. Like a bunch of cards obtainable in different ways. Like you do some sidequest and an NPC awards you with a card that heals you equal to the health you currently have. Or you beat a boss and you get a card that is that boss's main weapon/gimmick like Lemmy's Ball or Wendy's Rings. 8. If you have a full deck, cards you pick up will instead be placed in your inventory rather than sit there on the ground. In your inventory, you can manage your deck by adding and removing cards. 9. Bosses don't require some special move just to beat it. Those moves would be useful against the boss, dealing extra damage, but they aren't required. 10. Make Bowser a character again. Not just some Villain. You know what I'm talking about.
I think the combat wouldn't be an issue if they had you gain exp instead of gaining health from completing worlds, and if they had all the same cards grouped into bundles so you don't have to scroll as much. And yeah, make thing cards expensive af so boss battles provide some challenge instead of you neutering them.
I this spm is fine. I recently completed it and I loved it. I would even say that the battle system is above average. Hes basically saying the game isnt TTYD. I liked the change. Added more diverse game play and felt different. I'd rather have that then 5 games just like the first 2. Man even the mario as nd luigi series changed its game play because they new people would get bored of the Same things
Super Paper Mario is actually my favorite Paper Mario game. However, I will readily admit that it is flawed, and agree with most of your ideas to improve it, with the exception of one. I don't think turn-based combat needs to return. Though it's not the same as the series' previous installments, I think the real-time combat of Super is actually brilliant. Also, as you yourself pointed out, it would be more difficult to innovate with the turn-based combat, and I don't think the idea of "boss weaknesses shown when you change perspective" is enough to justify ditching the massive improvements Super makes to the gameplay. Nobody walked away from Luigi's Mansion claiming that the Game Boy Horror had potential to be a central mechanic. That's just my opinion, though. This is still a good video.
Dude same. I fricking love that game, but it's different. Compared to thousand year door. It can't take the throne. The main thing what I loved in it was the story. Damn it's good
Super Paper Mario was my original playthrough, and it is still my favorite of them. Pixl's are some of my favorite designs, as I'm a sucker for minimalist. Like, the originals have their merit. But Super in no way felt worse as a game for the decisions made to stray from the original. Each world still feels fun and vibrant, and the gameplay is fun in its own way.
I dont care what anyone says Super Paper Mario is the best Paper Mario why? *B O W S E R ' S A R M S* (Also I did the whole brainwashing thing with Masked Man)
I love the structure of the video and how you gave suggestions to how these games can improve. I personally think that the story of Super Paper Mario caught me off guard in good way. I figured since they changed the mechanics to something simplistic, the story would be the same. But by the end I was floored by how crazy seeded and relatable of a story it. To the point where I actually had a few moments of anxiousness for characters in the story to have a happy ending and the sacrifices it took to get there. I think the lower expectation I had was what made it sweep me off my feet. Even without the boundless quirky characters that the first and second game have implanted throughout the world, the few characters that were focused on had incredible depth. I don't know if I would play Super again, because the gameplay itself was too simple to remain equally as engaging the second time through, but the story itself is super memorable
Honestly, while Color Splash was very unappealing, there were a couple things that could've been done that would've made the combat at least workable, rather than a slog. Really, Color Splash was kind of a predecessor to what we think of as "deck-building" videogames, it just handled it the wrong way. A) Make the cards infinite use, but be MUCH more stingy with giving them to Mario. Unlock a few per Chapter, or make them very rare drops from enemies, or more common from especially tough enemies. B) Instead of just having you choose from your deck, have Mario "draw" a hand of cards - the number of cards drawn could be boosted by Badges or skills. C) Have Mario only be allowed to play a certain number of these cards, but make some cards work together to allow you to play other cards free, if they're in your hand, or increase the base number playable with Badges D) Possibly most importantly, let Mario modify the deck outside of combat, allowing you to try different strategies or synergies of cards. The basic concept of the combat *is* salvageable, but in both Color Splash and Sticker Star, making your entire ability to fight be based on one-use consumables just leads to annoying amounts of grinding while simultaneously making you pathologically avoid every single optional combat.
I really like that idea. It'd be somewhat like Card-Combat games like hearthstone or PvZ Heroes, where you can collect cards to make a good strategy, overall adding more strategy than the other paper Mario games. It would've also been better to have partners that have cards only they can use too, adding another layer of strategy and trying to find good synergy. One example would be if there was card for Mario that made it so if we didn't take damage this turn, he can use a very strong attack, and then have a boo/ghost partner make him invincible so he can actually pull off the attack, or maybe some character with a shield or other ability.
It would have been cooler if the cards/stickers were unlimited use and getting more of the same card acts as EXP and after you get enough it will power up that card (higher the card level, the more of that card you need to power it up, power up'd cards obviously being irreversible - late game enemies give a lot more cards/stickers after the battle to collect). So rather than power up Mario (besides for more health), you level up your cards/stickers and could work that way, The Alliance Alive [came out this year for 3DS] did a system like that very well (albeit Final Fantasy 2 did it horrendously). And then of course to keep things both balanced and interesting, you have so much space for cards/stickers with different kinds using up different levels of space, so must choose wisely and balance out your collection for combat.
Remember, though, that this game is not an RPG. It's an exploration game, mostly. What if triggering optional combat is SUPPOSED to be avoided? What if it's MEANT to be a punishment, draining you of resources useful for forced encounters and bosses? If you really think about it, _wanting_ to engage combat in an RPG realistically doesn't make much logical sense to begin with. "EXP" as a system is pointless in most games that feature it. If you really think about it, these "optional" battles are the same as forced battles; If you don't fight them, you're going to be underleveled and struggle with the rest of the game, so they are pretty much required. The only reasonable excuse to have them is to bring about customization like in TTYD and 64, which is nice, but it also shows that SPM's EXP system is TRULY meaningless since there is no customization. Just another possible slice of this big cake of debate.
Memo b0ss yeah I think it’s amazing except I don’t have a wii u and never will and that’s why I’m hopping they port it to switch and hope I can experience it myself
This is what I think, there are 3 Paper Mario fans: A. Gameplay fans (1 and 2) B. Lore fans (1, 2 and 3) C. Overall experience fans (1, 2 and 3 and I think some w/ 5) I got enamored with Paper Mario because of B, because as a Mario fan, it's so fascinating to see how big is the Mushroom Kingdom outside of the blocks, pipes and enemies you usually see. The fact that they have elements like Goomba King and the Star Spirits somehow return in some manner in some games shows it's indirect impact to the franchise as a whole IMO. Then TTYD came and we see more Piantas and some not as used characters from the 1st game. We explore more worlds and we also finally got sent to space, and finally face the most threatening villain Mario has faced yet. And then came SPM, which shocked is with Bowser somehow marrying Peach, a multidimensional adventure, and arguably the best Mario story there is. In terms of game design, I'm fine with it being real-time battle. It still feels different enough from Mario platformers as the movesets are versatile, although I do wonder if having an FP system and having special attacks when certain actions are done would work. I'm OK with the four-part story structure, because it cleanly separates the story elements. It is also acts like easy Warp Pipes too when you finish those chapters. Also, there is EXP system, but more akin to Mario & Luigi/Pokemon, being that the next level will take more points than the last one so "grinding" is actually encouraged here. In terms of partners, I realize it's mostly put on the characters now and Tippi, where they're character interactions IMO weigh much more than what some single partner in the past games did. They also had Squirps, Cragley Ho and Luvbi to add character in some chapters too. Also, the villains here had some great spotlight compared to the two past games. Mimi being constantly in Chapter 2, and also the O'Chunks/Dimentio encounters being more felt IMO. So while the partners were gone, their function and side character roles are still IMO filled. Your versatility comment is a good point, where maybe you could choose either HP, FP or Atk. If they are going to get back special moves, maybe remove Atk and have HP, FP and BP. Badges could be a good addition to it, although I think with the real time combat, I think they will act as ways to provide special attacks for the player like Bros. Attacks in Partners in Time. I do agree drastic things added to 3D would be interesting, having its own pros and cons. I think a small thing that would make it more exciting is adding a timer IMO. With the void looming, maybe it can be unstable from time to time. A timer can show how long till the next instability occurs, where if you didn't finish the chapter by that time, you will get sucked by some portion of the void and return you back to a certain checkpoint in the chapter. That way you have to be efficient in your battles. Remove the health timer and add a main timer and I think that will improve the mechanics a bit. Overall, I think real-time battling is fine, and just needed some tweaking. However, I don't feel the game was slow, and flow felt very smooth to me most of the time. What I dislike in past games is if you want to do a sidequest that needed you to go through past places you may touch enemies and have to battle them to not lose coins and at least make some effort against them -- felt that badly when trying to find Hide-and-Seek Koopa in TTYD. Super is just playing with a First Attack badge always on but needing multiple hits. Also, I'm shocked you dislike the Brobot battle -- going to a space shooter was fun IMO.
I think the point was that he immediately got a heart that healed it all back, because he then proceeds to say that, well, there are pickups everywhere that give it all back anyways.
Super paper mario is easily my second favorite one after TYD simply because of its story. SPM had a fantastic villain, hilarious writing, and actual twists and turns that actually keep you guess what's gonna happen. The gameplay is nothing to scoff at either, the real time isn't as deep as the turn based but if it had turn based combat it would slow the pace of the game to an absolute crawl just because exploration would have to be stopped for every enemy. Giving the partners actual characters IS a really cool idea but doing so in this case would shift too much of the focus off of the main cast and villain. The side kicks from TYD didn't add too much to that game anyway imo, I mean how deep of a character is koops anyways? My point is SPM is just as good as the turn based games that came before it, just in completely different ways.
I haven't played tyd because I've been trying to get through the original for like 2 years now (I don't play it often because the turn based sucks with common enemies. Don't get me wrong it's great when fighting an interesting foe, but being drawn into a turn based battle everytime I bump into a goomba or a shy guy sucks) but I love super paper mario. Story is great, gameplay is great (despite a few problems). It's my favorite mario game along with Galaxy one
@Solar Cypse I guess we could say "side interactions", where someone has to speak for Mario's behalf regularly and can trigger different dialogue at times.
@@haydeng3316 I honestly do understand what you mean in regards to the combat being really slow with some boring enemies, but despite that I do still find the turn based combat enjoyable because of the long term investment aspect. I do think its worth playing, even if only once.
So I think it's risky to make negative content especially when you have such a positive focused channel, but I'm gonna be honest man I love Bad Game Design. I think there's an easy way to make this sort of content, bashing on the problems and just move along, but I really appreciate that you can talk about the good and the bad while so suggesting good ideas to fix the problems you had with it. I know the Paper Mario series has been quite the undertaking for you, and it's been really great seeing you cover them on your channel! Great stuff, dude!
6:50 That's not a fair criticism Did you even pay attention to the story in this game. One of the Merlin look alikes tell Mario and friends that they will be traveling through multiple dimensions and different worlds that are separate from each other so of course you're not going to see a bunch of different characters travel link two different towns all over the place because they physically cannot do so. Whereas in the other games it was one connected area rarely leaving the same continent maybe once or twice you would have to travel to an island that's offshore but otherwise they are all connected in previous games.
Okay, but why aren't there visitors from other towns in the _same_ dimension? Why is every dimension except for Mario's the size of one region of Mario's planet?
@@Baconator2558 Go replay Paper Mario, Thousand Year Door, Galaxy, RPG, Mario And Luigi series, Odessy, etc. Almost all of them have charaters from other levels/towns/worlds visiting other ones
I can't really agree with your conclusion that SPM should have been turn based. I think you're misreading what the game is at its core. It was always intended to be a platformer with RPG elements-- not the other way around. Flipping was a gimmick, not the main thrust. The main thing about the game was always "this one's primarily a platformer," hence the "Super" in the title. Changing it to turn based makes it a completely different game. Possibly a better game, but it's a fundamental concept shift. I think in order to truly fix it, you need to A) improve the platforming so it doesn't feel so stiff and awkward, and B) marry it with the Paper Mario elements in a more elegant way.
It isn't really a concept shift. Look at Thousand Year Door, or even the original. You are platforming and puzzle solving in the field. The only thing that changes is you don't kill the enemies on the field. This means you don't use your main attack, Jumping, which happens to counter 90% of enemy attacks granting full immunity. Literally the difference is having partners attack in the field and dealing damage on the field. Platformers with RPG elements don't generally work, because one is a secondary while the other is a primary. Platforming is a movement element used on a field to travel across it. RPG is the combat element, the main conflict of a game generally. Jumping on a Goomba 2-3 times when you can stay above it where it can't attack you doesn't work, it makes a simple process tedious. This is like trying to bake a cake but cooking the ingredients before you put them in the bowl and mix them up. The RPG has to be the main focus or equal at the worst.
9:00 i should mention there is a boss in chapter 7 that is fought in a turn based style but it is more like something like earthbound with you being in a first person view and just selecting options but that isn't really what you wanted, plus if you got a certain optional pixel he's easy
I don't quite agree with your hypothetical 'better' super paper mario. pulling back to turn based and tossing in even more characters sounds like a bad idea, especially in regards to writing and programming. Mario, Peach, Bowser, and Luigi play off each other very well, and adding more 'voices' to the hero's party would muddle the interplay between them and Count Bleck's forces. What it really needed was a whole bucket of polish on its interface, platforming, and 'battle' mechanics. If Super Paper Mario handled like a mainstream Mario title, with similar effort going into its platforming design both in 2d and 3d, it'd be a different, but fun sequel. however, we got very empty levels, a slow walk speed with no running, jank 3d controls, nonthreatening enemies, and a shitty menu. Its the kind of issues that wouldn't fly in any other mario title, but for some reason they let it ship with a gameplay loop that is criminally boring.
Seriously, dude. These bad things you said about Super Paper Mario as if its successors deserved better (FUCK NO!!!!!) is just you lying about that game. What's next? You will defend the Mario games made by The Software Toolworks over Mario RPGs that came before Bowser's Inside Story?! *👎 your comment*
I think his idea has merits, having the flipping mechanic expand on turn based battles would have been amazing. That said as much as I want more rpg paper marios I absolutely agree SPM would have been just as good as the others in it's own way if they'd actually delivered on competent platforming and combat mechanics.
Why would I want turn-based combat in any Mario title? Mario and Luigi were quite literally born in a platformer. Super Paper Mario is a lot better than The Thousand Year Bore.
Sporkinator How does it feel being so wrong? Super Paper Mario was a downright terrible game and took away what made Paper Mario great. It wasn't a fun platformer or RPG.
