Paper Mario Review

By Went

Well, I will start doing Reviews with this game, the last I have played. I will rate 0-10, and I will study graphics, music, gameplay, battle system, attacks, partners, story, Fun Factor, difficulty, length, replay value, characters, and others. Ok, let’s start!

Graphics: 6/10
Mario is not as well designed as he could be, and sometimes the screen flickers. That’s VERY annoying, so I’m taking three points. The other point goes thanks to Peach: she is always smiling. What would it have cost to create more than TWO sprites for her?

Music: 7/10
I didn’t liked the battle music, and Jr. Troopa’s is awful. But I liked all of Bowser’s songs, the SMB3 Hammer Bros. battle remix and Tubba’s chase. The rest of the music is ok, so I’m taking three points.

Gameplay: 9/10
A for jumping, B for the hammer, joystick for moving, Z for going faster, Start for opening the inventory, and the C buttons for going to specific parts of the inventory or changing the partner. Very nice. Mario levels up by getting 100 Star Soints from defeating enemies, and you can upgrade Heart Points (life) or Flower Points (magic) by 5, or Badge Points by 3. The badges let you to regain health, use special attacks, get more coins after a battle, raise your stats, and more, which makes them essential if you want to beat the game without having too much trouble. Some others simply make Mario make funny sounds. The puzzles can be solved using a partner (each one has a new ability), jumping, or breaking blocks with the hammer. And, if you are lost, you always can ask Merlon for help.

Battle: 8/10
During the prologue, it’s a normal RPG battle system: select your attack and look at how Mario performs it. Then you attack with Mario's partner (you can change the order by pressing Z), then the enemies attack. But soon you will be able to double the damage (the way changes in every attack, but is clearly explained), or reduce the damage you take by 1 by pressing A. And, even if you don’t care about taking 6 or 7 damage, pressing A will stop status changes (dizziness, poison, losing attack power...) and will negate all the damage to your partner, who, as they don’t have their own HP, would be unable to attack for as many turns as the damage taken. I like this system, but I’m taking two points because there is an attack option called "do nothing" which could have been changed to "defend" or something, and the Star Power is too slow to regenerate.

Attacks:
-Jump: 6/10
Jumping is very useful for beating enemies with 0 defense, because +1 attack means +2 total damage if you perform the command correctly. Maybe that’s the reason the command is so difficult if you don’t have a great timing. But when the enemies have 1 defense or more, the effect is the same, but reversed: +1 defense means -2 total damage.
-Hammer: 9/10
Is the most useful weapon. The command is extremely easy (unless you can’t tilt the joystick to the left and hold it three seconds), there is a badge that negates the enemies’ defense, and it can have an attack of 13. Plus, it is the first weapon to get an upgrade.
-Star Spirits: 5/10
Well... they aren’t as useful as they should be. I used especially the two health-recovering moves (Refresh and Smooch) and the 7-damage Star Storm. Lullaby is useful for powerful enemies such as Kent C. Koopa. Chill Out... you get it when the only boss battle where you can need it left is Bowser’s. Timeout is like Lullaby, and Up and Away... I don’t think it is very useful. The greatest problem is you have to wait five or lose two turns to have one Star Meter recovered, which makes it kind of a last resort.

Partners:
-Goombario: 7/10
Your first partner. His headbonk is exactly like a jump, with all its advantages and disadvantages. His third attack, Charge, uses that boosting the attack by one, which turns into two thanks to the action commands, and you can do it as many times as you want– you can do 20 damage! The bad part is it uses 1 FP and 1 turn. The Multibonk is like a Power Bounce: attack until you fail, every turn the attack lowers by 1. You can think he is lethal, but some enemies can discharge him. Tattle is useful for knowing the enemy’s attack, defense and HP, but the Peekaboo badge can help you if you don’t want him to fight.

-Kooper: 7/10
His Shell Toss is like a hammer attack. The Power Shell is very useful for ground enemies, and the dizzy shell makes the battles with a lot of enemies easier. But his most useful attack is the Fire Shell, because the iced enemies around Shiver City are very strong. He loses points because he can’t hurt flying enemies.

-Bombette: 8/10
One of the best partners. The Body Slam isn’t very useful (it's like the hammer but more difficult to perform), but her bomb attacks make her very useful to damage one enemy, the ground ones, or even all the enemies. The bad part is she uses too much FP.

