Games | Main • Hotel Mario • Paper • Super Smash Bros. |
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Shows | Super Mario Brothers Super Show |
Comics | Super Mario Adventures • Valiant Comics |
Movies | Anime Film • 1993 Movie • Illumination |
“ | It's Mario, silly! He's here to save Princess Peach, who was kidnapped by Bowser. Remember? He fights until the bitter end, no matter what enemies attack. | „ |
~ Lee using Tattle on Mario |
Summary
Paper Mario is an alternate version of Mario, originating from a world where everything is stylized by paper and similar forms of DIY materials. While the original Paper Mario game was planned to be a sequel to Super Mario RPG: Legend of the Seven Stars, now considered a spiritual sequel, the spin-off series quickly paved its own path of originality, deviating from the main Super Mario series to form its own unique identity.
Like his mainline counterpart, Paper Mario is a silent plumber who has had his own fair share of adventuring to either rescue his damsel in distress, Paper Princess Peach, from Paper Bowser, or save his world from beings who either wish to conquer or destroy it. It isn't until the events of Mario & Luigi: Paper Jam that Paper Mario encounters both mainline Mario and Luigi, and for the story to also reveal that his world is contained inside of a magical book.
Powers and Stats
Tier: High 6-A | At least High 6-A, possibly far higher | 2-A
Key: Base | Royal Stickers | Pure Hearts
Name: Mario, Paper Mario, "The Great Gonzales"
Origin: Paper Mario
Gender: Male
Age: Over 30 years old (Stated by Huey to have been fighting Bowser for 30 years[1])
Classification: Paper Human, Plumber, Hero of Light
Powers and Abilities:
- Superhuman Physical Characteristics
- Genius Intelligence
- Immortality (Types 2; Can survive with holes punched in his face and torso, 4 and 8; Implied by Queen Jaydes to be able to revive Mario any time should he perish, as she has power over life and death[2])
- Self-Sustenance (Type 1. Shown to consistently be unaffected by the vacuum of space[3] and being underwater for prolonged periods of time[4])
- Hammerspace (Various power-ups and items)
- Expert Hand-to-Hand Combatant (Paper Mario is an incredibly skilled fighter with decades of experience battling his archnemesis, Paper Bowser, and a myriad of different foes. He's fought against and defeated the Shadow Queen, a demon over 1,000 years old who wished to conquer Mario's planet, and even Super Dimentio, a being who has merged with the Chaos Heart along with his own brother and has stated that they plan to eradicate all worlds to recreate in his own image. Aside from recurring enemies, Paper Mario has also bested The Master,[5] a master martial artist who can challenge him up to 3 times and prove to be more difficult with each bout, in direct combat. His skills have impressed The Master so much that he even declared him as the strongest in the dojo. Like the rest of the Four Heroes of Light, Mario is also capable of fighting against all shadow copies of themselves created by Shadoo, who admitted to observing and scanning the heroes as they battled through all 100 battles of the Pit twice)
- Master Acrobat (Like his mainline counterpart, Paper Mario has also displayed his fair share of acrobatic prowess throughout his adventures. He's able to stylishly perform poses mid-air, and even double jump to dodge an attack[6])
- Attack Reflection (Superguard can reflect physical damage back on to the enemy[7])
- Non-Physical Interaction (Can harm Lava Bubbles, which were stated to be the deceased spirits of the pirate Cortez's crew, and Boos)
- Statistics Amplification (Mario gains a 1.5x boost in power when fighting three or more enemies at once[6])
- Dimensional Manipulation (Can flip/phase between the 2nd and 3rd dimensions[8])
- BFR (Mario can leave/free others stuck in 2-D via contact with his Flip. Anytime he enters a battle, he can take others to a stage. This is something that is directly acknowledged, since bosses can interact with the audience)
- Body Control (Has shown to consistently make use of his paper physiology, such as reshaping his body into that of an airplane, a tube, or a boat,[9] and twisting his body to ring out water that he absorbed)
- Afterimage Creation (Can create afterimages when jumping)
- Weapon Mastery (Shown to have very capable prowess when it came to hammer-wielding, like his Main counterpart)
- Flight (Restricted Flight. Can flutter his arms and feet to gain extra air time and glide along the air[10])
- Extreme Heat (Can withstand the Shadow Queen's lightning. Said lightning being hot enough to instantly vaporize Grodus and his metallic gear)
- Extreme Cold and Cosmic Radiations (Can easily endure the coldness of space and its hazardous elements throughout Super Paper Mario)
- Fire Manipulation (Can Superguard Bowser's "Fire Blast" and the Fire Bros "Flamespit", "Doubleflame", and "Multiflame" attacks)
- Ice Manipulation (Can Superguard Sir Grodus' "Ice Beam" and break out of Bonechill's icy breath)
- Electricity Manipulation (Can survive lightning attacks from Marilyn, Sir Grodus, and the Shadow Queen)
- Time Stop (Can Superguard "Clock Beam" from Sir Grodus, a move confirmed to have time-stopping properties)
- Poison Manipulation (Can Superguard Bowser's "Poison Fang", endure playing Whack-a-Mole while answering trivia questions in a room full of poisonous gas, and remain unphased while battling in toxic liquid[11])
- Life-force Absorption (Can Superguard the Shadow Queen's "HP Drain ", which can steal Mario's health and add it to her own)
- Status Effect Inducement, Confusion Inducement, and Status Effect Alteration Prevention (Can Superguard Shadow Queen's "Dangerous Breath", which has shown these)