I personally really like super paper mario. its a pity you dont. but hey, I think I speak for both of us when I say that I dont like sticker star or paper splash very much
@@crabnebuelar9536 Sticker Star was disappointing for TTYD fans. It was disappointing for me, a SPM fan. It took a franchise that didn't need a gimmick, or levels for that matter, and gave it gimmicks and levels. I'm not sure about Color Splash, but at least that game did humor and stuff right. I just wish they'd return to the formula of one of the first three games to be honest...
Ice Blue Kamikaze It's my favorite game of all time, but I would definitely have preferred it on the game cube with a quick change for party and pixls. Scoobert Doobert It's an action RPG.
SPM was my first paper Mario and I honestly can’t say enough about it. I loved every second, and to this day is still a favorite. I don’t know how my opinion would have changed if I played the others, but I like to image I’d still love it.
spm was my first game ever and that's the best way to experience games, however when you play something in a series you're often clouded by nostalgia (i'm not innocent) and it hurts. devs are nowadays forced to stick to to the same thing over and over again just to please the fans
Paper Mario Pro Mode is an EXCELLENT mod for the original Paper Mario that changes enemy and item placements, as well as some of the environments that makes for an interesting twist on the original formula. It rebalances the game geniusly, while keeping in mind what equipment you could have at any given moment. It's a bit of a pain to set up and get working on an emulator (or original hardware), but it is so damn good. I've had a blast playing it
I really do believe that the spoiler effect has a lot to do with your enjoyment, as well as many other people's enjoyment of SPM. Having SPM be the first Paper Mario game I played, I loved it, and I still love it. Of course it's not as good as 64 and TTYD, but when you're forced to look at it through the lens of "how does this compare to 64/TTYD", I can understand why it feels like a letdown. I really like that you didn't just sit here and shit on it for not being what you wanted, and actually looked at the merits the game has, but I can tell that if you were a much more cynical person, that would likely be your view. I totally agree with your ideas for how to make it a better game, and seriously, that sounds amazing, but it feels like a serious disservice to have it next to Sticker Star and Color Splash. Sticker Star is bad. Color Splash is mediocre. But I would say that SPM is great, but it's not amazing, like the other two. Another thing I would like to note is how you didn't talk about the music when you were speaking on the matter of aesthetics, and I feel as though music in a game is one of the most important components. The Paper Mario series has some really tight tracks. (Also, I would love nothing more than being able to have Flint as a party member. The world is really rich in SPM, and I feel bad not being able to experience it though the mechanics of 64/TTYD.)
I went into SPM expecting a TTYD clone and was harshly disappointed, but I quickly grew to enjoy it during my playthrough! I think his analysis is spot on. He also said he started to like it after about 3 hours, and I agree with his points for why he didn't like it.
As someone who played Sticker Star as their first PM game, I have to say that I think you will agree with me. I ADORED SS, especially with the cute little sticker theme (my like 8 year old brain). I never even thought about how it compared to other games because I was so immersed in the game. Being one of my first actual games, gameplay didn't matter. Aesthetics didn't matter. Identical toads at every corner didn't matter to me. Puzzles amazed me. Scraps even more so. I was so infatuated with this game. So when I found out that majority of people didn't like the game, I was very confused. "Why wouldn't people like something this cool?" Years later, I emulated TTYD onto my laptop to see why this game was to people as SS was to me. After having my hopes built up on everyone else's adoration, I played the game. I didn't like it. I thought *"this* is why people hated Sticker star?" This story goes on, but I'll sum it up. I was dissapointed with TTYD, have yet to try PM64, LOVED SPM, still like Sticker Star and have completed Color Splash several times just for chapter 4. Humor and writing was great in SPM and CS, and humor was very inappropriate for children in TTYD. My point is, depending on when you started, what your mindset was when you started, and what you were looking for when you started will all effect your personal opinion on the game. If I had played TTYD or PM64 first, I would probably agree with the majority of people. Anyway, that's all I wanted to say. Thanks for reading!
@@catnat6571 The humor of SS and CS is dumb and lazy (Paper jokes) while the humor of TTYD is clever and equally filled with jokes for young and more mature audience, like it should be because we're talking about a game for Everyone, not a game for Kids only.
@@catnat6571 Its not an opinion that the game is for everyone, that is a fact, because there's another classification made by the ESRB that is EC (Early Childhood). And let me tell you that Paper Mario games are NOT Early Childhood, they are for Everyone, so the jokes need to be for everyone, and that's perfectly balanced in that game, having both childist and mature jokes.
I agree with several things you said about Color Splash. And the scary thing is the game is even more poorly designed than what you encountered. For example, there's Replica cards of the Things that would normally have solved the boss weakness issue. Unfortunately, for some strange reason, the game is actually programmed to not only not have Replica Things count- the game will actually mock you for using them. Like, WOW, I've never seen such disregard towards the idea of freedom of choice. And even worse? Morton (possibly the other Koopalings, too) is apparently coded so his HP will simply never drop below a certain amount unless his weakness is used. Not to mention that the Koopalings after Morton all have one-hit KO moves if you try drawing out the battle with them. Talk about railroading to the extreme. In fact, the game does not give much breathing room on accomplishing various tasks. What might be optional in a better Paper Mario game or better game in general, like, say, a bonus round to a quiz show, is mandatory here. You need top scores in a shooting game with delayed reactions, no aiming reticle, and nothing keeping score. Then there's Kamek's curses and the Shy Bandit. Not only is Kamek's inclusion in this game incredibly glaring and extraneous in light of the Black Bowser situation (a father figure should know when there's something wrong with their protege), but his curses have several oversights to them that could easily have been patched, yet never were. His curses don't whitelist enemy cards, you can only run from cursed battles if Mario's cards= 0 (when the game encourages collecting 99 cards), and some mono-type curses only check the nature of the first enemy encountered in battles. And if you hated the world map now, be glad you never encountered Shy Bandit. He can steal paint from levels, the timer to reach him on the overworld does not account for where Mario is relative to him, and he can use pathways Mario hasn't yet unlocked. The one thing you were sort of wrong about, yet even it has huge issues. The enemy cards were supposed to count as partners. However, card-summoned enemies have too little HP to survive for long. What's worse is card-summoned enemies will run from mini-bosses and bosses without even bothering to attack. And the Koopaling cards- just glorified Fright Jars, who also arbritrarily run from bosses even if it's another Koopaling. Story-wise, there's no real overall throughline for the game. The black paint only appears one other time in the present day before the finale, chapter 6 is just "leftovers" (killing the narrative momentum before the final chapter- something that Sticker Star is also guilty of), the nature of Huey and the black paint is never completely explained, and there's this disconnect regarding Black Bowser's identity, yet Mario and Huey (as well as Peach due to a plothole) overlook this even as it happens. Short version- the only people who cared about developing this game were the localizers. Not the director, not the producer, not the original writers, not the game designers.
i had sorta fun with color splash, the replicas didn't annoy me, and the sorting helped with the you cant see the cards kamek curse, though the one thing that angers me is, THERE IS NO SAVE FILES
DarkChirano As someone who played through almost all of Color Splash, it just seems to have this weird battle with itself between expecting monkey brain and expecting 200IQ from the player. Like, why are so many field enemies so easy to defeat, but the bosses need you to conserve an item from some random area to even make them killable. And don’t even get me started on the freaking meat boss! Who decided that “let’s see if you can figure out what three rare consumable items to use in the right order” would be a good boss? I usually don’t save scum or look stuff up in games, but I was infuriated by just how inane that boss was, so I had to look it up after reloading a ton of saves (so I wouldn’t lose my cards). I could buy so many good cards because the game gives you boatloads of coins, but they’re useless in all the spots where it would be nice to use them! Honestly, if it wasn’t for the localization team, there’s no way I would have made it as far as I did.
Wait... Kamek really should have noticed... but he clearly doesn't care... and Bowser seems to have no idea what happened... this could be the start of a new conspiracy video...
I really appreciate how unbiased and respectful you are with these videos. Good show! Personally, I loved SPM. Granted, that's coming from someone who hasn't played the other installments, so take it as you will. I admit it had its flaws, and you basically covered all of them in this video. I do think calling that an example of "bad game design" is a little harsh, though. It was tons of fun, and I think that, ultimately, that's indicative of good design choices. Of course, that's just my opinion.
@@gonchuits I still think it's an EXCELLENT Paper Mario game, just not the best mechanic of a Paper Mario game, because it has the heart of the past installments, expanding what a Mario adventure can actually be IMO.
@@zjzr08 It's far from being excellent, though. Average to mediocre would be the best way of summing it up. Calling it excellent despite it's glaring flaw is being WAY too generous as well as kidding yourself.
Mentioned this on Discord, but with Super Paper Mario, I get it has a feeling of what it wants to be: Super Mario Bros. with RPG elements and a flip mechanic. With the Paper Mario games after that though, I get the feeling that they don't know what they want to be. It's like, one part of it wants to be an RPG like Thousand Year Door, but another part of it wants to have a world map like Super Mario World. One part wants to have turn-based battles, but another part wants it to be different by having cards. It suggests the idea having partners, but ultimately has one partner, which doesn't even participate in battle, helping you the whole way through. I guess the devs tried to meet halfway, but ultimately, they basically end up feeling like a neutered version of Thousand Year Door.
Newer Paper Mario games feel more like "Crafted Mario" games, They go overboard on the PAPER aspect of Paper Mario and makes the whole world made out of Arts and Craft's.
Well... If they brought back partners and treated paint as a system like FP (which makes splashing paint on stuff something you wanna make less intense stat), the different party members could use combinations of the colors to supe up their attacks with elemental paint properties, like Red beats yellow beats blue beats red, or Orange beats green and so on. And have some bad guys drenched in paint, so not only do you have the capability to attack a weakness, the baddies could behave in a weird way based on what color they had taken on. I don't hate Color Splash, but it does have a lot of fixing it needs.
Actually, they did something like the paint-drenching thing in one of the Koopaling boss fights. They take away your paint and use it to attack you, and depending on which color they use you get sort of a status condition but also some of that color paint back. Best Koopaling boss fight in the whole game.
@@jacketofdiamonds (Nods) I agree there. That boss was certainly one of the more fun ones, but I hate that they waited til the last leg to bring out paint related status effects. Plus, if the enemies had been drenched and behaved erratically, it could have been a hint that something could mess with you in the same way.
In SPM, you can press 1 and 2 at the same time to open a quick menu without needing to open the full menu. It speeds up the flow of the game greatly. Remember to also use left and right on the D-Pad to switch between each section of the quick menu.
C'mon man, Super was a good chunk of my childhood, and every time I hear the memory tracks, I almost cry, _when you attack that game, you attack my soul._ Nah but for real it was a big part of my childhood and it does hurt to hear you say that stuff, but I can see your points and ideas.
5:46 I actually died 546 times to this guy, while at a friends house, and then i gave up because i was stubborn and didn’t want spoilers by googling how to beat it I don’t even remember the enemy’s name......
@@jordandwiggins1026 Yeah, he was annoying. I died twice to the second Mr. L fight, but then figured out that you can constantly jump on him with Peach. He doesn't even use his missiles!
Super Paper Mario is one of my favourite games. Of course, it has something to do with nostalgia, but it also has some weight reasons. First of all, I don't like turn based games, so a real time action game fits me better. It could be more challenging for sure but, well, it's a Mario game. And second, it's aesthetic. A black void watching you all the time, unique settings and, well, there was only one Toad in all the game. Super Paper Mario has the same problem as Kirby's Epic Yarn, or even Star Fox Adventures. If they were games for their own and weren't part of a bigger franchise, they would be much more appreciated for what they are
I mean, Star Fox Adventures originally WAS supposed to be a completely different game (this is why it has such a weird dinosaur obsession: it literally was going to be a dinosaur game) - they just ran into some weird budget issues and development hell and such, and Nintendo basically told them to slap Star Fox on it so that it would sell more than 2 copies. If it had released as its original design, I feel like it would have gotten extremely lukewarm reception and never would have really been remembered as much. It's not outright terrible, but there's nearly nothing that really gives it any lasting appeal. As much as I dislike the fact that it's a shitty Star Fox game, I understand it was a reasonable and successful business decision. As for SPM, I think its changes are just symptomatic of Nintendo pushing towards a more casual audience starting with the Wii. It definitely has that air of corporate meddling, like the designers wanted to do a lot more than the big cheeses would let them - but the strengths still absolutely shine through. Color Splash, on the other hand... I honestly don't know how that ended up the way it did. Was it a completely different development team? I can't think of any other way to explain it. But the casual audience thing definitely seems to be blowing past us with the Switch. Most of Nintendo's more recent games have clearly shown a change of heart in their overall direction & they're doing a lot more good for the more serious Nintendo fans lately. In the wake of things like BOTW and Mario Odyssey, I feel like there is hope for all of their franchises. If they ever announce another Paper Mario title, I have enough reason to believe it could be good again.
@@DELTARYZ Kirby's Epic Yarn was also a completely different games before release, but Nintendo thought that it would fit better as a Kirby game. I don't know if SPM had a similar case, but at least it feels like so. The only things from the Mario universe are the main characters and some items and enemies. All the environments and npc's are new, so I wouldn't be surprised if it was another game at the beginning. For Color Splash tho, idk, there's that "Miyamoto wanted it to be like that" thing but who knows. Miyamoto has been doing strange things lately however
@Jordi Conde i too dislike turn based games so SPM was really good for me plus it really has a dark atmosphere the dark void getting larger with ever level you complete the strange music the at times creepy worlds Super Paper Mario is the closest Nintendo got to major mask when it comes to atmosphere but sadly SPM is very poorly paced which is my biggest problem with it the game is at times ridiculously slow and aimless but aside from that it was fun and a great experience.
I don't like turn based rpgs either, but love the hell of out TTYD. I say play TTYD even if you don't like RPGs. Paper Mario was design for idiots who can't get into generic RPGs.
First off who the fuk don't like Kirby's Epic Yarn? Secondly, I don't care much for BoTW as a "Zelda" game. Lastly, Mario Odyssey is poopy and should not be setting standards for future titles and hope had died.
Hope you all enjoy the new Bad Game Design - it takes a special game to don that title. I always try to take the perspective of "how could it be better" not just "it's a bad game". I like to cover games that mean a lot to me, so the future of Paper Mario was a good topic for this.
