Paper Mario: Difference between revisions

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==Development==
==Development==
''Paper Mario'' started development as a sequel to ''[[Super Mario RPG: Legend of the Seven Stars]]'' and production was initially handled by staff that worked on the game. [[Ryota Kawade]] was brought in as the chief director and designer,<ref name="Shmuplations">GSLA (English translation by "Blackoak", August 20), "[http://shmuplations.com/papermario/ ''Paper Mario'' – 2000 Developer Interview" (GSLA)]". ''Shmuplations'', Retrieved August 24, 2020.</ref> with [[Shigeru Miyamoto]] co-producing the game. Early in development, it was decided to divorce the project from ''Super Mario RPG'' and the developers took a year and a half to experiment with character and graphical style ideas, including pre-rendered sprites (like ''Super Mario RPG'') and polygons. Although development was initially done with {{wp|Silicon Graphics}} workstations as with most first-party Nintendo 64 games, the final game's graphics were done with internal [[Super Nintendo Entertainment System|Super Famicom]] tools. Art director Naohiko Aoyama was responsible for creating the series' distinct paper-like style for character graphics,<ref name="twenty">[https://www.pcmag.com/news/20-years-ago-nintendo-transformed-the-rpg-genre-with-paper-mario#:~:text=20%20Years%20Ago%2C%20Nintendo%20Transformed%20the%20RPG%20Genre%20With%20Paper%20Mario,-Thor%20Jensen&text=Error!&text=It's%20undeniable%20that%20Nintendo%20masters,the%20kart%20racer%20and%20more. "20 Years Ago, Nintendo Transformed the RPG Genre with ''Paper Mario''"]. ''{{wp|PCMag}}''. August 11, 2020.</ref> taking inspiration from the graphics of the PlayStation's ''{{wp|PaRappa the Rapper}}'' and traditional animated films, such as those in the {{wp|Walt Disney Animation Studios|Disney}} animation canon or the ''{{wp|Looney Tunes}}'' franchise.<ref>[https://www.ign.com/articles/1997/11/22/mario-rpg-is-for-the-kids "Mario RPG is for the Kids"]. {{wp|IGN}}. November 21, 1997.</ref> Aoyama believed that players would prefer a game with "cute" paper-like character designs over one with low-polygon 3D graphics.<ref name="twenty"/>
''Paper Mario'' started development as a sequel to ''[[Super Mario RPG: Legend of the Seven Stars]]'' and production was initially handled by staff that worked on the game, along with director [[Ryota Kawade]] who joined in an advisor position,<ref name="Shmuplations">GSLA (English translation by "Blackoak", August 20), "[http://shmuplations.com/papermario/ ''Paper Mario'' – 2000 Developer Interview" (GSLA)]". ''Shmuplations'', Retrieved August 24, 2020.</ref>, and [[Shigeru Miyamoto]] who returned as a co-producer. Early in development, it was decided to divorce the project from ''Super Mario RPG'' and the developers took a year and a half to experiment with character and graphical style ideas, including pre-rendered sprites akin to ''Super Mario RPG''. Although development was initially done with {{wp|Silicon Graphics}} workstations as with most first-party Nintendo 64 games, the final game's graphics were done with internal [[Super Nintendo Entertainment System|Super Famicom]] tools. According to Nintendo producer Hiroyasu Sasano, the series' distinct paper-like style for character graphics came about from the belief that players "might be getting tired" of the computer-generated 3D graphics seen on consoles like the PlayStation as it was difficult for polygons to bring out the characters' "cuteness".<ref name="twenty">[https://www.pcmag.com/news/20-years-ago-nintendo-transformed-the-rpg-genre-with-paper-mario "20 Years Ago, Nintendo Transformed the RPG Genre with ''Paper Mario''"]. ''{{wp|PCMag}}''. August 11, 2020.</ref>


The original characters introduced in ''Super Mario RPG'' were not featured as the developers felt it was better to stick to "the main road" of the ''Super Mario'' franchise.<ref name="Shmuplations"></ref> The story was conceived early in development and the developers decided to focus on making other aspects of the game appealing to all players in the long run rather than making it "about some grand enticing story", especially as it was felt serious and dramatic themes would be at odd with the lighthearted feel of the franchise.<ref name="Shmuplations"></ref>
The original characters introduced in ''Super Mario RPG'' were not featured as the developers felt it was better to stick to "the main road" of the ''Super Mario'' franchise.<ref name="Shmuplations"></ref> The story was conceived early in development and the developers decided to focus on making other aspects of the game appealing to all players in the long run rather than making it "about some grand enticing story", especially as it was felt serious and dramatic themes would be at odd with the lighthearted feel of the franchise.<ref name="Shmuplations"></ref>


Particular focus was placed on the battle system, its designing taking up about half of the game's production time.<ref name="Shmuplations"></ref> As the developers were aware the game would be primarily played by a young audience, the game was balanced around the idea that combat would not be so easy as to be mindless but not so difficult that it would discourage players. The [[Action Command]]s were included to appeal to more seasoned players and the [[Badge]] system was put in place to simulate the traditional RPG feeling of growing stronger as the game progresses without featuring equipable weapons or a large amount of stats.<ref name="Shmuplations"></ref>
The development of ''Paper Mario'' took four years, a very long development cycle for the time.<ref name="Shmuplations"></ref> Particular focus was placed on the battle system, its designing taking up about half of the game's production time.<ref name="Shmuplations"></ref> As the developers were aware the game would be primarily played by a young audience, the game was balanced around the idea that combat would not be so easy as to be mindless but not so difficult that it would discourage players. The [[Action Command]]s were included to appeal to more seasoned players and the [[Badge]] system was put in place to simulate the traditional RPG feeling of growing stronger as the game progresses without featuring equipable weapons or a large amount of stats.<ref name="Shmuplations"></ref>
 
The development of ''Paper Mario'' took four years, a very long development cycle for the time.<ref name="Shmuplations"></ref> Outside of Intelligent Systems, the development involved auxiliary work by uncredited personnel from {{wp|LucasArts}}, {{wp|Sonic Team}}, [[Rare Ltd.]], and [[Ubisoft]], according to Miyamoto.<ref>Imamura, Takao; Miyamoto, Shigeru (1997). Nintendo Power August 1997 - Pak Watch E3 Report "The Game Masters". Nintendo. pp. 104–105.</ref>


==Soundtrack==
==Soundtrack==
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