- Durability Negation (Can Superguard the Shadow Queen's attacks)
- Gravity Manipulation (Able to resist the gravity of Count Bleck's dark vortexes)
- Transformation and Statistics Amplification (Via power-ups, stickers, and items)
- Healing (With the Super Mushroom)
- Fire Manipulation (With the Fire Flower)
- Ice Manipulation and Limited Durability Negation (With the Ice Flower, it can even cause enemies to shatter instantly upon freezing them)
- Enhanced Statistics Amplification (The Super Star grants this due to in-game showings where a character becomes impervious to all types of conventional damage, and statements from sources)
- Attack Reflection (With the Tail, Paper Mario can return attacks to their sender)
Partners:
- Information Analysis (With Goombario's and Goombella's "Tattle", which allows them to acquire a detailed description of an enemy and their HP)
- Dizziness Inducement (With Kooper's "Dizzy Shell", which can render an enemy dizzy and leave them unable to act for a while)
- Explosion Manipulation (With Bombette and Vivian's "Fiery Jinx". "Fiery Jinx" can also leave enemies burned)
- BFR (With Parakarry's "Air Lift", which allows them to carry an enemy away from battle)
- Invisibility (With Lady Bow's "Outta Sight", which turns Mario invisible to avoid attacks)
- Electricity Manipulation and Durability Negation (With Watt's "Electro Dash", Watt can charge up electricity before discharging it, bypassing defense)
- Paralysis Inducement (With Watt's "Power Shock", which can paralyze enemies with an electric shock)
- Statistics Amplification (With Watt's "Turbo Charge", which boosts Mario's stats for some time)
- Water Manipulation (With Sushie, they can fire a powerful jet stream with "Squirt". "Water Block" can be used to form a cube of water around Mario to boost his defense. "Tidal Wave" allows Sushie to swim madly, creating a destructive wave to wash over all enemies)
- Air Manipulation and BFR (With Lakilester's "Hurricane" and Flurrie's "Gale Force", Mario can use them to unleash a powerful gust of wind to blow enemies away from battle)
- Summoning (With Mini-Yoshi's "Stampede", Mario can summon a multitude of yoshis to barrel through the enemy)
Badges/Jars/Masks/Items:
- Extrasensory Perception (With Peekaboo, which allows Paper Mario to view the HP of an enemy without Goombella's Tattle ability)
- Ice Manipulation (Ice Storm)
- Extended Martial Arts (With Dodge Master, which allows Paper Mario an easier time dodging enemy attacks and performing attacks without issue)
- Status Effect Inducement
- Dizziness Inducement (With Dizzy Dial, Dizzy Attack, Dizzy Stomp, and more)
- Fear Manipulation (With Fright Mask/Jar)
- Self-Inflicted Status Effect Inducement (With Lucky Start, which gives Paper Mario a random, but positive, status effect at the start of each battle. Which include Dodgy and Electrified)
- Size Manipulation (With Shrink Stomp, which allows Paper Mario to shrink an enemy once he stomps on them)
- Time Manipulation (Speed and Slow Flower, Stop Watch)
- Resurrection (Via Life Shroom)
- Electricity Manipulation (Via Volt Shroom or Zap Tap)
- Passive Probability Manipulation (With Pretty Lucky, Lucky Day, and Close Call which causes enemies to have a 10%, 25%, and 33% chance, respectively, to miss when attacking. The chances increase drastically when multiple copies of the badge are equipped, or if Pretty Lucky, Lucky Day, and Close Call are also equipped together)
- Passive Healing (With the Happy Heart, which allows Mario to slowly and automatically regain HP in battle)
- Statistics Amplification (With Power Rush and Mega Rush. If Mario is nearing, or dangerously close to death, his attack power increases)
- Damage Reduction (With Last Stand, which halves the damage Mario would normally take if he were in critical condition)
- Sleep Manipulation (With Sleepy Sheep, Sleepy Stomp, and Sleep Stomp. Sleepy Sheep temporarily puts all enemies to sleep. Sleepy Stomp has a chance to induce sleep once Mario jumps on them. Sleep Stomp outright puts the enemy to sleep with a single stomp)
- Damage Transferal (With the Return Postage badge, enemies who attack Mario have half of the damage they deal returned to them)
- Durability Negation (With D-Down Jump and Piercing Blow, which is a jump attack that ignores an enemies' defense and a hammer strike that also ignores an enemies' defense respectively)
Pixls:
- Extrasensory Perception, Invisibility Negation, and Information Analysis (Tippi can detect invisible objects and reveal them. She's also capable of revealing the stats of enemies and providing useful tips for beating them)
- Dimensional Travel (Tippi and Tiptron can use Flip to transport Mario through dimensions)
- Limited Durability Negation (With Thoreau, Mario can pick up an enemy and throw them into another to pierce their defense)
- Explosion Manipulation (With Boomer)
- Invisibility and Intangibility (With Slim, which turns Mario sideways, allowing him to become invisible and untouchable should he stand still)
- Statistics Amplification (Using Thudley, Mario can deal twice the amount of damage when ground-pounding)
- Platform Creation and Flight (Restricted. With Carrie, Mario can have her transform into a platform that can carry him through hazardous areas too wide to jump or float across)
- Dimensional Manipulation (With Fleep, who can flip the background from 2-D to 3-D)
- Weapon Creation (Using Cudge, they can reshape themselves into a hammer for Mario to use)
- Size Manipulation (With Dottie, she can shrink Mario nearly to the size of a "dot")
- Forcefield Creation and Attack Reflection (Using Barry, Mario can create a spikey barrier around himself that can ward off attacks, damage those who come too close, and reflect projectiles)
- Speed Amplification (With Dashell, Mario can greatly amplify his speed)