I hope you know that it all comes from a place of love and that I definitely don't hate these games - I tried to be as level-headed as possible and offer solutions for the problems I had. I ask that you watch the whole thing before making sweeping judgments, and that we have good constructive talk here in the comments. I love you all, and appreciate the kind feedback - this was probably the most I've ever put into a video before. Enjoy!
I strongly disagree that Super Paper Mario is a better game than Color Splash, while none of them has reached the highs of TTYD or even the 64 one, color spash at least felt like a paper mario game, had the best writing the series have gotten since ever and the visual are gorgeous. Super Paper Mario looks bad, have mediocre dialogue and doesnt feel like a paper mario game at all.
I was wondering when you were going to cover this, lol. Glad it’s finally out.
I enjoyed the video. Except, Super Paper Mario is my favorite Mario game. I’m not even exaggerating. The games only bad because it’s different. I understand that people liked the first 2 games, but Super Paper Mario is still a great game. I loved the levels, they were original.
Why do so many complain about SPM. I, as one who hates turn based games, love it. If you'd want to change my favorite WII game to change it to one of the worst would make me really F***ING PISSED
bob johnson I agree, turn based is fine for some, but I find it sorta slow.
"I never got under 30 HP"
*shows footage with 28 hp*
Right?
\(-_-)/
That was right after he showed a clip with 20
Lol
are you blind that is obviously 30hp smh stupid people
Super Paper Mario isn't bad design, it's just not the game many people wanted. For what it is, it's awesome.
Agreed.
True.
Agreed 100% I love the story
@ed champagne
Completely boring? The story's pretty heavy at times and there are some awesome characters. How far did you play into it?
"who B'stank srry but its completly boring the combats a total joke they fucked up hard"
The story is arguably the best in the series. How is it boring?
"I never got under 30 HP in my entire playthrough" *instantly shows footage of having less than 30 HP*
Maybe later in the game when you have more HP
or maybe someone else's footage
BaronMcFungi Yeah I wasn’t convinced by the “too easy” argument. I game over’d something around 7-9 times in Color Splash while I never died a single time in 64, TTYD, or SPM (and they definitely weren’t all to that dumb required boss item mechanic). In fact, I remember being super annoyed by this one stage in the orange area because it had this segment where this boulder starts chasing you and if you get hit by it you just up and die. I was so used to scarcely saving from playing the first three games in the series that I had to redo essentially all of that level when I died to it.
Edit: The boulder was a chain chomp. I forgot about that.
There is an actual difference between challenging difficulty and fake difficulty and thats one of the main rub I have with both Sticker Star and Color Splash. The general difficulty of Color Splash is quite low, which doesnt help me keeping my attention on them, and segments like what you are talking about and the Snifit or Whifit segment are clear example of cheap attempt at bumping the difficulty by been overly punishing. And don't get me started on the Jungle River level in Sticker Star. The awful controls and one-hit death threat are my bane for that game. There is a reason why I skipped Color Splash after the major dissapointement Sticker Star was to me as it is the only game I regret ever buying.
While TLoZ Skyward Sword had 2-3 segments like that, it had the decency of respawning you directly at the start of the segment
tnt1751994 To be clear, I wasn’t saying that it’s good that I game over’d this many times. I just think saying it’s “too easy” wasn’t the right type of criticism.
"SPM, if you take away music, story, and design, then what do you have?" -Some commenters on gameplay in SPM
Me:.... 1/4 of a good game?
"If you take away music, story and design..."
Sir that is _just a singular room in TOK,_ it's literally just the Battle Lab
More like half
@@gamecavalier3230 exactly.
You have an interactive video with no noise.
And that goes with every game.
@@asierx7047 Battle lab still has great music and cool design lol
I notice that so many people seem to miss the point about Super Paper Mario. It's not meant to be a continuation of the core Paper Mario games. It's a blend of the Super Mario Bros style of gameplay - the 2d/3d platforming that is inherent in literally EVERY game with 'Super Mario Bros' in the title' - with the Paper Mario character style. Essentially, it's meant to be a spinoff of the spinoff of the main series (and could've developed into a spinoff series in itself if it had been better received). This is why all of the spinoff Mario games don't have 'Super' in the title anymore - it's specific to the platformers, and seeing it in the title specifically tells you to expect that style. Comparing it to the RPG Paper Mario games doesn't really work, any more than comparing, say, TTYD to SM64 does.
thank you. I love SPM, it's my favorite, and I will die on that hill.
Agreed, but even as a platformer its just bad, just well written and a great charming story.
I think you're missing the point. If I wanted to play a Super Mario game, I'd play a Super Mario game. I want to play Paper Mario. So when you give me the bastard child of a few elements of a 2D platformer and an RPG, and then tag on some cheap gimmicks, don't get offended when I kick it back out onto the street.
Super Mario RPG is more like the core Paper Mario games than SPM. If you admit that comparing SPM to the core PM games is faulty, then don't defend the game as a Paper Mario game.
BluesEclipse unless Nintendo said themselves that its a spinoff of paper Mario, that’s just a theory
Bcullies I can see your point...really I see it as a mix I mean sure mario 2 and zelda 2 are 'different' doesn't mean there bad
Super Paper Mario's music is so good. The Evil Count Bleck's intensity makes him seem like such a menacing boss. Floro Sapien Caverns' wacky percussion mixed with its mysterious tone makes just fit so well. Percussion in general was just done so perfectly.
69 likes
@@lordroy88 i liked the post just before reading how much there actually was before that.
Whoops.
Bombtario I unlicked don’t worry ;)
In my personal opinion, Count Bleck is characterized incredibly well. Sure, some may see him as a generic villain with absurd goals. I see him as a tortured soul corrupted by the pain of loss and the freedom of power. And the game seems to recognize this, never truly antagonising Bleck. This is just one interpretation of Count Bleck though.
Maybe the people that see him as a generic villain never stuck around to finish the game...
Bleck was great. I loved how different he was from previous Paper antagonists Bowser and Grodus. Hell, his whole squad of underlings were great, what with a (seemingly) straightlaced mind-controlling secretary and a (seemingly) goofy dimension-manipulating jester...guy.
Dean Hentschel or (like me) skipped the story a lot
@@autumn4442 Or the end of Chapter 2, but given 2-3, I don't blame them.
oh he talks weird too, so even if the screen went black and you didnt know who was talking, you would always see "Bleck" at the end of each dialogue.
Princess Peach does not have an umbrella… She has a parasol. Anyone can use an umbrella, but only those with royal blood mixed with a level of eloquence matched only by their own grace can make a parasol work. ⛱
What does that make Kirby or waddle dee?
@@undeadwaluwugi758 Gods
Parasol is for sun.
Umbrella is for rain.
super paper mario may not be my favorite mario game in terms of gameplay, but the story and amazing music is what makes it one of my favorite games of all time
Hello fellow TH-cam Pooper!
Yoshimaniac I still love the game-play and find it infinitely better than Sticker Star and Color Splash. I don’t see anything wrong with not having RPG combat. It’s a breath of fresh air. I just wish badges and upgraded equipment were a thing and the Pixl’s had more time to actually show their personality because I do find them funny as characters but they only ever talk when you first find them.
The story of SPM is EASILY the best written in the series. I think everyone here agrees with that. A main antagonist following a dark prophecy to try and vring his beloved back. Little did he know that one of his underlings was the one controlling the show from backstage. Also, the prophecy of Light even explicitly stated that one of the brothers wouldn't be there in the end. This foreshadowed Luigi being brainwashed and used as the true Final Boss.
Only complaint I had about SPM was that the boss battles, including Mr. L and the final boss, were just too easy. Just switch to Bowser and weight Pixl (can't remember his name) then ground pound like 12 times and the battle was over. Other than the difficulty of the game, I really liked it.
It also has such a great personality
oh yeah
"Criticizing Game Design Crashes Paper Mario"
Underrated comment
"Looking back at Super and Color Splash Crashes Paper Mario 64"
Replying to a comment made 4 months ago crashes Paper Mario.
b e i n g g a y c r a s h e s p a p e e r m a r i o
Bring Stryder in a new video
okay yeah super had relatively weak gameplay
but that STORY
Yeep
Super Paper Mario's Gameplay isn't relatively weak, I'd say it's at least average. Story is strong. Mr. L, Dimentio, and Count Bleck were all very memorable.
Rpg's are only about the story, so when haters say it only has story I say "thats what an Rpg is! Rpg isnt turned based combat, it is a story that you play out"
@@buddymmx3936 Ehhhh I'm not sure I'd agree. Yes, story is a major part but if ALL we wanted out of JRPGs was story, why not just watch a movie or read a book?
I mean RPG is "role-playing game" so isn't any game where you play a role an RPG? In Super Mario Bros. (1985) you are a plumber named Mario who must save a princess from a tyrant. You play the role of the hero... therefore Super Mario Bros. is an RPG.
The above is meant as a joke, but just remember, not all RPGs have turn-based combat. Secret of Mana would like to discuss the lack of turn-based combat in an RPG.
The way Super Paper Mario plays with the 8 hearts linearity made me love it. Even if at first the act structure seems to break up the action, the sammerguy chapter changes everything. The final three chapters feel like they defy the plot they have set up in such a way that the game ascends higher than it seems the game will go. The way the story changes the gameplay that could be beginning to get stale is what makes the game so special.
Couldn’t have said it better myself about SPM (while I could see what SG was coming from in this video in terms of both cons and pros and am sure that he enjoys SPM as a whole despite being mixed if mostly negative towards its gameplay, all the great things mentioned in this video are enough for me to claim that this is as good as its predecessors as opposed to most 2010s Mario RPGs, and while CS is an improvement over SS, that doesn’t mean I liked it as much as the Mario RPGs of the 2000s, Super Mario RPG and The Origami King so hearing the bad and good things about it also hits home with me).
Yep, the underwhere is a great example of that, if I remember correctly.
Super paper mario is actually one of my favorites. I enjoyed the mix of a platformer and story'based game. It's one of the few games I actually got into and aimed to complete instead of losing interest not even halfway through.
Yeah, it seems like Super gets a lot of flack for what it isn't, instead of what it is. And that's a shame, because it's really a superb game. Heck, even if you don't like the gameplay, I still think it's worth buying for the story alone.
I couldn't agree more. I don't know why, but i usually lose interest in rpgs. Exceptions being the first two Paper Mario games, child of Light, and Xenoblade Chronicles 2. But Super Paper Mario was a great way to get away from the things that i don't like in rpgs. It wasn't perfect, but i think that it was fantastic.
Imagine this.
A Paper Mario game with the difficulty of PM, combat/sidekicks of TTYD, story and writing of SPM, music of SS, and the visuals/comedy of CS.
Such a perfect world sadly doesn’t exist
Eh, the soundtrack of the first 3 games were much better.
This is going to get salted by the "SS and CS have nothing good to give"
That game you imagined is heaven
@@fawfuls Really? TTYD's tracks were fine at first, but after hearing them for literal hours in their respective chapters really made them grating after a while. SPM was much better with its soundtracks, but there were some REALLY bad areas like the Overwhere that gave me headaches. I find myself going back to SS and CS's soundtracks when I'll be doing school/work much more than I find myself going back to TTYD and SPM. SS had some really imaginative tracks like Gooper Blooper's theme, as well as most of the overworld's soundtrack, and CS's boss themes were amazing. All I'll say for now, is Roy's heavy metal duck chorus was absolutely amazing.
@@catnat6571 Well, I played em all and really enjoyed the soundtracks. The soundtracks for Sticker Star are by no means bad, I really enjoyed them. I just prefer the ones from the first 3 games. If I had to pick a favorite among them, I'd probably say SPM. I know what you mean though lol. Back then when I first played SPM I remember getting stuck in chapter 7, and wandering around for hours in the overwhere and the overthere trying to figure out where to go next, while listening to the same music. Still love it though. And the Toad Town from Paper Mario 64 sort of gives me PTSD. I put way too much time into that game, and wandered around Toad Town a whole lot. It's been a while since I played SS. Haven't touched my 3DS in quite a while. I still have yet to play CS though.
Idea for a main antagonist in Color Splash:
The villain is a huge mean guy who is stealing paint from others because he is leaking his own paint, essentially bleeding out, but when you confront and defeat him you find out he simply has a rip on his back through which his paint is leaking, after patching it up the antagonist feels embarrassed they caused so much trouble and escape, this becoming an outlaw fugitive, you then have to chase them around the world. Later, when you find and corner him, he tells you he's looking for a lost treasure to give to the people he inconvenienced aspayment for his crimes, the rest of the game is you looking for this treasure with him as a companion.
@@UltimateMonsterJam80 Thanks! :D
Love it! 10/10 !
I don't really like this. It seems kinda forced, too long, and there wouldn't even be a final boss.
@@blueyandicy I guess the story does feel empty after you befriend the original antagonist, there would have to be a bigger, meaner menace, with the first villain being like an intro? It needs improvement.
I don't think it would work for a main antagonist. Definitely a good plot for an early chapter and some reoccurring scenes afterwards, but not enough to carry the entire game.
I've always said since Super Paper Mario came out that if it just wasn't branded as a Paper Mario game and instead been named as its own spinoff it would have been much better received and probably could have started its own series.
I always kinda did see it as a spin-off since it had Super in the title, It seemed like a platformer Mario game with Paper Mario visuals and story.
But I like the first two RPG based Paper Mario's better, still I like Super Paper Mario as it's own thing and I like it more then the new Paper Mario games.
It doesn't even look like a paper based world. It's a very sharp pixel-based world in 2D and 3D, with cursor and selection boxes. It's like it's "virtual computer software" (which is weird to say since it is already virtual computer software, but this time layered). They could easily have named it something else, and still sold it well because it's Mario.
@@Liggliluff maybe they should've have call it
Super Pixel Mario
@@Liggliluff I think that was the point, considering Super takes place in dimensions outside Mario’s, with Mario’s house and Bowser’s Castle very much being 2D versions of TTYD
It's already super well received, because everybody dick rides it
It's kinda telling that the story of Color Splash involves sucking out all the life from characters.
It's a subliminal call for help from everyone involved.
person It... sucks?
No I was making a pun
Zeetee Pippi. the developers say otherwise. They did that to add a horror theme to it. They didn't do that as a cry for help. It's like me saying the void in SPM symbolizes what will happen to the series in the future.
@Jeremy Knight r/woooosh
Super Paper Mario is a master piece in my opinion. I enjoyed the first game and Thousand Year Door a lot, but the story in SPM has just gotten me hooked. I read every bit of dialogue and finished the game in a couple days just to see what happened next. The end scene with Tippi and Count Bleck made me sob full on tears, this game is a 10/10 for me.