-Parakarry: 6/10
I didn’t use him too much. His Sky Dive is like a jump without the disadvantage of -1 defense means -2 damage. The Shell Shot is powerful, and can attack flying spiked enemies. The Air Lift is somewhat strange: you can take out of the battle one enemy, spending the same amount of FP as if you had attacked him with Shell Shot, but you don’t earn Star Points or coins. The Air Raid is a crazy attack that damages all the enemies. I prefer Bombette’s Mega Bomb, but it costs 2 FP more than Air Raid.

-Bow: 6/10
Her best attack is Outta Sight, which makes you impervious to attacks during one turn. Her smack does only 1 damage repeated up to 5 times, which makes it useless if the enemy has 1 defense. The Fan Smack has 2 attack, so it can do up to 10 damage... if the enemy doesn’t have 1 or 2 defense. Spook is a scaring attack that spends 1 FP more than Parakarry’s Air Lift and can make all the enemies run from the battle.

-Watt: 8/10
Although she has only ONE single attack, it ALWAYS does 1 or 3/4/5 damage (depending on the level), no matter how much defense power the enemy has. The other moves can paralyze one or several enemies, and the remainung move raises Mario’s attack by 1. She is the best partner for the last battle.

-Sushie: 4/10
She is useful... for her chapter. The Belly Flop is like a hammer, but she can attack more enemies than only the first. The Squirt is useful for fire enemies, but the command is difficult to time. The Water Block raises your defense by 1, and the Tidal Wave attacks all enemies with water. All her attacks are perfect for destroying the fire enemies in Lavalava Island, but that’s all.

-Lakilester: 9/10
He is the most useful partner. He and his Spiny eggs can deal with Huff N' Puff and Crystal King. The Spiny Surge is very useful, because its action command is easy to perform and it damages all the enemies. The Spiny Flip is powerful (less than hammer, but you can choose the enemy you want to attack), and the Cloud Nine also makes you impervious to attacks. The hurricane is the second attack that may make all enemies leave the battle. It costs more FP than Bow’s Spook, but is more likely to work.

Story: 5/10
So... Bowser has kidnapped Peach. And Mario is the only one who can save her. Woah. I think I have seen this story at least eight other times. And there isn’t much variety or well developed plots in the chapters. So five points.

Fun Factor!: 6/10
I like absurd humor, like in Sheep in the Big City. Then I liked Jr. Troopa’s and Peach’s parts, because they are absurd. Ah, I forgot Kolorado’s! But they aren’t enough to get a higher score. Sorry. Be sure to tattle on all the Toads in Toad Town, though.

Difficulty: 6/10 (the less, the more difficult)
Aahhrrgghhh! The Bloopers are almost invincible if you don’t have at least four Super Mushrooms. Tutankoopa is very difficult. General Guy is a pain. And I’m not speaking about Anti Guy. Even Goomba King is difficult. But, suddenly the game goes easier with Lava Piranha. And Lakilester’s Spiny Surge can deal with Huff N' Puff and Crystal King by himself. Bowser is really pathetic, you can beat him in eight rounds. So I’m taking three points.

Length: 7/10 (17 hours to reach Bowser)
Yeah, it’s okay. But it could have been longer. The main part of the score goes for Bowser’s Castle- it's the biggest ever!

Replay Value: 8/10
You can beat Bowser without having beaten all the optional bosses. The Master is nearly impossible to beat. And I have read Chuck Quizmo appears 50 times or so. So there are plenty of things to do. But they aren’t necessary in order to beat Bowser.

Characters: 8/10
Here Kammy and the Duplighosts are introduced, plus some other enemies I don’t expect to see again. I liked the wide variety of Shy Guys, many of them from YI. And speaking about that, I was happy to see Raphael the Raven and the penguins. And there are two Ninjis from SMB2!

Others: -3
: (
When you reach Bowser, going back is too boring. And I don’t even want to think about going to Bowser twice.
You can’t beat the first Bowser battle! Even with Gameshark!
The Kammy Koopa battle isn’t a true battle, but a cutscene where you have to press A.
There is a maximum of 27 level sup, 30 BP, and 55/60 FP and HP.
No Soft Stomp badge!
You can’t ever get Peach’s items if you don’t put them in the box before Chapter Eight.

: )
There are Toad Houses EVERYWHERE. And they are free! Yay!
Tayce T. makes you the cake you need for free.
There is too much money! You can easily get 999 coins!

TOTAL: 6.45
Well, maybe it isn’t great, but the game appeared in 2002 for the N64. It is the worst Mario RPG, but is funny if you don’t pay for it. And it can entertain you for a week or a whole month if you try to found everything.

 

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