- Music Manipulation and Purification (Type 3. Using Piccolo, she can play music to cure Mario of all status ailments/curses)
Stickers:
- Time Stop, Reality Warping and Sealing (Using Kersti, Paper Mario has access to Paperize, which can stop time to rip something out of reality and store them inside his book)
- Sleep Manipulation (With the Baahammer, which can put foes to sleep
- Fire Manipulation (With the Burnhammer, which looses a giant flame on impact, burning most foes)
- Ice Manipulation (With the Chillhammer, which releases a frigid blast, freezing most foes)
Battle/Catch Cards:
- Soul Manipulation, Sealing, and Information Analysis (With Catch Card, which is stated to capture an enemies soul and display information on them. The Peekaboo badge also constantly allows Mario to view the HP of an enemy. He's also able to use a more powerful variant, the Catch Card SP)
- Summoning (With Enemy Battle Cards, Paper Mario can summon enemies he's previously fought to attack for him and possibly shield him from any incoming attack)
- Accelerated Development (Battle; Physical Stats, with Bowser's Battle Cards. Paper Mario can increase his power in proportion to the amount of damage he's taken during battle)
- Statistics Amplification (With Battle Cards. Paper Mario can increase the power of his Boots and Hammer up to 50%, his defense up to 50%, and his speed, for a limited time, up to 35%)
- Fire Manipulation (With Bowser's Battle Cards. This adds fire to any of Paper Mario's attacks)
- Purification (Type 3. With Battle Cards. Paper Mario can remove status effects from himself)
- Healing (With Battle Cards. Paper Mario can restore 30% of his Health, or fully)
- Damage Nullification (With any of his Battle Cards. Paper Mario can nullify any damage that may be taken once)
- Resurrection (With Peach's and Bowser's Battle Cards. Paper Mario can resurrect a fallen ally)
- Statistics Reduction (With Battle Cards. Paper Mario can lower the defense of an enemy by 50% and their power by 30% for a limited time )
- Transmutation (With Toad's Battle Cards. Mario can transform an enemy into a Mushroom, though this has a chance to fail)
Paper Gear/Items (Mario & Luigi Series):
- Statistics Amplification (With Bundling Boots and Bundling Boots DX, which increases Paper Mario's striking power as long as he possessed the MAX. amount of copies. Shocking Hammer/Boots and Shocking Hammer/Boots DX deals 150% damage to regular and shiny paper enemies respectively)
- Healing (With Comet Boots, which restores some of Paper Mario's HP whenever he deals damage)
- Duplication (With the Copy Block, Paper Mario can create up to 10 paper copies of himself that can shield him from attacks and add greater power to his strikes. Copy Bangle also gives Paper Mario one copy per turn)
Star Spirits:
- Power Nullification (When using all 7 Star Spirits, Paper Mario can use Star Beam to negate Paper Bowser's invincibility granted by the Star Rod and remove all status ailments placed on him. With Peach Beam, Paper Mario can use this stronger variant to nullify the invincibility granted by the Star Rod to Paper Bowser again, despite the latter empowering himself to be immune to the regular Star Beam)
- Sleep Manipulation (Via Lullaby)
- Transmutation and BFR (Via Up and Away)
- Time Stop (Via Time Out)
- Statistics Reduction (Via Chill Out, which decreases the enemies attack power)
- Healing (Via Refresh, which can also cure poison, and Smooch)
- Danmaku (Via Star Storm)
Crystal Stars:
- Power Nullification (Using all 7 Crystal Stars, Mario nullified the invulnerability of the Shadow Queen)
- Durability Negation (With Supernova, which pierces defense)
- Time Stop (With Clock Out, which stops time on an enemy)
- Vibration Manipulation (With Earth Tremor, it can create powerful earthquakes to damage an enemy)
- Statistics Amplification (With Power Lift, it boosts the attack power and defense of Mario temporarily)
- Damage Boost (With Art Attack, any amount of damage can be done depending on how many times Mario encircles the enemy)
- Healing (With Sweet Feast, it replenishes some of Mario's health)
Miscellaneous:
- Durability Negation (With POW Block)
- Creation (With Superhammer)
- Transmutation (With the Pink Apple)
- Size Manipulation (With the Mega Star)
- Summoning (With the Pal Pill)
- Statistics Amplification (With Showstopper, which is potent enough to instantly one-shot foes comparable to Mario himself)
- Sound Generation (With various Things like a guitar)
- Adhesive Manipulation (The Tape item can be used to tape enemies into the fabric of reality)
- Greater Toon Force (Can staple opponents to the fabric of reality, paralyzing them with a Stapler. The Thumbtack Thing does something similar)
- Light Manipulation (Flashlight is a Thing Mario can control which blinds the enemy with intense light for several turns)
- Absorption (Can summon a large Sponge to absorb attacks in front of him)
- Broadway Force (The Disco Ball Thing can force enemies to dance uncontrollably for a period of time)
- Status Effect Inducement (Which includes Elemental Manipulation, Fear Manipulation, Transmutation, Poison Manipulation, Sleep Manipulation, Death Manipulation, Time Manipulation, Time Stop, Statistics Reduction, Paralysis Inducement, Size Manipulation, Mind Manipulation, and Power Nullification. Feeling Fine badge and Pep Badge grants him these resistances)
Resistances:
- Greater Fire Manipulation (With the Fire Shield, which can reduce the damage taken even further by fire)
- Greater Life-force Absorption and Electricity Manipulation (With Zap Tap, which prevents HP-leeching attacks, as well as allowing Mario to safely jump on electrified enemies without getting hurt)
All previous abilities of his Base enhanced.