I agree with that
Completely agree
Oh my god, I love super paper Mario so much. I've beaten it at least 4 times. It's story is amazing and I really had a lot of fun. I think the thing people don't understand about it is that it's not just a paper Mario series game,it's also a super Mario game. It combines the playstyles of the super Mario series with the more story based RPG elements of paper mario. in the end, it's not just a paper mario sequel, it's a combination of both types of games. That's exactly why it's called Super Paper Mario.
@@someguywhosometimesmakesjo1006 You spelled "[Nobody Disliked That]" wrong
Only maybe 9.99999998/10 because of the impossible puzzles sorry
Super Paper Mario. BAD?
*cries in corner*
again
yes
At least we know he likes the music (literally every single track he used is from Super)
Korbeh I feel u bro, I really do. I feel like 50% of his reasoning is just Thousand Year Door nostalgia.
@@derps3746 it isnt trust me. I've played the game multiple times. Granted I haven't played SPM in forever but just saying his opinion on TTYD was more than just nostalgia.
I disagree that adding turn based combat would "fix" SPM. I really think that's your nostalgia talking. I did agree though that the platforming could be improved, especially for the boss fights.
mario and luigi games are turn based just play them
@@gasternecross by your logic we shouldn't play spm, just play the other platformers like galaxy and odyssey
@@AABatteries321 mario and luigi games are actually turn based
@@gasternecross just like mario main series titles are actual platformers
And people defending Super Paper Mario aren't going by nostalgia? Please. Yes, turn based would improve SPM because the actual gameplay they put in is mediocre at best.
I personally see the pixels as the curses. While Peach, Bowser and Luigi the Patners.
That is a fair way to look at it, sure! Still wish they had more party members in that case though
@@snomangaming Yeah. It Would be awesome to have characters like Flint and Squirp
Curses?
@Jalalious oh sorry it looked like i forgot about her. She is a staple team member for me. I was referring to Characters that teamed up with Mario for only one chapter.
@@pormpfspimperton6804 In TYD You get abilities called curses like turning into a paper plane or a boat.
“Mostly random” there’s LITERALLY TWO PEOPLE in front of the temple that tell you what to do.
Their tips stop working after you beat the first two opponents and lose to the Rock Paper Wizard though :(
@@jonathonchappell That's why you get another paint star and come back.
Nice art of the lunatic cultist
I can understand people who complain about color splash, I would want an xp that does more than giving you more paint, I would want a better battle system, but a lot of the things he says in this video just aren't true, like the fact that he says the villain is "just *basic* bowser, even tho bowser is actually nice in this game and he got possesed by black paint, and he also said the locations were just "bland fields" and I mean if he played only the beggining of course thats what he thinks, literally every paper mario games has a green field as the first place, also he said that shy guys dont have different colors but they do, there are red, yellow, blue, pink, even gold and silver shy guys
@@teddyboy5932 Black Paint Bowser is still Bowser, Cackaletta was Cackaletta till she possessed Bowser in which case... well it was a defined character who had lore and reasons so it wasn't just Bowser and didn't end with fighting Bowser. DESIGN determines it... just saying "This Black Paint is evil and is controlling Bowser" isn't special when Bowser is the villain of the games normally, and him causing something to become the "victim" doesn't work plot wise as he created the black paint. BOWSER still caused the problem and BOWSER was still the final fiight. If you throw a bucket of paint on a car it doesn't make it a boat.
As for the bland fields... using a Green Field isn't inherently bland. What makes it more then a green field? In the original PM it was a unique new style as a whole. TTYD had a generic plot for its first one, the dragon in the castle, despite this it worked WITH the generic to give it a natural feeling so it wasn't bland. In SPM it had a completely new style and the 3D mechanic with crazy designs... then we got what were flat designs without as much depth. They started becoming real world locations in design. Oh a desert, oh a swamp. There was nothing that really stood out to make it more then a bland area... while TTYD would introduce new races like the Puni in a Black and White forest raided by the main villains or SPM when you're flying through literal space using an alien as a gun into a rotation space maze.
I remember playing Superstar Saga for the very first time when I was in elementary school, and I was blown away by the creativity from the enemies and NPCs. It's so lame to see Nintendo rely on vanilla, cookie cutter characters from the main series now. Paper Jam was the same way, and I found it so freakin dull.
Even using Bowser as the villian, like c'mon. Part of the reason I'd look forward to the new Mario RPG is seeing what kind of awesome new enemies we'll get to see. That's a big reason I loved Super Paper Mario so much, it's got my favourite cast of villains in the entire series. I kept seeing them in that room, talking to eachother during the chapter intermissions. I wanted to get inside that castle and see Mario on that screen so bad! Same for Thousand Year door, finally getting to the Moon base and exploring an area you've only got to see in snippits as Peach was so freakin cool.
I guess even the first game does that too! There's something amazing about teasing the final area over and over during the intermissions where we see the villains. Sticker Star and Color Splash don't do that from what I remember, and I think it's another big reason why I felt no drive to get to the end of it.
That's a really good aspect I hadn't really considered, but it's totally true! I LOVED that revelation when you finally reach the castle in 64. So fantastic
Dude I know that guys
save it for your own video Nitro
Sounds like we have an upcoming nitrorad video.
Paper Jam was a flop in terms of creativity, but the amazing gameplay remained.
Paper Jam had a rushed and troubled development, involving rewrites, scrapped ideas, etc.
They ultimately decided to deal with just familiar Mario characters to make the game more simple and easy to understand.
I personally have a theory that Alpha Dream was unable to, or had difficulty making new paper enemies and characters. Literally every enemy and paper object were ripped straight from Sticker Star. It seems unlike Alpha Dream to not even try to make new enemies. They could've made paper versions of other enemies in the game, like Ant Troopers and monty moles, but we only got Sticker Star enemies.
Whether it is due to Intelligent Systems not being too involved with the game, or the fact that the game was rushed, they only used Sticker Star enemies, which made the whole paper aspect of the game a lot less exciting.
The fact that AlphaDream is remaking 2 of the best and most creative games in the series tells me that they are eager to start making new creative games again, with new wacky characters and situations.
Bowser Jr's Journey expands upon the story of the original BIS, and even has 2 new mystery characters in it.
Paper Mario may take a while to get back to being a great series, but Mario & Luigi is on the right path.
"Luigi becoming a brainwashed villain" Immediately shows a picture of Mr. L
What a fool
"i never really got below 30" 2 seconds later. 28/50
i was about to say that XD
1 second later.
20/50
A
Why defend a pile of garbage? That's pretty cringe, bro.
@@Lionimia idk bro
Why you calling a good game trash
Now that's double cringe back at you bro
@@garrethizer Yeah, you right. You make some good points. I apologize. I take back my previous statement. It's not garbage.
Good story, well written, bad gameplay. Thats just it
It's a good game, it's a not-so-good Paper Mario game.
Disclaimer: I have a lot of nostalgia for super paper Mario and am probably biased.
With that out the way. I really do not understand why everyone hates on super for not having a full on turn based system. I get it’s ‘different’ but why is that bad. Hell I played thousand year door and super for the first time very close to each other and didn’t miss the turn based system at all. Sure there are still problems with the game, I agree the menu is cumbersome and the pixls have no personality. But you said you wanted party members with personality well what about peach and bowser and occasionally Luigi? I think the charm of the original party members from 64 and thousand year door are carried through here.
I still think people are too harsh on this game especially with the story. Yes I know it is often the most highly praised thing about it, but everyone says “as yeah I agree super’s story is as good as/ on par with the others”. Frankly that is untrue. Super’s story is so much better than the others, it is deep and complex with underlying dark themes yet 64 and thousand year door just do the collect the 8 things cliche and do nothing outside it expect possessing peach for one fight in thousand year door. Also I get super has the collect 8 things trope as well but it constantly weaves the story in between that leading to an incredibly climatic battle. I mean at the end of thousand year door the final boss is some evil demon lady that gets introduced out of nowhere and 64 is just bowser is a bad get him. But with super, you fight this big evil bad guy built up throughout the game using and incredibly powerful dark object, then one of blecks henchmen literally possesses Luigi, a beloved character, transforming him into a monster. Look rag on colour splash and sticker star, but stop roping super in with the bad games because it’s a bit different
Ok
I agree. Super Paper Mario is amazing and underrated. Like you said, just because it's different doesn't mean it's bad.
It just looks ugly and the combat is worse than the first games
@@Kappi__ How does it look ugly? I understand it doesn't have the same combat system like the other games so I'll give you that but ugly?
If Super Paper Mario had turn based combat, I probably wouldn't have really gotten into the Mario games or even the platformer genre as a whole. My first Mario game was actually Super Mario World, which I ended up being really bad at. After loosing a ton of progress due to landing just in front of an enemy one too many times, I quit. When Super Paper Mario came along, the health system meant that I could enjoy a more traditional Super Mario experience without dying as often from simple mistakes.
Nowadays I've been able to beat Celeste, an arguably more difficult platformer than Super Mario, am currently working towards completing New Super Mario Bros, and also have Super Mario Maker 2.
12:32 I personally think that Sticker Star was the Paper Mario game that stripped any and all originality from the characters. Sure, Color Splash copy and pasted the same visual designs, but the dialogue you get from the toads and other NPCs makes them all feel so unique personality wise.
6:11 probably been said to death but pressing 1+2 opens the quick menu like the D-Pad did in TTYD
To me, comparing Super Paper Mario to Color Splash is just nonsense. Super Paper Mario is a departure from the original two entries, but it's still a well made and excellent gaming experience. Color Splash is just an abomination, plain and simple.
Not really, they are just spin off games that no one ever wanted.
Well see Sticker Star and say it to that. Watch Sticker Star, I personaly think its much worse than Color Splash.
Color splash is my favourite paper Mario game! Also because it’s the only paper Mario game I played...
you know, a series doesn''t have to be the same general game over and over again. If you had about 10 Paper Mario games just like the first 2, you would probably want a different experiance. but since it's mechanics are different, everyone hates it. so maybe, don't try to compare it to literally every other game in it's series, and Color Splash isn't so bad.
@@Trija204 yeah that doesnt count
Count Bleck is 10x more memorable than TTYD villan
What was his name? Grodus? (Just looked it up...) He was the most stereotypical antagonist. "Conquer the world!" "Kill Mario!" "Kidnap Peach!"
The only different thing about him was his methodology.
Count Bleck is one of may favorite Antagonists in the Mario universes. If I could make a hall of fame for them, I would. My list includes:
Count Bleck (SPM)
Antasma (DT)
Fawful (BiS)
Dimentio (SPM)
Bowser & Paper Bowser Tag Team (PJ)
Cackletta (SSS)
Mr. L (SPM)
@@catnat6571 cant agree, i found antasma extremely generic compared to fawful and cackletta
@@cabrondemente1 Still better than Grodus and most of Bowser's appearances...
And at least he didn't have the "capture Peach" stereotype. His history was pretty colorful, too. Not as great as Bleck's but definately better than Cackletta's.
Fawful is probably my number 2, just for having chortles. And for the fact that he made a reappearance in BiS. I meant to say "in no particular order" but forgot. Whoopsie.
And in the end he wasn't even the final villain, but was still the main villains.
“Rarely do you see a follow-up that doesn’t change the gameplay is any big way”
*squints at the New super Mario series*
Well it doesn't change the gameplay at all so it doesn't count
@@WandererRonin I know what the joke is, but the switch literally changes nothing, so it didn't change the gameplay in any big way, it didn't change it at all
Key word rarely
* sees super paper Mario lumped in with sticker star *
Me: “No by all means, you got something to say about my boy??”
Sticker star was my first game I ever played, and so I am always so confused when people call it the worst paper mario game.
@@Wynter1888 Then play TTYD or Super and then go back to Sticker Star. Soon, your gaming tastebuds will realise that Sticker Star is the bland tofu meal to Super's deluxe crab souffle.
@@unnamed7485 I played only 3 of the paper mario games. All of them were the "bad ones". Sticker star was meh and color splash was pretty good and super paper mario is the best!
*@Unnamed* Or maybe, and hear me out, some people, like me, actually like Sticker Star?
PlushMaker400 It’s rather upsetting because games like these, Super, Sticker Star, Color Splash, and possibly The Origami King now are by no means bad games, and there’s a plethora of fun to be had from every subsequent entry in this series, but because they are developed under the Paper Mario moniker, they’re disappointing because they aren’t what is expected for many people after The Thousand Year Door and the first Paper Mario. I’ve had my fair share of enjoyment with TTYD and 64, but every entry in this series offers a unique experience perfectly indicative with Paper Mario as a whole from any other game series. I hear so many bad things about modern Paper Mario games, but why am I having fun with them if they’re so bad? I suppose it all comes down to preference and what you’re looking for in a game, but Paper Mario is very special to me personally that all games show value. I’m planning on picking up The Origami King in the foreseeable future, and I’m quite excited to delve into it.
"Super Paper Mario is bad"
*Proceeds to say good things about it*
I forgive you
But Super Paper Mario is LITERALLY AN ANIME
It's Japanese, it's animated, yep, checks out to me.
@@larsspargur97 it has a great story.. it has a dating sim on it... LOL
A sh** anime
@@Myth_or_Mystery76 lol you haven't seen shit anime then
@@Zombiner you talkin shit about Cowboy Bebop? Nuh-uh, son... Not on my watch
I'm surprised that the music wasn't brought up at all. I thought both game's soundtracks were the best out of the series, though that could just be me.
I definitely agree that they both have phenomenal soundtracks, and I do greatly prefer their music to that of TTYD. (Not that TTYD's is bad, though. Rogueport is phenomenal.)
@@thelandofinexplicablememes8289 My man.
Absolutely, Super Paper Mario‘s music is, in my opinion, definitely the best of the whole Paper Mario series. It was just so fitting. If it‘s the light creepy mansion theme, the super epic final boss theme or even the ambient music in the destroyed kingdom.. i love the soundtrack.
@@maxrollwage161 Oh, definitely, I think Super Paper Mario's is my favorite as well. I just love the Sticker Star soundtrack because swing is my weakness, and it also has my favorite Bowser Jr. theme in any Mario game. But I definitely agree in that SPM's soundtrack is good with interpreting emotions and scenarios better than most soundtracks can achieve.
