Paper Mario: The Thousand Year Door – Critical Miss #12

Heart & Craft

I’ve been trying to build my Gamecube collection lately, but it’s a tricky endeavor. Nintendo games tend to retain value and add the fact that the Gamecube is one of Nintendo’s lowest consoles, you have a recipe for expensive games. I was grateful when a friend borrowed we their copy of Paper Mario: The Thousand-Year Door. It had been on my list for years but the game still goes for at least $50-$70 online, for a game released in 2004. That’s full price nowadays for a game over 15 years olds. But, I must admit, after playing the game, I see why it’s still so expensive and sought-after. 

To get the obvious out of the way, the first thing that needs to be brought up when discussing any Paper Mario game is the art style. Thousand-Year Door, like other Paper Mario games, uses a paper aesthetic for the art. Characters are paper cut outs and turn on their axis when changing directions. Things like hidden stairs and bridges are often revealed by a turning page or unfolding out of a wall. I found myself wishing that the game would go further with the paper aesthetic, but it still adds a lot of charm to the game. 

By far the strongest aspect of the art style is the character designs. A lot of NPCs in the game are classic Mario enemies, but there are a ton of new character designs on display. Be it the wrestling champ Rawk Hawk, the penguin detective Pennington, or the race of Punis, all the character designs are bold and colorful and extremely charming. One character, Ms. Mowz, has become one of my favorite character designs in video games. She a little mouse femme-fatale, burgular who wears a little red mask and silhettos. She’s extremely cute and her design perfectly encapsulates her personality. 

The story of Thousand-Year Door is simple and fun. The overarching plot is Mario searching for the seven crystal stars in hopes it will lead him to Princess Peach, who has been kidnapped by the X-Nauts. In between chapters, Peach Princess interacts with a computer, TEC, who’s fallen in love with her and Browser works to catch up to Mario and claim the crystal stars for himself. The writing throughout is clever and often very funny. My favorite gag in the game is the creature hiding in black chests that curses you, but the curses all turn out to be new abilities for Mario and are very useful.

The main plot of the game usually takes a backseat to whatever adventure Mario is currently on for a crystal star. The game is split into chapters and each one is varied and unique. The first chapter is a standard RPG story as you raid an abandoned castle and fight a dragon. But soon you will be entering a wrestling league, trying to reclaim your body after being turned into a shadow, or solving mysteries on a train like it’s an Agatha Christie novel. Chapters find a good balance of combat, puzzle solving, and witty dialogue, with only a few struggling with that balance like the train section or the pirate’s cove. The game feels like it wasn’t satisfied with telling a standard, epic RPG story, but instead wanted to explore different types of storytelling in an RPG format, and it pulls it off phenomenally.

I had only one minor complaint about the game and that is some sections require too much backtracking. The levels are designed as left to right rooms, like a 2D level in 3D, and when the game asks the player to go back and forth across these areas, like on Keelhaul Key and the trek between Twilight Town and the Creepy Steeple, you soon realize how boring the sections are after you solved all the puzzles during the first go around. The worst sections of this are the train to Poshley Heights, which is literally just a five room hallway, and the search for General White, which has you going through nearly all previously visited areas in search of the old Bob-omb.

A major difference The Thousand-Year Door has from standard RPGs is the leveling system. You don’t gain random stat increases as you level up, you don’t get skill points to spend on perks, you don’t even get new armor for more defense. Instead, each time Mario defeats an enemy, they drop star points, and after collecting 100 star points, Mario levels up. As soon as he levels up, the player has a choice to increase Mario’s health, Flower Points (the game’s magic points), or his Badge Points. Attack increases come by finding new hammers or shoes to improve Mario’s basic attacks or by equipping different badges to Mario.

Throughout the game, you will find many different badges. These badges can be equipped to Mario based on how many Badge Points Mario has available and how many points each badge requires. The badges provide a multitude of benefits ranging from new attacks, stat increases like more health or defense, or passive perks like randomly dodging some attacks or decreasing the cost of special moves. This system is extremely interesting because it encourages creativity from the player and is how the games lets  players make builds or classes in the game. You can build a magic class by equipping all the badges the decrease the FP costs of special attacks, a tank by using the defence badges, a dex type class by using the badges that give you the best chances to avoid damage, or you can just mix and match all the different types of badges to whatever fits your playstyle best. 

Mario isn’t alone on his journey, of course. Throughout the game, Mario will make new finds who will join his party and adventure alongside him. These characters range from familiar Mario enemy types with personalities like Goombella the Goomba and Koops the Koopa Troopa to completely new designs like Vivian, one of the Siren Sisters, and Madame Flurrie the wind spirit. There is even a baby, punk-rock Yoshi that the player gets to name! I named my B. Idol. All the party members are rather one dimensional, but, along with their strong designs, they feel more like cartoon characters and it works well in the game. Mario’s new friends all have unique abilities to help him solve puzzles and find hidden items in the overworld: Madame Flurrie blows away loose pieces of paper, Admiral Bobbery can blow up certain walls, and Koops can spin across gaps in his shell to collect items or hit switches. 

Your party members also aide you in battle and, much like the story, the combat in Thousand-Year Door is simple, but extremely fun.  Mario only has a jump and a hammer attack along with any badge attacks you have equipped, and those attacks can only hit certain enemies. Flying enemies or enemies not in the front row are out of reach of Mario’s hammer but can be easily jumped on. Spikey or flaming enemies will hurt Mario to jump on but are vulnerable to hammer strikes. Your partners attacks work in the same way. Some attacks can only hit ground enemies in the front row, some can jump on any enemy but is dangerous against spiky enemies, and some, like Vivian’s fire, can hit any enemy. 

The combat is pretty easy throughout, but it is one of the most fun battle systems in an RPG. There is a puzzle-like mechanic of knowing which enemies can be struck by which type of attack. While in most RPGs, the player is only required to navigate menus to select an attack and watch it occur, Thousand-Year Door uses an Action Command style meaning the player must do a specific action for an attack to do more damage or be effective at all. These actions could be pressing the A button at the right time, holding the joystick to the left and releasing, the right time, entering a random string of numbers, or rapidly pressing the triggers. This keeps the battles engaging the entire length of the game because they feel like tiny minigames to focus on. Many have stated the the combat in Thousand-Year Door is too easy, and it is very easy with only the final boss being a real challenge, but I found the battle system to be too engaging and simply too much fun for it to bother me.

Paper Mario: The Thousand-Year Door is a truly excellent game and an easy recommendation to anyone. The story and art style is charming and fun for anyone to enjoy it, and the combat is easy enough for an RPG novice to play while still having the Action Commands to engage anyone with more experience in the genre. This game has quickly climbed to the top of my list I wish to be rereleased for the Switch and, based on how fans have been begging Nintendo to return the Paper Mario to the style of Thousand-Year Door and how much critical acclaim this game has rightly gotten, I don’t feel alone in wishing for it.

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