- Statistics Amplification (Mizzter Blizzard, after wishing from the Royal Sticker, grew strong enough to match Mario in combat for some time)
- Healing (The Royal Sticker allowed Bowser to heal himself. Upon using Kersti, Mario instantly regained some of his health)
- Size Manipulation (The Royal Sticker caused Bowser to grow in size)
- Wish-Granting (Stated to be able to grant wishes)
All previous abilities of his Base vastly enhanced.
- Greater Immortality (Type 8. Pure Hearts are the abstract embodiment of love. So long as love continues to exist, so too will the Pure Hearts)
- Self-Sustenance (Type 3)
- Power Nullification (Nullified Super Dimentio's invulnerability and Count Bleck's barrier)
- Creation, Reality Warping, and Resurrection (The Pure Hearts were able to bring back worlds and their inhabitants erased by The Void)
- Greater Healing (The Pure Hearts healed Count Bleck of his injuries)
- Sealing (Using the Pure Hearts, the Four Heroes of Light were able to destroy the Chaos Heart[12] and seal away The Void[12] before it could consume everything)
Resistances
Attack Potency: Multi-Continent level (Comparable to Mario and Luigi and can aid them in battle) | At least Multi-Continent level, possibly far higher (Can harm Shiny Bowser with greater ease than before and defeat him, despite him being able to take very little damage from even Mario's strongest stickers[11] in his base form, including some from even his Royal Stickers form,[11] and Bowser's Royal Sticker was also stated to be infinitely above the other Royal Stickers.[11] Kersti also states that Mario will be able to strike with the power of 1,000 stickers) | Multiverse level+ (Possesses the power of the Pure Hearts, the light equivalent of the Chaos Heart, which allowed him to defeat Count Bleck and Super Dimentio alongside Bowser and Peach)
Speed: Massively FTL+ (Comparable to Mario and Luigi) | Massively FTL+ | Infinite (Kept up with Count Bleck and Super Dimentio in their respective fights)
Lifting Strength: Class Y (Should likely be superior to Mario and Luigi, as he was able to fend off King Olly's attempt at squishing him whilst Olly was in a stronger form. The latter of whose previous state could push back Origami Bowser, whose base state is comparable to Mainline Bowser) | At least Class Y | Immeasurable (Comparable to Count Bleck and Super Dimentio)
Striking Strength: Multi-Continent level | At least Multi-Continent level, possibly far higher | Multiverse level+
Durability: Multi-Continent level (Can endure several attacks from Paper Bowser and many other enemies alongside Mario and Luigi) | At least Multi-Continent level, possibly far higher (Can easily withstand many attacks from Shiny Bowser) | Multiverse level+ (Survived numerous attacks from Super Dimentio)
Stamina: Superhuman (Like his Main counterpart, Paper Mario can perform various activities and travel to multiple regions with no signs of exhaustion. He's completed the Pit of 100 Trials, a dungeon created by the Shadow Queen that pits Mario against a series of enemies that progressively grow stronger as he progresses, without fail. Similar to the Pit of 100 Trials, Paper Mario has also completed 100 trials of both Flipside and Flopside. Both consisting of 100 enemies that Mario must defeat within ten minutes to progress to the next room, ending with the battles against Wracktail in Flipside, and Shadoo in Flopside. He's battled Paper Bowser with the Star Rod for an extended period of time, even despite being incapable of harming the latter due to his granted invincibility, and a Royal Sticker Bowser for a time, despite how outclassed he was) | Superhuman | Infinite (As the Pure Hearts are powered solely by love)
Range: Standard Melee Range normally, Extended Melee Range with his Hammer and Partners. Power-Ups, Partners, and Items can range from Several Meters to Tens of Meters | Same as before | Multiversal+
Standard Equipment: Hammers, Partners, Power-Ups, and additional Items | Royal Stickers | Pure Hearts
Intelligence: Genius, likely higher (Should be of comparable intelligence to his mainline counterpart, as both have shared a majority of the same[13] adventures and experiences[13])
Weaknesses: None Notable.
Notable Attacks/Techniques:
Jumping: Mario's main and preferred method of attack. He jumps on his opponent and crushes him/her with sheer strength. He is incredibly skilled with this action, being able to perform various jump techniques:
- Jump: In Paper Mario and Paper Mario: The Thousand-Year Door, jumping is Mario's primary attack he can use from the beginning of the game. It can be used to defeat any kind of generic enemy like the Goombas, but some enemies like the Spiked Goombas prevent jump attacks with spikes, and the player then has to use the Hammer attacks instead.
- Super Boots: The Super Boots are the first upgrade to the Boots. They are found in Boo's Mansion in Paper Mario and inside The Great Tree in Paper Mario: The Thousand-Year Door. They increase the power of Mario's Jump attack and allow him to do the trademark Spin Jump. Outside of battle, they allow Mario to break boxes and wooden trap doors and use a more powerful First Strike. Once Mario finds the Ultra Boots, he loses the Super Boots.
- Ultra Boots: The Ultra Boots are the most powerful boots in the Paper Mario series found in Toad Town Tunnels in Paper Mario and in Riverside Station in Paper Mario: The Thousand-Year Door. When Mario is wearing the Ultra Boots, his Jump attack delivers three damage per jump to a defenseless enemy (while his normal Boots only deal one damage). They also enable Mario to use a powerful jump move, which creates a new technique in solving puzzles. Obtaining these boots will replace the Super Boots.