@@Bombtario Man, Sticker Star's Bowser Jr. theme is definitely the best! It also captures the evil, but also playful personality of Bowser Jr. perfectly.
Super Paper Mario? Bad?
NOT SCIENTIFICALLY POSSIBLE!
again
copied comment
@@quiqueh8808 not rly, Korbeh said *cries in corner* and he said NOT SCIENTIFICALLY POSSIBLE!
It is bad, and you should feel bad, for it all went downhill from there...
Far from it!
While the gameplay is ehh, the story is just MMM! And the extra character options is neat (even if they are unnecessary)
I enjoyed the story
The game play
The music
And I will defend super paper Mario forever
Gaming Alpha 101
And Mr L should replace Luigi’s light blue alt
So will I
Underfell Sans The edgy skeleton yup
Probably was someone’s baby sitter is my guess.
Don't forget the characters!
(Mimi is best girl. I have drawn fanart of her since I was 4 years old. I WILL FIGHT Y---)
I just finished super paper mario and it was great
The story, characters, and writing in super pm it's EASILY my favorite in the series
Absolutely. If you don't look at the scene when opening the game, it is an excellent story with deep villains and tippi. If you do, for a while you will likely be confused by how it is a tale of love, then it all ties in. While yes, the pixls were quite shallow, the villains are absolutely amazing.
@@ultimateking2238 I mean chunk seemed kinda lame but I never played the game soooo
Backup Khan o chunks got some good character development, how he kept losing but he had to stay loyal to the count. And you kinda feel bad for the guy, he kept getting brainwashed by dimentio (oh and after you defeat him for the third time he literally said he wants to kill himself). So anyway he actually turns out to be a good character, I was turned off by the “dumb big guy” cliche but in the game they do it right
@@Pmf95k oh really? Dang I guess there is more to him than I thought.
What characters? Outside the playable characters, the rest are nobodies, and the villains show up only occassionally.
I knew Super Paper Mario is going to be a departure from the series. That's why I didn't even compare it to other installments - I was divorced from what I was playing and seeing on screen and what past games were like.
For me it's pointless to compare SPM to TTYD or the original, since it's so radically different. I'm mostly judging SPM on its own merits, it's a nice RPG-platformer hybrid and did exactly what it's supposed to do. That's the best we can do at this point.
Not exactly like TTYD, but being an actual sequel that understands what made the first two games so special.
So just making a sequel to a game that was highly praised means "exactly" for you?
**Autist** Sunshine was definitely rushed, which really shows in the optional content (that padding and challenges, ugh). If a remake is going to be made, then Sunshine deserves it.
I guess you could compare it's story, music, aesthetics, and other similarities between each other (like, does the Pit of 100 Trials in both games, for what they are in those games, deliver the satisfaction you want from them), which from some gameplay of Color Splash I saw seems a LOT more different and I don't think is comparable being different a series at times.
since i’m a 2000’s kid, my first paper mario was super, and i just couldn’t get enough of the fun and incredible storytelling of super. the whole timpani and bluemiair storyline was spectacular if just for the music, and the whole sammer kingdom ark was incredible storytelling, along with the whole mr L setup at the end
though i will agree, the controls are suuuuuuper clunky, the fights were mostly boring, and the pixels really should’ve had more character, i’d like to think super has its own charm that it brings to the table
and i don’t know about colour splash, but the small amount i played of sticker star was unbearable
thanks for coming to my ted talk
"You appear to be missing the arm-flailer"
~A Charming Magician
I agree, I love SPM so much and growing up with it, I never realized how clunky the controls were until I branched out into other games. The music and the storytelling is so beautiful that I will defend this game until the day I die.
Same, 99’ baby. SPM is one of my favourite games of all time. Games that hit me in the feels usually get higher ratings from me though.
Same
I think color splash is pretty fun, never played sticker star so I dont know how this one is, but I must say in my opinion all of the walking around stuff is more fun than the first 2, the battle system isnt that bad, and the locations are actually pretty unique, I mean in the first paint star its just green fields, but in the other ones its places like a fossil discovery place, and islands with a parallel world, a haunted hotel with a time loop and more
Thank you for bringing Under Hero to my attention.
If you're interested in Under Hero and liked Paper Mario, check out Child of Light
Played Child of Light when it came out 4 years ago. One of my favorite games of the last decade.
I just bought it based on this recommendation.
@@AdamDavidDunlop
Awesome. Hope you enjoy it
8:00 honestly I think if you find flipside to be too cumbersome and hard to navigate, putting the different locales in different parts of the hub only makes it even more cumbersome and make this problem even worse… It’s true that it would feel more seamless, but for the average player that is not a worthwhile tradeoff if it means more frustrating gameplay :(
I clicked on this video admittedly pre-triggered by the fact that TH-cam dared show me anything with "Bad" and "Super Paper Mario" together in the same sentence, and I started the video expecting to hear the typical ignorant SPM hatred I've been so used to in my years of loving the game (and both its prequels).
Thank you for proving me wrong right within the first minute. You aren't some normie clickbait game hater. You are (seemingly) an honest gamer who keeps in mind that these things are subjective and not only acknowledge that, but go out of your way to highlight the beauty of these games--even...less hopeful...titles like Color Splash--giving them an overall fair representation and reminding viewers that this is your own personal take on them. And with today's social media pressure, especially on TH-cam, being so honest and down-to-earth isn't easy anymore. I applaud you, seriously.
I definitely see where you're coming from with a lot of your points regarding both games (and SS), and as if that's not enough, I absolutely LOVE that you took the time to speculate on what would make SPM even BETTER! That's something very few critics go out of their way to do, and even more proves how honest you are. The concept of merging the original battle style with SPM's gimmicks is FASCINATING and has me hyped now.
If there's one thing I could recommend though, it'd be to try not to rush through games for these videos like you said you did this time. It's good to keep in mind that a pretty big part of the love for a video game also comes from the overall feeling of total time spent on it, followed by nostalgic value, etc. Taking it slow can really help you understand & feel for a game even better that you may not feel strongly about at first or by rushing through it. I definitely feel I wouldn't have enjoyed SPM nearly as much had I rushed it. I'm sure you felt getting sick and kinda tired cramming through these games. Of course though, I get that time management isn't easy at this level, and that's not your fault!! But it's just something to consider for your future reviews. Kudos for putting your nose to the grindstone and doing it.
LASTLY!! Thank. you. For showing me Under Hero. I've got it downloaded and I'm hyped. REALLY hyped. It's not everyday I find something like this, especially based off of PM itself. That in a sense is beautiful to me, and Nintendo oughta see how they used to (and still do, but not so much with PM) go as far as to INSPIRE other rising game designers of the world.
I came out of this video even happier that I watched it, actually. (though it might not have been so easy if I were a Color Splash fan lol) This is the LAST thing I expected to be saying coming out of this video, but...you just gained a sub, a Twitter follow, and a Discord member.
You are the only person so far whose first impression I had was in criticizing something I'm so passionate about...and still managed to get me to like you at the end. If nothing else, that's solid proof that you're doing something right.
I look forward to more of your stuff, sir.
As both a Super and Color Splash fan. I didn't come out of this unhappy. A lot of the issues he had with Color Splash are the same ones I had. I wish he finished it though. Also the issues
he has with Color Splash are worse in Sticker Star so he doesn't realize that Color Splash is a slightly improved Sticker Star. I really wish he played Sticker Star so he can see what Color Splash did right.
@@jeremyknight9980 Same here.
jeremy sorry but just because you do something better than the predecessor doesnt make it good sticker star was bad and if he really doesnt like color spalsh he would really really not like sticker star and it really shouldnt change his perspective as a whole other than "bad" to "bad but not as bad as sticker star"
Brady_boy26. I never said it makes Color Splash good. I said "Slightly improved" for a reason. if anything it makes the game OK IMO.
Ed Champagne. Well, I never played much of Sticker Star but from what I've seen I don't see how Color Splash "Dumbs it down/Waters it down". Also I can like whatever game I want. I'm aware of Color Splash's issues as i've said in one of my previous comments. It doesn't mean I can't like it.
I’d be perfectly content if Nintendo gave us a remake of thousand year door with the color splash visuals and graphics.
This
(Odd-Moss) expect a paper Mario trilogy remake for the switch. Nintendo’s probably gonna do it, considering the fan reception
I think i saw a petition for that on the paper mario subreddit, if you want it's still there
Remake of original paper Mario too and you've got me on board.
Children won’t enjoy that as much as “MARIO EATS ICE CREAM WITH CREAMY THE ICE CREAM FAIRY”
Nintendo tends to cater to child appeal more than nostalgia. Kids don’t have nostalgia
I LOVE Super Paper Mario but let's be real....the Story and Music is what makes it good, not the gameplay.
Amen
It’s my favorite game, but even I can say that walking around in 3D with a fucking d-pad sucks
I mean i like super paper mario but its True what You say
I disagree sorry...
@@shinji2898 Don't be sorry. There is nothing wrong with feeling differently about a game.
The way you so confidently state that turn based combat would be needed to make a game like Super Paper Mario good, while not realizing that that would require recreating the entire game in the process has always really bothered me about this video since I first watched it. You're basically just complaining that the game isn't the type of RPG that you want it to be, when it's clearly intended to be a platformer anyway.
No... you're completely wrong. Look at Valkyrie Profile, the original games were TWO DIMENSIONAL and when you TOUCHED AN ENEMY you would ENTER A RPG BATTLE just like in a typical RPG. Literally all that would change is enemies go from bouncing on a helpless Goomba who can't fight back 5x as they are helpless to having actual fights. Valkyrie Profile also used platformer and puzzle solving elements... YOU CAN HAVE BOTH. Why do you think these are exclusive things?
@@Buglin_Burger7878 Who said those were exclusive? A game can be a platform puzzler and a turn-based RPG, but... that game wouldn't be Super Paper Mario. There are ways to improve the game while still keeping its specific energy. Giving it turn-based battles isn't one of them.
You are totally correct!
@@epikitee2186 But was that what SPM should have been? A game coming off of a series defined by TTYD and 64, trying too hard to combine platformer and RPG elements? I get they wanted to try something new, but the end result was not a Paper Mario game, in my opinion. It felt to me like a platformer with experience points and a dull jump-on-an-enemy-until-it's-dead battle system, not what a Paper Mario game should be (yes, I have played the game and am aware there are more ways to deal with enemies.) Honestly, I think Underhero is the best example of what Super Paper Mario should have been with its Platformer/RPG relationship. I would've happily accepted that better.
@@TheMaryoshi64 I do not by any measure think Super Paper Mario is perfect, but it was my childhood, and so the idea of tearing it down to only the "platformer/RPG" and "storybook" elements and rebuilding it just doesn't sit as well with me as building off of the systems that are already there. Add badges or an equivalent. Make bosses more complex. Give enemies the ability to fight back better. However, I'm not particularly interested in giving this game another standard RPG "timing and strategy" battle system with no regard for spacial awareness.
I loved Super Paper Mario's story. Seriously, in what other Mario game does Mario actually die, wind up in hell and work his way up to heaven. Come on, that's crazy. I personally like the non-turn based battling my, as i am not a huge fan of turn based battles, but the game would have been way more open. Color splash on the other hand...it needs to do away with the necessity of thing cards in boss fights. That is the literal reason that i stopped playing. I was on the stupid ludwig fight and didn't have the two items required and when i did, i used the wrong one. But if the game was open, if there were more detailed characters and enemies, the cards mechanic being special moves that you gain throughout, and have to use paint to charge; there was an actual level up system, and no thing cards, this could have been a much better game.
He didnt died, Dimentio transported him, even the lady itself said he wasnt dead
phew lordy the inclusion of thing cards being needed for boss fights otherwise they 1 hit KO you is so dumb! The only way you know which one you'll need is checking the main HUB town. Ohh also! There's a quiz in the game and you only need to get a few questions right to progress in the story but if you get all the questions right they give you a special prize. THE SPECIAL PRIZE IS REQUIRED FOR A BOSS FIGHT!!! Meaning if you skip the rest of the quiz you'll have to go back and start at the begining of the quiz again.
I'd strongly disagree with the removal of thing cards, in fact I'd say it should be doubled down outright; In my opinion all the fights are meant to be puzzle battles, and not fully fledged RPG-ish fights, especially when you consider the predecessor it built from. The problem is more that the puzzles system has inherent design flaws, between having little to no way of retrying outside of resetting the entire fight/puzzle, requiring 1-use items that gets used up regardless of whether it is used right, and similar issues. Possible middle ground: Having the thing cards be charged using paint, whereas normal cards doesn't use paint but instead grants paint to charge said thing cards (and always be available).
@@sinteleon Yeaa man, literaly everyone is going to disagree with you, literaly everyone. Go and find other games, Paper mario is not your short of game.
Your defending a dead cause that everyone dislikes. Deal with it
@@fredy2041 I'm not saying it isn't terrible, in fact, there're many flaws as people noticed. I'm just saying that (1) it should've been a spinoff outright, (2) It should've dialed back on the RPG to focus on being a puzzle adventure instead, and (3) it should have well, way better writing (in the case of stickstar) and way better worldbuilding (in the case of colour splash)
I'd note that from what we've seen in origami king, the combat is very clearly puzzle focused, but at least it treats the combat and puzzle aspects as completely separate aspects, which could very well finally find balance between puzzle and RPG. Maybe. But at the very least it also seems to have improved on the worldbuilding.
Or in summary: I agree that Sticker Star and Colour Splash to a lesser extent leaves quite a bit to be desired. I just disagree with the solution to the issues, as I believe the concept behind them CAN be salvaged, with the right design.
What did I like about both of them?
SPM: An antagonist with good intentions, fueled by grief. Really relatable.
CS: Literally nothing
colour splash has more than twice the resolution than spm so have fun getting eye strains playing your low res non rpg PM game.
Loprikorn Just because Super Paper Mario has low-res models doesn’t make it bad. A game looking good doesn’t make a game good. Color Splash suffered way more.
If graphics make a game bad, i guess all games from the NES era are trash.
Super Paper Mario has a better art style than Color Splash.
I liked the music in Color Splash a lot.
Graphically:
- Super Paper Mario makes some bold style choices that occasionally feel out of place. This can lead to beautiful things, like the outside of Merlee's Mansion or the Bitlands or Castle Bleck, but also leads to some very ugly characters and occasionally mind-numbingly boring-looking locations like the Overwhere.
- Color Splash is a texture treat, with every single screenshot feeling like a diorama. While the toad-centered character design is abhorrent, it really is a pretty game otherwise.
