Development
Super Paper Mario was created out of a desire to combine the familiar look of the Paper Mario series with a new style of gameplay. Chief director Ryota Kawade was on a train thinking about ways to adapt a mini-game from Paper Mario: The Thousand-Year Door in which the player controls a large Bowser in a short side-scrolling stage; he noticed that the other end of the train looked like a stage in a Mario game and envisioned switching between two and three dimensions. When producer Kensuke Tanabe was told about the idea, he decided to make the sequel an action-adventure game, but retained some role-playing elements to establish the game in the Paper Mario franchise. Kawade and Tanabe also felt that these elements, as well as the ability to switch between two and three dimensions, would make the game more accessible to players unaccustomed to action games. The team played side-scrolling Mario titles for inspiration, envisioning how the levels would look in 3D.
Super Paper Mario was announced by Nintendo on May 11, 2006 at E3 for the Nintendo GameCube. On May 30, 2006, Nintendo set a release date of October 9, 2006. That summer, the game was "silently moved" to the Wii.
PAL copies of the game contain a bug if the language is set to English, German, or Spanish. In Chapter 2-2, the game will freeze if Mario speaks to the character Mimi without first picking up the key. Nintendo of Europe is replacing the game disc for no charge with a version that does not contain the bug. Nintendo of Europe announced details of the replacement on their website in November 2007.
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Famous quotes containing the word development:
“To be sure, we have inherited abilities, but our development we owe to thousands of influences coming from the world around us from which we appropriate what we can and what is suitable to us.”
—Johann Wolfgang Von Goethe (17491832)
“For the child whose impulsiveness is indulged, who retains his primitive-discharge mechanisms, is not only an ill-behaved child but a child whose intellectual development is slowed down. No matter how well he is endowed intellectually, if direct action and immediate gratification are the guiding principles of his behavior, there will be less incentive to develop the higher mental processes, to reason, to employ the imagination creatively. . . .”
—Selma H. Fraiberg (20th century)
“Ive always been impressed by the different paths babies take in their physical development on the way to walking. Its rare to see a behavior that starts out with such wide natural variation, yet becomes so uniform after only a few months.”
—Lawrence Kutner (20th century)