- Tornado Jump: The Tornado Jump is a move only used in Paper Mario and Paper Mario: The Thousand-Year Door. It is the last upgrade in Paper Mario. In order to use it, Mario must first find the Ultra Boots. It is found in Toad Town Tunnels in one of the deepest corners during the events of Paper Mario. It replaces Ground Pound as an upgraded version. It has the same effects as Ground Pound, except that it adds a higher second Jump; as such, it can be used to reach ? Blocks that are too high for Mario to hit with a regular Jump.
Hammers: Paper Mario's weapon of choice that serves as a counterpart to his jumps. He brings it out and strikes the enemy with it. He also uses it for counterattacks, reflects projectiles, and occasionally inflict status conditions such as making foes dizzy or reduce their speed or defense.
- Hammer: In Paper Mario, a Hammer is given to Mario by Goompa when they were trying to break a block that was preventing them from returning to Goomba Village. It got lost in the bushes and Mario had to find it beforehand. Jr. Troopa is the first enemy Mario battles with the hammer. Spy Guys also have Hammers, and these hammer attacks can cause Mario to lose one of his action commands for about four or five turns.
- Super Hammer: An upgrade to the standard Hammer. In Paper Mario, it can smash stone blocks and deals more damage to enemies. In battle, a timed Super Hammer attack deals four points of damage to a defenseless enemy without attack-raising badges (while Mario's normal Hammer only delivers two). In Paper Mario: The Thousand-Year Door, it can be used to break large yellow blocks in addition to ordinary ones (it cannot break stone blocks unlike in the first game, however).
- Ultra Hammer: In Paper Mario and Paper Mario: The Thousand-Year Door, the Ultra Hammer is Mario's strongest hammer. Upon being collected, it replaces the Super Hammer. In battle, a timed Ultra Hammer attack deals six points of damage to a defenseless enemy without attack-raising badges (while Mario's normal hammer only delivers two, and his Super Hammer only delivers four).
Paper Physiology: Due to being made of paper, this version of Mario is capable of utilizing nearly every aspect of his paper-thin make-up to his advantage, especially after being afflicted with the curses by the Black Chest Demons:
- Plane Mode: Plane Mode allows Mario to morph into a paper airplane, granting him the ability to easily seamlessly glide through the air.
- Paper Mode: Paper Mode allows Mario (and by extension, his party) to turn sideways, using his paper-thin body to fit through small gaps.
- Tube Mode: Tube Mode allows Mario to twist his body into a wheel, allowing him to roll across the ground.
- Boat Mode: Boat Mode allows Mario and his partners to traverse across water unscathed, similar to Sushie's overworld ability in its predecessor; waves will push the boat back, however.
- Flip: Taught by Bestovius in Super Paper Mario. Mario flips into a parallel dimension called the "3D dimension". While in this dimension, he can't be seen and attacks from enemies in the other realm are generally rendered useless. It's also applicable if he is in the "2D realm." He does, however, take damage if he remains in the former realm for long but his Catch Card enables him to remain in the realm indefinitely.
- 1,000-Fold Arms: The 1,000-Fold Arms, also spelled without a hyphen[1], are an ability that appears in Paper Mario: The Origami King. True to their name, they are folded origami arms that Mario can use to peel walls, and open valves, similar to the paperize ability in Paper Mario: Sticker Star and the cutout ability in Paper Mario: Color Splash. They can only be used with Olivia and while standing on Magic Circles.
Superguard: Paper Mario's advanced method of guarding. Using this move will damage the opponent who attacks him directly and protects him from projectiles. He can even use this move to protect himself from status conditions, including being immobilized by time.
Ground Pound: The Spin Jump move in Paper Mario is extremely similar to a Ground Pound, and is first granted by the Super Boots found in Boo's Mansion. In the field, it allows Mario to break boarded-up holes, as well as to reveal the contents of hidden panels, which is required in order to obtain some of the collectible Star Pieces found in the game. Once Mario finds the Ultra Boots in the Toad Town Tunnels, he will lose the Super Boots and the Spin Jump ability will be replaced with the Tornado Jump.
Battle Cards: Mario can utilize cards with special effects to give himself an advantage in battle. Effects can range from increasing his attack, defense, and speed, doing the exact opposite to his opponent, recovering health, nullifying damage, or stopping time.
Catch Cards: A special type of card that Mario, Luigi, Princess Peach, and Bowser can acquire throughout Super Paper Mario. A blank Catch Card is stated to be capable of capturing an enemy's soul. While there exists Catch Cards for all enemies in the game, the bosses present (Count Bleck, Dimentio, etc.) cannot be captured by any means. There exists a more powerful variant of the standard Catch Card, named Catch Card SP. It allows for an easier time when capturing an enemy, but like its predecessor, cannot capture bosses.
Badges: Similar to the items in the Mario & Luigi series, Paper Mario is able to equip a multitude of badges for safer adventuring and an easier time battling foes along the way.
Stickers: Stickers are important elements in Paper Mario: Sticker Star. They serve as Mario's main method of attacking, and as such there are a wide variety of stickers to attack with. They are also used to solve puzzles and unlock pathways. Stickers were originally round-shaped, then changed to hexagonal before they became square-shaped in the final game. Additionally, Mystery Box stickers were planned as seen in artwork, but they do not appear in the final game.
Star Spirits: The Star Spirits are a group of seven powerful stars that first appear in Paper Mario. Consisting of Eldstar, Mamar, Skolar, Muskular, Misstar, Klevar and Kalmar, they were being held captive by Bowser's followers after he and Kammy Koopa stole their precious Star Rod and turned them into playing cards, in retaliation for their ignoring Bowser's selfish wishes. Upon freeing a Star Spirit from their imprisonment, they would grant Paper Mario a set of additional powers:
- Refresh: Provided by Eldstar. It replenishes Mario's HP and FP by 5 and cures poison.