I like how Color Splash did everything better than Sticker Star, at least.
I love how People call Thousand Year Door a perfect game while ignoring it's bad qualities
B A C K T R A C K I N G
What a strange thing to love
i mean idk Maybe those Quirks make it good? idk XD I sadly never could played it
N o s t a l g i a
Maybe because positives outshine the negatives
"Super Paper Mario is bad"
Me, alongside pratically an army: watch your mouth, bucko.
I would join your army
making an army to attack people because of an opinion... uh huh, seems like paper mario to me
I never understood why you needed to swipe up on the gamepad to start your turn. If this game was a launch title and they were trying to hammer in the whole "Look! Two screens working together!" gameplay, it would make sense, but this came out so late into the lifespan of the console. The game is just obtuse all around.
But..... you don’t need to swipe the screen to start a battle. You just need to tilt up on the analog stick or the d-pad. In fact you can go through every battle without even touching the screen.
@@darius8077 But they tell you right up front that flicking the cards is how it's done. Even if you can do it other ways, there's no reason for it to be like that, just pick attacks and let it start. That's a small annoyance found within this already super flawed game. Snowman's points are right on the money.
At that point you’re just nitpicking. I understand some of the complaints certain people have with with this game but that’s not one of them. I just think it’s unfair to the developers to say this game is objectively awful. When I’ve seen plenty of people that love this game. Me included. Not saying YOU have to like it. I would just give a bit more credit to the developers and other people that like this game.
If you don’t see the positive side of things. That’s fine. I just don’t want people to be scared away from something they POTENTIALLY could’ve liked. Granted that isn’t the point of this video. But still.
@@darius8077 I'll give you that it's better than Sticket Star, but not by much. The game is too trial and error with the bossfights, there's almost no point to battling random enemies, and the structure of the levels (especially those with multiple exits) are not executed well, specifically that one Forest level where the exits are practically right next to eachother and you need to play through the whole thing again to reach it. The game made me laugh, it had some nice moments with the characters, and some puzzles were interesting, but there wasn't enough good here for me to want to 100% the game like I planned to, or even return to play it again like I would with any prior iteration of the series (aside from Sticker Star). Not gonna say the devs didn't do a good job on the game, because it's a game, and it works, and i'm sure some people like it or would like it, but it's not a good Paper Mario game.
Super paper mario should be praised for trying something new that might not work and/or sell as much.
yknow, i kinda agree with his super paper mario improveme-
"turn based combat has gotta come back"
nevermind
except he is right
this is my problem with super paper mario he have good story but bad gameplay he tried so hard to mix both platformer mario and paper mario together that in the end ending not being good like one or another
FlandreScarlet64 but his suggestions with implementing the 3D gimmick would’ve made the game even easier. Literally for every boss fight you would just do the same technique.
@@RaphielShiraha64 The platformer themed real time combat is fun, it allows for multiple tatics if your willing to actually experiment with it. No game really has combat like it and saying to throw it out in favor of TYDs turn based battles is like saying pokemon needs to be more like final fantasy. It's ignoring what makes the game unique in favor of a personal preference of gameplay style.
I feel like I'm the only person that had a good time with Color Splash.
You're not, but I can see why not every likes it. Especially compared to the first two games.
i absolutely love color splash. but it was only the second paper mario game i’ve ever played tho (other one was sticker star) so i’m not sure how the games used to be. but it’s seriously one of my favorite games of all time and i’ve completed it 3 times now
Your not alone, I loved that game.
You're not alone. And I don't no if nostalgia talk but I like more CS than TTYD. I thought TTYD ost is one of the worst of all video games I know, with some badges the game is more than easy, and CS have better graphism. So I think SS and CS are better. But it's just my opinion.
The game is amazing
when jumping on enemies in super.. did you... TRY SHAKING THE REMOTE >:0
We all did, and you know what? 15 extra points isn't enough to warrant such a boring game play loop.
Bro it’s so fun to combo it made it even more fun! I love this game to death and the RPG is kinda lame...
that’s just my opinion
Doesnt beat the original turn based combat in the first 2
Bagimations Sometimes, I want a reality where everyone can understand that preference is a vital facet towards what games or any piece of media you enjoy. Objectivity and Subjectivity is a volatile topic to discuss, so I’ll avoid that for now. Every Paper Mario game I feel, is created with passion from the team despite the fanbase’s criticisms.
@@iceblacktempestrv6426 I agree with 64, TYD, Super, and to lesser extent, Color Splash(idk anything about the TOK)
Please tell me the SSs' positives
First thing: thanking you for warning me about the PM-like game.
Secondly: i do mostly agree with your Super Paper Mario analysys. The battle gameplay is easily the weakest part, the puzzle gameplay is at wrost decent, and there is little variety of mixed characters, but everything else is pure gold. I particurarly love the way the game ends: in the previous two games the final battles were themselves good, and the cutscenes too, but there was a bit of Standard RPG/Anime Clichè, when everyone prayed for you when the boss revealed itself too strong and you gained POWA. Not that it was bad, but the resolution of SPM simply blows it out of the water.
In SPM you are already losing: you only see a world direcly crumble to dust, but the Void is closer and closer (And it is implied that all the world that appeared in the cutscene of the final battle suffered at the end of the cutscene the same fate of the Sammer Kingdom; especially given that you see one of them being reborn in the ending), and so nobody can help you. And so how you get to win against the final bosses? How you get to power the magical artifacts to weaken them?
The first time by the sense of camerandie that grew in your little group of oddballs (Mostly Bowser is the oddball, the other three are pretty friendly toward each other since before the beginning): nothing more than the odd friendship between a princess, two plumber brothers, and a oversized and tirannical turtle. Not seas of peoples praying for you. Only you four.
The second time is very similiar, but still very different: this time is still four peoples, but they are radically different. Two lovers, the big bad and your fairy helper, separated by time and space and finally reunited, and two minions of the Big Bad, which have just discovered that he wasn't going to create the perfect worlds that he told them, but he was going to destroy everything. And yet, and yet. The lover understood why and forgave him, and the minions still had a whole lot of loyality to their master. And not blind loyality, but camerandie and friendship. And thus the Pure Hearts were rekindled.
The third and last but certainly not least is a simple but heartfelt rekindling of old vows: finally the Fairy and the Count can marry each other. They waited for this for so long, and they might even not survive for much time, given that the Pure Hearts might take them away after all of this was done. But still, their love hasn't waned in all of this time. They changed more than anybody could expect, but their sentiments are still as pure and passionate as the last time they saw each other. And thus for the last but certainly not least time the Pure Hearts are awakened, and literally no more than a couple of peoples did it and saved everyone. A couple whose love trascended time and space...
"Standard RPG/Anime Cliche, when everyone prayed for you when the boss revealed itself too strong and you gained POWA"
Why does that remind me a lot of another popular Nintendo made RPG?
I, personally, would actually argue that SPM wasn’t even “bad” game design, just not really “Paper Mario” game design. The game was so unique, it could have easily been an original game rather than a Mario game.
I like how you call the first two games ending cliche when SPM could be view just as cliched. Blumiere and Timpani is Romeo and Juliette from a mile away. Plus, SPM technically did that cliche as well. The only reason the Pure Hearts broke Dimentio shield at the end was because Tippi, Count Bleck, and everyone else in that green world believe in the heroes. Isn't that the same that happened in TTYD? Where everyone believe and the crystal stars broke Shadow Queen shield?
Bob omb Guy I’ve never played TTYD, but from my perspective, SPM’s ending was such a twist on the cliche that it couldn’t really be called cliche anymore. True, the final boss was beat by the ~power of love~ and the two lovers got a “happily ever after,” but remember, that power of love came from the _villains._ The ending itself may be cliche in the surface, but everything leading up to it betrays it. The “happy-ending lovers” seem very Romeo and Juliet, true, but Romeo and Juliet didn’t result in Romeo and Juliet each believing the other was dead, and continue until the two face each other in battle because of their actions when they thought they had lost the love of their life. And, unlike Romeo and Juliet, they actually got their happy ending. Overall, simplifying it to “boy meets girl, they go through bad stuff, they survive, they live happily ever after” is doing discredit to the story of the game.
Maybe Color Splash could have fared better if it was designed to be an actual deckbuilding game. Just an idea.
idk, but i kinda liked Color Splash
Monotone, but kinda fun with their puns and music
I don't understand why you always have to feel guilty for liking Color Splash. I just finished it and it was so fun, so many great moments
@@sushkabaranka yes it's a "bad" game only if compared to the first two games in the series, arguably the best mario RPGs. For what it is, I think it's pretty good.
@@sushkabaranka It is very slow, and not the best game, causing some hate.
Let's say you tell your school friends that you find "cool" that you play a child's game (Like uhhh, Roblox. Sure.). They would probably laugh at you, despite the game being pretty good.
@@Pentirin That wasn't even the point of my argument...
@@sushkabaranka I think people mostly hate on Color Splash for picking up on Sticker Stars' gameplay mechanics and not going back to the previous Paper Mario game mechanics.
I mean Color Splash could've been good without just being Sticker Star, the worst Paper Mario game.
I would change these things.
1. All cards that you play in battle are returned to your deck afterwards. There are many things I would want to change to build around this concept.
2. Cards you use gain experience when you use them and they gain even more if they K.O. an enemy. When your normal jump levels up, all future normal jump cards are leveled up. Obviously, cards become more effective when leveled up.
3. Cards require paint based on their power levels. While a normal jump may only cost a bit of paint, a thing card will cost a lot.
4. You have cards that replinish paint and paint is required to attack. The cards that replinish paint do not cost paint, but they take up a turn and space in your deck.
5. You don't get to just have a gigantic hand of cards. You start with 5 cards in your hand and draw 2 cards a turn
6. Bring back badges. That's about all I need to say for this.
7. Create a wider variety of cards. Like a bunch of cards obtainable in different ways. Like you do some sidequest and an NPC awards you with a card that heals you equal to the health you currently have. Or you beat a boss and you get a card that is that boss's main weapon/gimmick like Lemmy's Ball or Wendy's Rings.
8. If you have a full deck, cards you pick up will instead be placed in your inventory rather than sit there on the ground. In your inventory, you can manage your deck by adding and removing cards.
9. Bosses don't require some special move just to beat it. Those moves would be useful against the boss, dealing extra damage, but they aren't required.
10. Make Bowser a character again. Not just some Villain. You know what I'm talking about.
Yeeeess! I loved Paper Mario Color Splash, but these are perfect changes!
I think the combat wouldn't be an issue if they had you gain exp instead of gaining health from completing worlds, and if they had all the same cards grouped into bundles so you don't have to scroll as much. And yeah, make thing cards expensive af so boss battles provide some challenge instead of you neutering them.
I know this was posted a year ago but...
I was going to post a comment on how I'd change CS but you hit all my notes perfectly.
Some hybrid between Super Paper Mario and TTYD is probably the perfect Paper Mario game.
no.
yes.
Honestly I think TTYD was the perfect Paper Mario Game..
Yeah!
TTYD is a fucking overrated game...
I this spm is fine. I recently completed it and I loved it. I would even say that the battle system is above average. Hes basically saying the game isnt TTYD. I liked the change. Added more diverse game play and felt different. I'd rather have that then 5 games just like the first 2. Man even the mario as nd luigi series changed its game play because they new people would get bored of the Same things
Super Paper Mario is actually my favorite Paper Mario game. However, I will readily admit that it is flawed, and agree with most of your ideas to improve it, with the exception of one. I don't think turn-based combat needs to return. Though it's not the same as the series' previous installments, I think the real-time combat of Super is actually brilliant. Also, as you yourself pointed out, it would be more difficult to innovate with the turn-based combat, and I don't think the idea of "boss weaknesses shown when you change perspective" is enough to justify ditching the massive improvements Super makes to the gameplay. Nobody walked away from Luigi's Mansion claiming that the Game Boy Horror had potential to be a central mechanic.
That's just my opinion, though. This is still a good video.
Dude same. I fricking love that game, but it's different. Compared to thousand year door. It can't take the throne. The main thing what I loved in it was the story. Damn it's good
Super Paper Mario was so sad, Alexa play Despacito
Super Paper Mario was my original playthrough, and it is still my favorite of them. Pixl's are some of my favorite designs, as I'm a sucker for minimalist.
Like, the originals have their merit. But Super in no way felt worse as a game for the decisions made to stray from the original. Each world still feels fun and vibrant, and the gameplay is fun in its own way.
Same, but that's probably nostalgia's fault
Super Paper Mario having turn based combat would slow down the gameplay too much, I think it being the way it is works perfectly with the game
I dont care what anyone says Super Paper Mario is the best Paper Mario why?
*B O W S E R ' S A R M S*
(Also I did the whole brainwashing thing with Masked Man)
even better: *G A L A C T I C B O W S E R ' S A R M S T H E S P I N N I E S T A R M S I N T H E G A L A X Y*
Porky Minch Ayyyyee, another Chugga fan
*Y O U S E E M T O B E M I S S I N G T H E A R M F L A I L E R*
-Dimentio
Don't make me experience the masked man again...😢
Man in super paper Mario mario just straight up died once, and got send to hell for killing Goombas
I love the structure of the video and how you gave suggestions to how these games can improve. I personally think that the story of Super Paper Mario caught me off guard in good way. I figured since they changed the mechanics to something simplistic, the story would be the same. But by the end I was floored by how crazy seeded and relatable of a story it. To the point where I actually had a few moments of anxiousness for characters in the story to have a happy ending and the sacrifices it took to get there. I think the lower expectation I had was what made it sweep me off my feet. Even without the boundless quirky characters that the first and second game have implanted throughout the world, the few characters that were focused on had incredible depth. I don't know if I would play Super again, because the gameplay itself was too simple to remain equally as engaging the second time through, but the story itself is super memorable
imagine calling SPM bad for being linear when half of TTYD is backtracking
Backtracking is not a bad thing imo.
@@4xzx4 Backtracking is horrible.
@@Devour_ment subjective
Backtracking can be done well by SOME games, ttyd is not one of them
@@Lemon_E4 The only extremly bad backtracking ttyd had where chapter 4
Honestly, while Color Splash was very unappealing, there were a couple things that could've been done that would've made the combat at least workable, rather than a slog. Really, Color Splash was kind of a predecessor to what we think of as "deck-building" videogames, it just handled it the wrong way.
A) Make the cards infinite use, but be MUCH more stingy with giving them to Mario. Unlock a few per Chapter, or make them very rare drops from enemies, or more common from especially tough enemies.
B) Instead of just having you choose from your deck, have Mario "draw" a hand of cards - the number of cards drawn could be boosted by Badges or skills.
C) Have Mario only be allowed to play a certain number of these cards, but make some cards work together to allow you to play other cards free, if they're in your hand, or increase the base number playable with Badges
D) Possibly most importantly, let Mario modify the deck outside of combat, allowing you to try different strategies or synergies of cards.
The basic concept of the combat *is* salvageable, but in both Color Splash and Sticker Star, making your entire ability to fight be based on one-use consumables just leads to annoying amounts of grinding while simultaneously making you pathologically avoid every single optional combat.
I really like that idea. It'd be somewhat like Card-Combat games like hearthstone or PvZ Heroes, where you can collect cards to make a good strategy, overall adding more strategy than the other paper Mario games. It would've also been better to have partners that have cards only they can use too, adding another layer of strategy and trying to find good synergy. One example would be if there was card for Mario that made it so if we didn't take damage this turn, he can use a very strong attack, and then have a boo/ghost partner make him invincible so he can actually pull off the attack, or maybe some character with a shield or other ability.
So, what you want is RAbbids in Mario Kingdom, but without the XCOM combat mechanics.
You just exactly described the Megaman Battle Network series.
It would have been cooler if the cards/stickers were unlimited use and getting more of the same card acts as EXP and after you get enough it will power up that card (higher the card level, the more of that card you need to power it up, power up'd cards obviously being irreversible - late game enemies give a lot more cards/stickers after the battle to collect). So rather than power up Mario (besides for more health), you level up your cards/stickers and could work that way, The Alliance Alive [came out this year for 3DS] did a system like that very well (albeit Final Fantasy 2 did it horrendously).
And then of course to keep things both balanced and interesting, you have so much space for cards/stickers with different kinds using up different levels of space, so must choose wisely and balance out your collection for combat.
Remember, though, that this game is not an RPG. It's an exploration game, mostly. What if triggering optional combat is SUPPOSED to be avoided? What if it's MEANT to be a punishment, draining you of resources useful for forced encounters and bosses? If you really think about it, _wanting_ to engage combat in an RPG realistically doesn't make much logical sense to begin with. "EXP" as a system is pointless in most games that feature it. If you really think about it, these "optional" battles are the same as forced battles; If you don't fight them, you're going to be underleveled and struggle with the rest of the game, so they are pretty much required. The only reasonable excuse to have them is to bring about customization like in TTYD and 64, which is nice, but it also shows that SPM's EXP system is TRULY meaningless since there is no customization.
Just another possible slice of this big cake of debate.
Grouping Super Paper Mario with Color Trash...
No.
Some Guy Your profile icon though LOL.
Just
No
Some Guy It’s an unforgivable sin
Haha, opinions don't exist.
Memo b0ss yeah I think it’s amazing except I don’t have a wii u and never will and that’s why I’m hopping they port it to switch and hope I can experience it myself
This is what I think, there are 3 Paper Mario fans:
A. Gameplay fans (1 and 2)
B. Lore fans (1, 2 and 3)
C. Overall experience fans (1, 2 and 3 and I think some w/ 5)
I got enamored with Paper Mario because of B, because as a Mario fan, it's so fascinating to see how big is the Mushroom Kingdom outside of the blocks, pipes and enemies you usually see. The fact that they have elements like Goomba King and the Star Spirits somehow return in some manner in some games shows it's indirect impact to the franchise as a whole IMO. Then TTYD came and we see more Piantas and some not as used characters from the 1st game. We explore more worlds and we also finally got sent to space, and finally face the most threatening villain Mario has faced yet. And then came SPM, which shocked is with Bowser somehow marrying Peach, a multidimensional adventure, and arguably the best Mario story there is.
In terms of game design, I'm fine with it being real-time battle. It still feels different enough from Mario platformers as the movesets are versatile, although I do wonder if having an FP system and having special attacks when certain actions are done would work. I'm OK with the four-part story structure, because it cleanly separates the story elements. It is also acts like easy Warp Pipes too when you finish those chapters. Also, there is EXP system, but more akin to Mario & Luigi/Pokemon, being that the next level will take more points than the last one so "grinding" is actually encouraged here.
In terms of partners, I realize it's mostly put on the characters now and Tippi, where they're character interactions IMO weigh much more than what some single partner in the past games did. They also had Squirps, Cragley Ho and Luvbi to add character in some chapters too. Also, the villains here had some great spotlight compared to the two past games. Mimi being constantly in Chapter 2, and also the O'Chunks/Dimentio encounters being more felt IMO. So while the partners were gone, their function and side character roles are still IMO filled.
Your versatility comment is a good point, where maybe you could choose either HP, FP or Atk. If they are going to get back special moves, maybe remove Atk and have HP, FP and BP. Badges could be a good addition to it, although I think with the real time combat, I think they will act as ways to provide special attacks for the player like Bros. Attacks in Partners in Time. I do agree drastic things added to 3D would be interesting, having its own pros and cons. I think a small thing that would make it more exciting is adding a timer IMO. With the void looming, maybe it can be unstable from time to time. A timer can show how long till the next instability occurs, where if you didn't finish the chapter by that time, you will get sucked by some portion of the void and return you back to a certain checkpoint in the chapter. That way you have to be efficient in your battles. Remove the health timer and add a main timer and I think that will improve the mechanics a bit.
Overall, I think real-time battling is fine, and just needed some tweaking. However, I don't feel the game was slow, and flow felt very smooth to me most of the time. What I dislike in past games is if you want to do a sidequest that needed you to go through past places you may touch enemies and have to battle them to not lose coins and at least make some effort against them -- felt that badly when trying to find Hide-and-Seek Koopa in TTYD. Super is just playing with a First Attack badge always on but needing multiple hits.
Also, I'm shocked you dislike the Brobot battle -- going to a space shooter was fun IMO.
Black Sheep?! Super Paper Mario is the 2nd best game in the series. It's such a well-made game with an awesome soundtrack.
15:57 "You start at 50 health and I never really got below 30." - then instantly shows his health at 20. - is that an unplanned joke?
I think the point was that he immediately got a heart that healed it all back, because he then proceeds to say that, well, there are pickups everywhere that give it all back anyways.
Super paper mario is easily my second favorite one after TYD simply because of its story. SPM had a fantastic villain, hilarious writing, and actual twists and turns that actually keep you guess what's gonna happen. The gameplay is nothing to scoff at either, the real time isn't as deep as the turn based but if it had turn based combat it would slow the pace of the game to an absolute crawl just because exploration would have to be stopped for every enemy. Giving the partners actual characters IS a really cool idea but doing so in this case would shift too much of the focus off of the main cast and villain. The side kicks from TYD didn't add too much to that game anyway imo, I mean how deep of a character is koops anyways? My point is SPM is just as good as the turn based games that came before it, just in completely different ways.
I haven't played tyd because I've been trying to get through the original for like 2 years now (I don't play it often because the turn based sucks with common enemies. Don't get me wrong it's great when fighting an interesting foe, but being drawn into a turn based battle everytime I bump into a goomba or a shy guy sucks) but I love super paper mario. Story is great, gameplay is great (despite a few problems). It's my favorite mario game along with Galaxy one
*SPM had a fantastic villain,*
2, actually.
@Solar Cypse
I never really considered that before, but you're right; Peach, Bowser, and Luigi did "kinda t[ake] care of that rol[e]."
@Solar Cypse I guess we could say "side interactions", where someone has to speak for Mario's behalf regularly and can trigger different dialogue at times.
@@haydeng3316 I honestly do understand what you mean in regards to the combat being really slow with some boring enemies, but despite that I do still find the turn based combat enjoyable because of the long term investment aspect. I do think its worth playing, even if only once.
So I think it's risky to make negative content especially when you have such a positive focused channel, but I'm gonna be honest man I love Bad Game Design. I think there's an easy way to make this sort of content, bashing on the problems and just move along, but I really appreciate that you can talk about the good and the bad while so suggesting good ideas to fix the problems you had with it. I know the Paper Mario series has been quite the undertaking for you, and it's been really great seeing you cover them on your channel! Great stuff, dude!
That means a lot thanks so much Perry
Keep up the great work, sno!
6:50
That's not a fair criticism
Did you even pay attention to the story in this game. One of the Merlin look alikes tell Mario and friends that they will be traveling through multiple dimensions and different worlds that are separate from each other so of course you're not going to see a bunch of different characters travel link two different towns all over the place because they physically cannot do so. Whereas in the other games it was one connected area rarely leaving the same continent maybe once or twice you would have to travel to an island that's offshore but otherwise they are all connected in previous games.
His criticisms of super paper Mario were very... well I mean we’re all entitled to our opinions but...
@@AnimatedTerror
Ya
There kind bias
Okay, but why aren't there visitors from other towns in the _same_ dimension? Why is every dimension except for Mario's the size of one region of Mario's planet?
@@Baconator2558
Go replay Paper Mario, Thousand Year Door, Galaxy, RPG, Mario And Luigi series, Odessy, etc.
Almost all of them have charaters from other levels/towns/worlds visiting other ones
@@FlapHedge But I'm criticizing Super Paper Mario? Other games not having this problem isn't a defense for Super Paper Mario.
I can't really agree with your conclusion that SPM should have been turn based. I think you're misreading what the game is at its core. It was always intended to be a platformer with RPG elements-- not the other way around. Flipping was a gimmick, not the main thrust. The main thing about the game was always "this one's primarily a platformer," hence the "Super" in the title. Changing it to turn based makes it a completely different game. Possibly a better game, but it's a fundamental concept shift.
I think in order to truly fix it, you need to A) improve the platforming so it doesn't feel so stiff and awkward, and B) marry it with the Paper Mario elements in a more elegant way.
It isn't really a concept shift. Look at Thousand Year Door, or even the original. You are platforming and puzzle solving in the field. The only thing that changes is you don't kill the enemies on the field. This means you don't use your main attack, Jumping, which happens to counter 90% of enemy attacks granting full immunity.
Literally the difference is having partners attack in the field and dealing damage on the field.
Platformers with RPG elements don't generally work, because one is a secondary while the other is a primary.
Platforming is a movement element used on a field to travel across it.
RPG is the combat element, the main conflict of a game generally.
Jumping on a Goomba 2-3 times when you can stay above it where it can't attack you doesn't work, it makes a simple process tedious.
This is like trying to bake a cake but cooking the ingredients before you put them in the bowl and mix them up. The RPG has to be the main focus or equal at the worst.
I would've made it to where touching an enemy brings you to a battle, but the battle is real time like in Kingdom Hearts.
9:00 i should mention there is a boss in chapter 7 that is fought in a turn based style but it is more like something like earthbound with you being in a first person view and just selecting options but that isn't really what you wanted, plus if you got a certain optional pixel he's easy
The music of Paper Mario is also amazing. In all the games.
My favorite music is in color splash
SPM is a 9/10 masterpiece ive plain through it 4 times now try changing my mind
Bounding through time. It is now a 10/10 game. gg
I don't quite agree with your hypothetical 'better' super paper mario. pulling back to turn based and tossing in even more characters sounds like a bad idea, especially in regards to writing and programming. Mario, Peach, Bowser, and Luigi play off each other very well, and adding more 'voices' to the hero's party would muddle the interplay between them and Count Bleck's forces.
What it really needed was a whole bucket of polish on its interface, platforming, and 'battle' mechanics. If Super Paper Mario handled like a mainstream Mario title, with similar effort going into its platforming design both in 2d and 3d, it'd be a different, but fun sequel. however, we got very empty levels, a slow walk speed with no running, jank 3d controls, nonthreatening enemies, and a shitty menu. Its the kind of issues that wouldn't fly in any other mario title, but for some reason they let it ship with a gameplay loop that is criminally boring.
Seriously, dude. These bad things you said about Super Paper Mario as if its successors deserved better (FUCK NO!!!!!) is just you lying about that game. What's next? You will defend the Mario games made by The Software Toolworks over Mario RPGs that came before Bowser's Inside Story?! *👎 your comment*
I think his idea has merits, having the flipping mechanic expand on turn based battles would have been amazing.
That said as much as I want more rpg paper marios I absolutely agree SPM would have been just as good as the others in it's own way if they'd actually delivered on competent platforming and combat mechanics.
I don't think the gameplay itswlf is bad but flawed it gets boring at worst IMO not to much though
Why would I want turn-based combat in any Mario title? Mario and Luigi were quite literally born in a platformer. Super Paper Mario is a lot better than The Thousand Year Bore.
Sporkinator How does it feel being so wrong? Super Paper Mario was a downright terrible game and took away what made Paper Mario great. It wasn't a fun platformer or RPG.
I personally really like super paper mario. its a pity you dont. but hey, I think I speak for both of us when I say that I dont like sticker star or paper splash very much
Colorsplash but sticker star is the worst
All three of you are all misguided... there is still *paper jam* ...
@@crabnebuelar9536 ...
@@crabnebuelar9536 Sticker Star was disappointing for TTYD fans. It was disappointing for me, a SPM fan. It took a franchise that didn't need a gimmick, or levels for that matter, and gave it gimmicks and levels. I'm not sure about Color Splash, but at least that game did humor and stuff right. I just wish they'd return to the formula of one of the first three games to be honest...
Bruh I love sticker star
Yeah I don't care what anyone says. Super Paper Mario is brilliant. It's no TTYD, but that's probably the best RPG ever made to be fair.
Zebabaru Amazing storyline, change the UI a bit and it’s a perfect game
Super Paper Mario isn't an RPG.
Ice Blue Kamikaze
It's my favorite game of all time, but I would definitely have preferred it on the game cube with a quick change for party and pixls.
Scoobert Doobert
It's an action RPG.
@@nandernugget I didn't say it was.
@@nandernugget Super Paper Mario is definitely an RPG lmao
SPM was my first paper Mario and I honestly can’t say enough about it. I loved every second, and to this day is still a favorite. I don’t know how my opinion would have changed if I played the others, but I like to image I’d still love it.
Super Paper Mario was my 1st Paper Mario game, & my favorite on the Wii.