- Lullaby: Provided by Mamar. Puts foes into sleep.
- Star Storm: Provided by Skolar. Creates a star shower to attack all enemies.
- Chill Out: Provided by Muskular. Greatly weakens the foe's attacking power.
- Smooch: Provided by Misstar. Replenishes Mario's HP by 20 with a kiss.
- Time Out: Provided by Klevar. Stops time to freeze all enemies for awhile.
- Up and Away: Provided by Kalmar. Turns enemies into harmless stars and sends them into the sky.
- Star Beam: This is a move that can be performed by all seven Star Spirits in Paper Mario. It is bestowed on Mario when he arrives at the sanctuary of Star Haven after having rescued Kalmar. It can be used to remove any status placed on enemies, such as ones given by Magikoopas (Electrified, Invisible, attack or defense boosts), or remove the invincibility on Bowser granted by the Star Rod.
- Peach Beam: The Peach Beam is the upgraded version of the Star Beam featured in Paper Mario. This attack nullifies the enhanced invincibility of Bowser's Star Rod in Kammy Koopa's special battle arena.
Crystal Stars: The Crystal Stars are the seven stars Mario and his partners collect in Paper Mario: The Thousand-Year Door, and are the game's objectives. Upon collecting one, it will teach Mario a Special Move. When all seven are collected and shown at the pedestal in Rogueport Sewers, they will open the Thousand-Year Door to the Palace of Shadow.
- Diamond Star: Grants Mario the ability to use Earth Tremor. If successful, this power creates an earthquake that can do up to 6 damage against all enemies.
- Emerald Star: Grants Mario the ability to use Clock Out. If successful, immobilizes all enemies temporarily.
- Gold Star: Grants Mario the ability to use Power Lift. Boosts attack and defense power for a short time for both party members.
- Ruby Star: Grants Mario the ability to use Art Attack. Any amount of damage can be done depending on how many times the player encircles around the enemies.
- Sapphire Star: Grants Mario the ability to use Sweet Feast. Much like Sweet Treat, the player will replenish up to 24 HP for each party member and 24 FP.
- Garnet Star: Grants Mario the ability to use Showstopper. If successful, destroys enemies in a single blow. The attack is less likely to be successful on enemies with more than 12 HP, mini-bosses and bosses, except for Bowser and Kammy Koopa.
- Crystal Star: Grants Mario the ability to use Supernova. Does up to 15 damage to all enemies, 3 each time the player fills the gauge.
Pixls: Pixls are an ally species of Mario and co. Their first, and currently only, appearance is in Super Paper Mario, where they serve as a replacement for the partner system of the previous Paper Mario titles. In Super Paper Mario, the Pixls help Mario, Princess Peach, Bowser, and Luigi by giving them special moves: like picking up items or enemies and throwing them, serving as explosives, or even acting as a floating platform for Mario and the others to ride on.
- Tippi: Tippi, also known by her real name Lady Timpani, is a Pixl and a major character in Super Paper Mario. She is introduced to Mario at the beginning of the game, teleporting him to Flipside to meet Merlon so that he can fulfill his destiny to save the worlds. She helps Mario in his quest by finding secrets, talking to him in cutscenes, and most prominently, providing tattle information on enemies, as Goombario and Goombella did in the first two Paper Mario titles.
- Thoreau: Thoreau is the second Pixl the player encounters in Super Paper Mario after Tippi, the first Pixl partner to be unlocked, and one of the twelve original Pixls created by the Ancients. Thoreau resembles a hand, with his head as the palm and the five circles being the fingers. This indicates his ability to grab and throw most enemies (although some, such as the Cursya, cannot be picked up). He also can pick up some specific items to aid with puzzles (e.g. a block that must be thrown to exit a room). The player can use Thoreau to throw enemies into each other, which pierces Defense (similar to Mini-Yoshi's Gulp), making it a useful technique against enemies that take very little damage through normal means.
- Boomer: Boomer is the third of many different Pixls that Mario, Peach, Bowser, and Luigi discover in Super Paper Mario, and one of the twelve original Pixls created by the Ancients. His special ability is to turn into a bomb that explodes, as alluded to by his name. His explosive ability fulfills the same role as Bombette from Paper Mario, and Admiral Bobbery from Paper Mario: The Thousand-Year Door. Boomer can be used to open up areas that were once closed off by barriers, and his explosions can defeat enemies at a distance.
- Slim: Slim is the fourth of the many Pixls that Mario, Peach, Bowser, and Luigi discover in Super Paper Mario, and one of the twelve original Pixls created by the Ancients. He joins the party at Merlee's Mansion. He can be found by flipping in the left of the second floor in the Rubee area. His special ability is to allow the heroes to become very thin (in a manner very similar to the Paper Mode curse of the previous game), letting them have access to previously inaccessible areas. Also, if the player stands still using his ability, the player will become invisible and untouchable by enemies, similar to Lady Bow's Outta Sight and Vivian's Veil moves from the earlier Paper Mario games.
- Thudley: Thudley is a partner Pixl in Super Paper Mario for the Wii, the fifth Pixl recruited in the game, and one of the twelve original Pixls created by the Ancients. Mario and his party encounter him in The Tile Pool located in The Bitlands. His ability is to give the power to Ground Pound, which deals double the damage when facing enemies.
- Carrie: Carrie is a Pixl partner in Super Paper Mario and the sixth such Pixl found. She is also one of the twelve original Pixls created by the Ancients. As her name (a pun on the word "carry") indicates, her special ability is to transform into a platform that can carry the character through hazardous areas too wide to jump or float across, and increasing the character's speed, giving her a role similar to Lakilester from the first game.
- Fleep: Fleep is the seventh Pixl partner of Mario, Luigi, Princess Peach, and Bowser in the game Super Paper Mario, and one of the twelve original Pixls created by the Ancients. Fleep's powers let him flip the background. His name is even a pun on the word "flip", and his appearance is that of a retractable roll-up window shade, complete with a pull string. Fleep's ability to reverse a section of the screen at will can be used to phase hidden objects from one dimension into the one the player is currently in. Whenever a sparkling rift is seen, Fleep can check whatever is behind it.
- Cudge: Cudge is a Pixl in the game Super Paper Mario. He is the eighth Pixl found in the game, and one of the twelve original Pixls created by the Ancients. His name comes from "cudgel", referring to a blunt weapon such as a Hammer, which Cudge manifests in the user's hands to replace actual Hammers featured in past Paper Mario games. Cudge can be used to destroy both easily seen or camouflaged yellow blocks. He notes that he was not always a Pixl, meaning that Pixls might not be an actual species, but just transformed beings.
- Dottie: Dottie is the ninth Pixl in the game Super Paper Mario, and one of the twelve original Pixls created by the Ancients. She is the last Pixl that is required to find. She has the ability to shrink the character, making them look almost like a dot, as referenced by her name. This ability is similar to the effects of a Mini Mushroom, and will allow the character to go through small pipes, tiny doors, etc. as well as walk on water. Also, enemies do not notice the tiny character.
- Barry: Barry is an optional Pixl in Super Paper Mario, and one of the twelve original Pixls created by the Ancients. His name is a real name, but used as a pun on his special ability: creating barriers. His ability to deflect and counter attacks is derived from the Superguard ability from Paper Mario: The Thousand-Year Door; additionally, the character that uses Barry will spin in a similar fashion.
- Dashell: Dashell is one of the Pixls in the game Super Paper Mario, and one of the twelve original Pixls created by the Ancients. He gives the team a great boost in speed, similar to the Dash in 2D Super Mario games, and his name itself comes from the word "dash".
- Piccolo: Piccolo is an optional Pixl in the Wii game Super Paper Mario, requiring a series of tasks available starting from mid-Chapter 5 to get her as a team member. She is also one of the twelve original Pixls created by the Ancients. She can play music that can cure Mario and the team from any curses placed upon them by Cursyas and put enemies, such as the Underchomp, to sleep.
3D Red Shell: Upon selecting the attack, Mario and Luigi will run into the foreground, where Mario will take out a Red Shell. He will then kick it at one of the enemies. After it hits and rebounds, Luigi will follow up and kick it back, alternating between them for each kick. After the Red Shell hits nine times, Luigi will then spin the Red Shell towards Mario to blast it at their foe for the tenth and final hit; if all enemies are defeated before the attack ends, it will end prematurely.
Rocket Blast: Immediately after initiating this attack, Mario will pull out a Mini Rocket. He and Luigi will jump on it and it will set off to the skies. One of the Bros. will then fall on the selected enemy, and the second brother will land soon after. That second brother will be carrying the Mini Rocket and after the landing, it will be damaged and set off again. At this point, one of the Bros. will control the rocket and hit the enemy again. The rocket will explode upon impact, dealing AOE and fire damage to enemies.
Bomb Derby: Immediately after initiating this attack, Mario and Luigi run into the foreground, and Mario will chuck a bomb into the sky, which causes twelve bombs to fall on to Luigi, all of which Luigi catches in a stack. Luigi will pass the bombs to Mario, and Mario will hit each bomb towards the enemy with his hammer, all exploding upon contact. If Luigi takes too long to pass the bombs to Mario, any remaining bombs will explode and the Bros. Attack will end. The bombs will also bounce out of sight if Mario fails to hit them. At the end of the stack lies a big bomb, which will do regular damage like the other bombs and end the attack.
Cannonball Chuck: After initiating the attack, Mario and Luigi will run into the foreground, with Mario taking out a giant cannonball. Luigi will jump on top of the cannonball and Mario will start spinning it around, similar to when he throws Bowser in Super Mario 64. After lining up the shot, Mario will toss the cannonball towards the enemies. Should Mario swing the cannonball 10 times before throwing, he will lose grip and send Luigi soaring off in a random direction, failing the attack. After the cannonball is thrown successfully, the cannonball will be sent downwards.
Toad Trail: Once initiated, Mario takes out the remaining Paper Toads, who form a bridge across the sky. Then, Mario and Luigi will navigate this narrow bridge, jumping over gaps in the path when necessary. Once the bridge runs out, the duo fly off in the form of a wheel, directing themselves towards the opponent.
Fire Flower: When used, Mario and Luigi begin charging and hurling fireballs at the enemies erratically, and randomly at the enemies, with orange fireballs. If red fireballs (not charged) are fired, they do considerably less damage and none at all if the fireballs are charged too long. If all fireballs are thrown appropriately, Mario and Luigi eventually start charging fireballs rapidly, throwing as many as possible at the enemy.
Drill Shell: Immediately after initiating this attack, Luigi puts the shell on his head and jumps on Mario. When Mario jumps towards the enemy, Mario and Luigi will plunge the shell head into them. When he starts to spin Luigi repeatedly in a fast rate, the shell will create different colored sparks depending on how long and fast it continues to spin.
Dropchopper: Upon using the attack, Mario and Luigi run into the foreground, and the Dropchopper begins floating in mid-air near the bros. as they run towards the group of enemies. Once the Dropchopper is above one of the bros, Mario and Luigi will both grab onto the Dropchopper, with it slowly rising into the air. Once the Dropchopper hovers above an enemy, the Dropchopper will drill down into whatever is currently below it with tremendous force, heavily damaging the enemy it directly hits and moderately damaging enemies in the target circle with the impact's shockwave.