Krrishk26 1 you are blessed, try GC paper mario ;)
same
spm was my first game ever and that's the best way to experience games, however when you play something in a series you're often clouded by nostalgia (i'm not innocent) and it hurts. devs are nowadays forced to stick to to the same thing over and over again just to please the fans
Paper Mario Pro Mode is an EXCELLENT mod for the original Paper Mario that changes enemy and item placements, as well as some of the environments that makes for an interesting twist on the original formula. It rebalances the game geniusly, while keeping in mind what equipment you could have at any given moment. It's a bit of a pain to set up and get working on an emulator (or original hardware), but it is so damn good. I've had a blast playing it
Good tip may try. Want to replay the original but feel I almost know it by heart.
except for the change to bombette that makes her useless compared to literally any other partner with a multitarget attack
I really do believe that the spoiler effect has a lot to do with your enjoyment, as well as many other people's enjoyment of SPM. Having SPM be the first Paper Mario game I played, I loved it, and I still love it. Of course it's not as good as 64 and TTYD, but when you're forced to look at it through the lens of "how does this compare to 64/TTYD", I can understand why it feels like a letdown. I really like that you didn't just sit here and shit on it for not being what you wanted, and actually looked at the merits the game has, but I can tell that if you were a much more cynical person, that would likely be your view. I totally agree with your ideas for how to make it a better game, and seriously, that sounds amazing, but it feels like a serious disservice to have it next to Sticker Star and Color Splash. Sticker Star is bad. Color Splash is mediocre. But I would say that SPM is great, but it's not amazing, like the other two.
Another thing I would like to note is how you didn't talk about the music when you were speaking on the matter of aesthetics, and I feel as though music in a game is one of the most important components. The Paper Mario series has some really tight tracks.
(Also, I would love nothing more than being able to have Flint as a party member. The world is really rich in SPM, and I feel bad not being able to experience it though the mechanics of 64/TTYD.)
I went into SPM expecting a TTYD clone and was harshly disappointed, but I quickly grew to enjoy it during my playthrough! I think his analysis is spot on. He also said he started to like it after about 3 hours, and I agree with his points for why he didn't like it.
As someone who played Sticker Star as their first PM game, I have to say that I think you will agree with me. I ADORED SS, especially with the cute little sticker theme (my like 8 year old brain). I never even thought about how it compared to other games because I was so immersed in the game. Being one of my first actual games, gameplay didn't matter. Aesthetics didn't matter. Identical toads at every corner didn't matter to me. Puzzles amazed me. Scraps even more so. I was so infatuated with this game. So when I found out that majority of people didn't like the game, I was very confused. "Why wouldn't people like something this cool?" Years later, I emulated TTYD onto my laptop to see why this game was to people as SS was to me. After having my hopes built up on everyone else's adoration, I played the game. I didn't like it. I thought *"this* is why people hated Sticker star?"
This story goes on, but I'll sum it up. I was dissapointed with TTYD, have yet to try PM64, LOVED SPM, still like Sticker Star and have completed Color Splash several times just for chapter 4. Humor and writing was great in SPM and CS, and humor was very inappropriate for children in TTYD. My point is, depending on when you started, what your mindset was when you started, and what you were looking for when you started will all effect your personal opinion on the game. If I had played TTYD or PM64 first, I would probably agree with the majority of people. Anyway, that's all I wanted to say. Thanks for reading!
@@catnat6571 The humor of SS and CS is dumb and lazy (Paper jokes) while the humor of TTYD is clever and equally filled with jokes for young and more mature audience, like it should be because we're talking about a game for Everyone, not a game for Kids only.
@@Dexuz That's your opinion and you're free to have it.
@@catnat6571
Its not an opinion that the game is for everyone, that is a fact, because there's another classification made by the ESRB that is EC (Early Childhood).
And let me tell you that Paper Mario games are NOT Early Childhood, they are for Everyone, so the jokes need to be for everyone, and that's perfectly balanced in that game, having both childist and mature jokes.
If they released an HD remastered version of the first or second Paper Mario on the Switch, I'd buy it in a heartbeat.
Fuck it, first three games remastered
A Pure Heartbeat...?
(Ba dum tss)
I agree with several things you said about Color Splash. And the scary thing is the game is even more poorly designed than what you encountered.
For example, there's Replica cards of the Things that would normally have solved the boss weakness issue. Unfortunately, for some strange reason, the game is actually programmed to not only not have Replica Things count- the game will actually mock you for using them. Like, WOW, I've never seen such disregard towards the idea of freedom of choice. And even worse? Morton (possibly the other Koopalings, too) is apparently coded so his HP will simply never drop below a certain amount unless his weakness is used. Not to mention that the Koopalings after Morton all have one-hit KO moves if you try drawing out the battle with them. Talk about railroading to the extreme.
In fact, the game does not give much breathing room on accomplishing various tasks. What might be optional in a better Paper Mario game or better game in general, like, say, a bonus round to a quiz show, is mandatory here. You need top scores in a shooting game with delayed reactions, no aiming reticle, and nothing keeping score.
Then there's Kamek's curses and the Shy Bandit. Not only is Kamek's inclusion in this game incredibly glaring and extraneous in light of the Black Bowser situation (a father figure should know when there's something wrong with their protege), but his curses have several oversights to them that could easily have been patched, yet never were. His curses don't whitelist enemy cards, you can only run from cursed battles if Mario's cards= 0 (when the game encourages collecting 99 cards), and some mono-type curses only check the nature of the first enemy encountered in battles. And if you hated the world map now, be glad you never encountered Shy Bandit. He can steal paint from levels, the timer to reach him on the overworld does not account for where Mario is relative to him, and he can use pathways Mario hasn't yet unlocked.
The one thing you were sort of wrong about, yet even it has huge issues. The enemy cards were supposed to count as partners. However, card-summoned enemies have too little HP to survive for long. What's worse is card-summoned enemies will run from mini-bosses and bosses without even bothering to attack. And the Koopaling cards- just glorified Fright Jars, who also arbritrarily run from bosses even if it's another Koopaling.
Story-wise, there's no real overall throughline for the game. The black paint only appears one other time in the present day before the finale, chapter 6 is just "leftovers" (killing the narrative momentum before the final chapter- something that Sticker Star is also guilty of), the nature of Huey and the black paint is never completely explained, and there's this disconnect regarding Black Bowser's identity, yet Mario and Huey (as well as Peach due to a plothole) overlook this even as it happens.
Short version- the only people who cared about developing this game were the localizers. Not the director, not the producer, not the original writers, not the game designers.
i had sorta fun with color splash, the replicas didn't annoy me, and the sorting helped with the you cant see the cards kamek curse, though the one thing that angers me is, THERE IS NO SAVE FILES
i don't like how you're forced to do the bonus round in snifit or whiffit to get the camera to use against Wendy
DarkChirano As someone who played through almost all of Color Splash, it just seems to have this weird battle with itself between expecting monkey brain and expecting 200IQ from the player. Like, why are so many field enemies so easy to defeat, but the bosses need you to conserve an item from some random area to even make them killable. And don’t even get me started on the freaking meat boss! Who decided that “let’s see if you can figure out what three rare consumable items to use in the right order” would be a good boss? I usually don’t save scum or look stuff up in games, but I was infuriated by just how inane that boss was, so I had to look it up after reloading a ton of saves (so I wouldn’t lose my cards). I could buy so many good cards because the game gives you boatloads of coins, but they’re useless in all the spots where it would be nice to use them! Honestly, if it wasn’t for the localization team, there’s no way I would have made it as far as I did.
Well, thank fuck for the localization team!
Wait... Kamek really should have noticed... but he clearly doesn't care... and Bowser seems to have no idea what happened... this could be the start of a new conspiracy video...
I really appreciate how unbiased and respectful you are with these videos. Good show!
Personally, I loved SPM. Granted, that's coming from someone who hasn't played the other installments, so take it as you will. I admit it had its flaws, and you basically covered all of them in this video. I do think calling that an example of "bad game design" is a little harsh, though. It was tons of fun, and I think that, ultimately, that's indicative of good design choices. Of course, that's just my opinion.
I think the best way to describe it is: a good game, just not necessarily a good paper Mario game.
I agree! Though it was a very flawed game it's still one of my favorite Mario games!
@@gonchuits I still think it's an EXCELLENT Paper Mario game, just not the best mechanic of a Paper Mario game, because it has the heart of the past installments, expanding what a Mario adventure can actually be IMO.
@@zjzr08 It's far from being excellent, though. Average to mediocre would be the best way of summing it up. Calling it excellent despite it's glaring flaw is being WAY too generous as well as kidding yourself.
Mentioned this on Discord, but with Super Paper Mario, I get it has a feeling of what it wants to be: Super Mario Bros. with RPG elements and a flip mechanic. With the Paper Mario games after that though, I get the feeling that they don't know what they want to be. It's like, one part of it wants to be an RPG like Thousand Year Door, but another part of it wants to have a world map like Super Mario World. One part wants to have turn-based battles, but another part wants it to be different by having cards. It suggests the idea having partners, but ultimately has one partner, which doesn't even participate in battle, helping you the whole way through. I guess the devs tried to meet halfway, but ultimately, they basically end up feeling like a neutered version of Thousand Year Door.
So this could be a little nit-picky but I'm pretty sure that the "better" ones are more Paper MARIO and the more recent ones are more PAPER Mario.
Newer Paper Mario games feel more like "Crafted Mario" games, They go overboard on the PAPER aspect of Paper Mario and makes the whole world made out of Arts and Craft's.
Well... If they brought back partners and treated paint as a system like FP (which makes splashing paint on stuff something you wanna make less intense stat), the different party members could use combinations of the colors to supe up their attacks with elemental paint properties, like Red beats yellow beats blue beats red, or Orange beats green and so on.
And have some bad guys drenched in paint, so not only do you have the capability to attack a weakness, the baddies could behave in a weird way based on what color they had taken on.
I don't hate Color Splash, but it does have a lot of fixing it needs.
Actually, they did something like the paint-drenching thing in one of the Koopaling boss fights. They take away your paint and use it to attack you, and depending on which color they use you get sort of a status condition but also some of that color paint back. Best Koopaling boss fight in the whole game.
@@jacketofdiamonds (Nods) I agree there. That boss was certainly one of the more fun ones, but I hate that they waited til the last leg to bring out paint related status effects. Plus, if the enemies had been drenched and behaved erratically, it could have been a hint that something could mess with you in the same way.
@Ryan Jones Oh, I absolutely agree. That would have been awesome. But at least it was in the game somewhere.
I can’t wait for Paper Mario: Origami King!
In SPM, you can press 1 and 2 at the same time to open a quick menu without needing to open the full menu. It speeds up the flow of the game greatly. Remember to also use left and right on the D-Pad to switch between each section of the quick menu.
C'mon man, Super was a good chunk of my childhood, and every time I hear the memory tracks, I almost cry, _when you attack that game, you attack my soul._ Nah but for real it was a big part of my childhood and it does hurt to hear you say that stuff, but I can see your points and ideas.
as a storyteller, i am absolutely in love with super paper mario's story.
5:46 I actually died 546 times to this guy, while at a friends house, and then i gave up because i was stubborn and didn’t want spoilers by googling how to beat it
I don’t even remember the enemy’s name......
I couldn't beat the world 2 boss because i was too scared to move (like seriously the mimi boss was and still is horrifying) but eventually i beat it
To me most bosses were easy but Francis was a giant pain in the butt for some reason
I dunno
@@jordandwiggins1026 Yeah, he was annoying. I died twice to the second Mr. L fight, but then figured out that you can constantly jump on him with Peach. He doesn't even use his missiles!
Super Paper Mario is one of my favourite games. Of course, it has something to do with nostalgia, but it also has some weight reasons.
First of all, I don't like turn based games, so a real time action game fits me better. It could be more challenging for sure but, well, it's a Mario game.
And second, it's aesthetic. A black void watching you all the time, unique settings and, well, there was only one Toad in all the game.
Super Paper Mario has the same problem as Kirby's Epic Yarn, or even Star Fox Adventures. If they were games for their own and weren't part of a bigger franchise, they would be much more appreciated for what they are
I mean, Star Fox Adventures originally WAS supposed to be a completely different game (this is why it has such a weird dinosaur obsession: it literally was going to be a dinosaur game) - they just ran into some weird budget issues and development hell and such, and Nintendo basically told them to slap Star Fox on it so that it would sell more than 2 copies.
If it had released as its original design, I feel like it would have gotten extremely lukewarm reception and never would have really been remembered as much. It's not outright terrible, but there's nearly nothing that really gives it any lasting appeal. As much as I dislike the fact that it's a shitty Star Fox game, I understand it was a reasonable and successful business decision.
As for SPM, I think its changes are just symptomatic of Nintendo pushing towards a more casual audience starting with the Wii. It definitely has that air of corporate meddling, like the designers wanted to do a lot more than the big cheeses would let them - but the strengths still absolutely shine through.
Color Splash, on the other hand... I honestly don't know how that ended up the way it did. Was it a completely different development team? I can't think of any other way to explain it.
But the casual audience thing definitely seems to be blowing past us with the Switch. Most of Nintendo's more recent games have clearly shown a change of heart in their overall direction & they're doing a lot more good for the more serious Nintendo fans lately. In the wake of things like BOTW and Mario Odyssey, I feel like there is hope for all of their franchises. If they ever announce another Paper Mario title, I have enough reason to believe it could be good again.
@@DELTARYZ Kirby's Epic Yarn was also a completely different games before release, but Nintendo thought that it would fit better as a Kirby game. I don't know if SPM had a similar case, but at least it feels like so. The only things from the Mario universe are the main characters and some items and enemies. All the environments and npc's are new, so I wouldn't be surprised if it was another game at the beginning. For Color Splash tho, idk, there's that "Miyamoto wanted it to be like that" thing but who knows. Miyamoto has been doing strange things lately however
@Jordi Conde i too dislike turn based games so SPM was really good for me plus it really has a dark atmosphere the dark void getting
larger with ever level you complete the strange music the at times creepy worlds Super Paper Mario is the closest Nintendo got
to major mask when it comes to atmosphere but sadly SPM is very poorly paced which is my biggest problem with it the game
is at times ridiculously slow and aimless but aside from that it was fun and a great experience.
I don't like turn based rpgs either, but love the hell of out TTYD. I say play TTYD even if you don't like RPGs. Paper Mario was design for idiots who can't get into generic RPGs.
First off who the fuk don't like Kirby's Epic Yarn? Secondly, I don't care much for BoTW as a "Zelda" game. Lastly, Mario Odyssey is poopy and should not be setting standards for future titles and hope had died.
Yo, I heard someone was shitting on my boy Super Paper Mario. We ain't having that 'round these parts.