Balloon Blast: After initiating the attack, Mario and Luigi will run into the foreground. Luigi will take out a balloon and seesaw, with the bros jump to each end of said seesaw. When Mario or Luigi are high in the air, either one will ground-pound on the seesaw, at which point the other bro will be flung upwards and has to do likewise. The higher the point which the bros pound from, the bigger the balloon gets in the background before it eventually pops. At this point, smaller balloons will start raining down from the sky and popping on top of enemies, doing damage for every balloon that pops.
Mega Thwonk: Upon using the attack, Luigi eats a Mega Mushroom and becomes Mega Luigi, similar to the Giant Battles in Mario & Luigi: Dream Team. At this point, Luigi will start charging towards the enemy with his hammer (which Mario jumps on beforehand), building up speed each time a foot touches the ground. Upon reaching the enemy, Luigi will hammer the enemy away (which also damages any other enemies on the battlefield nearby). Mario will then fall towards the flying enemy, and bounce off the enemy repeatedly to keep the chain going.
Trio Racquet: When the attack is initiated, a wall appears and sticks the enemies to it. Luigi takes out a black ball and serves it. The trio must correspondingly hit the ball when timed correctly. They then rally the ball against the wall, damaging the enemies in the process. The ball increases in speed the longer the brothers rally the ball, and the attack ends when a brother misses the ball at a pivotal moment, or misses twice altogether. After seven hits, the ball lobs toward either Mario or Paper Mario, while also increasing in speed and size. The attack ends in two different ways: if Mario gets the final hit, he spins and strikes the ball with his racquet. If Paper Mario gets the final hit, he folds himself into a Japanese paper fan and hits it.
Trio Kite: As with all trio attacks, Mario, Luigi and Paper Mario will strike the enemy with a giant papercraft hammer, before the background changes to a grass and sky area. The targeted enemy is flattened onto the bottom of a kite. Mario will then run as far as possible with the kite, before repeating the process with Luigi swapped in, then Paper Mario, and finally with Mario again. After gaining as much distance as possible, Paper Mario will walk up the string of the kite, before he and his copies strike the enemy attached to the kite with well-timed jumps.
Trio Whirligig: Once the attack is initiated, a giant cylinder appears with the enemies floating down inside as pieces of paper. Paper Mario folds into a propeller, which Mario and Luigi grab onto. Making their way down, the trio has to move them around the cylinder to catch the enemies and pass through the middle of the rings on the descent. Each ring speeds up their fall, and they then need to blast through the paper platforms at the bottom.
Trio Shuriken: When the attack is initiated, Mario and Luigi appear in a Japanese style dojo with a line of Paper Mario copies to the left and right of them (the amount depends on how many active copies Paper Mario had before the attack started). Their enemies will then begin falling, with the Mario Bros using a aiming to fire shurikens at them. If the Mario Bros. hit six enemies with shurikens, the Paper Mario copies will form into a giant shuriken that Luigi grabs hold of. At this point, any remaining enemies will start falling down en masse, and the final shuriken can be thrown at them to take them out.
Trio Meteor: Once the attack is initiated, the scene changes to outer space, with the three characters standing on top of paper meteors hung from the ceiling. After the first one drops, the view changes to that of a tower with the paper forms of foes lying around in random places. At this point, a shadow is visible, which gets larger as the meteor falls. The trio has to move it to push as many of the enemies close together as possible, while making sure the meteor falls on at least one of them. Once this is done, they smash it downwards. The cycle then repeats two more times, with Mario and Luigi riding red and green meteors respectively. If all three meteors hit a target, then another shadow appears that has to be lined up like the previous ones. This turns out to be a huge meteor with Mario, Luigi and Paper Mario riding on top of it, and once it's about to hit an enemy, the trio must simultaneously smash it together. If this is done successfully, the whole tower and background will be smashed to pieces.
Power-ups: While significantly less varied in comparison to his mainline counterpart, Paper Mario still possesses the ability to utilize power-ups:
- Fire Mario: Obtained by using the Fire Flower. Similar to his mainline counterpart, he can continuously throw fireballs at his enemies.
- Ice Mario: Obtained by using the Ice Flower. Similar to his mainline counterpart, he can continuously throw iceballs at his enemies. Unlike him, however, enemies that are frozen shatter seconds later.
- Raccoon Mario: Obtained by using the Tail. Similar to his mainline counterpart, he can spin to either attack, or reflect projectiles, at his enemies.
- Frog Mario: Obtained by using the Frog Suit. Similar to his mainline counterpart, his jump ability is greatly boost.
Gallery
Notable Matchups
Victories:
Losses:
Inconclusive:
References
- ↑ Paper Mario: Color Splash
- ↑ Super Paper Mario - Chapter 7
- ↑ Super Paper Mario - Chapter 4
- ↑ Super Paper Mario - Chapter 3
- ↑ Paper Mario
- ↑ 6.0 6.1 Paper Mario: The Origami King
- ↑ Paper Mario: The Thousand-Year Door
- ↑ Super Paper Mario
- ↑ Black Chest Demons - Paper Mario: The Thousand-Year Door
- ↑ Mario & Luigi: Paper Jam
- ↑ 11.0 11.1 11.2 11.3 Paper Mario: Sticker Star
- ↑ 12.0 12.1 Super Paper Mario - Chapter 8
- ↑ 13.0 13.1 Paper Mario - Luigi's Diary
Discussions
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