Mario has no character; those around him have enough for two. It is a classic distribution in popular fiction: the central character stays neutral so that the player can settle into him, and the supporting roles carry the marked traits. Luigi is fearful, Peach is sovereign, Bowser is theatrical, Wario is greedy. None of those adjectives applies to Mario.
The consequence is that most of the shop's articles on the characters are richer than the one on the hero himself — there is simply more to say. The complete cast is dealt with on the characters page and the enemies one ; the fourteen profiles below keep only those whose existence sheds light on something about the main character.
One relationship has been left deliberately vague for forty years, and that vagueness obeys exactly the same logic as the absence of a biography.
LuigiThe twin brother, younger and tallerBorn in 1983 as a simple second player in green, Luigi earned a whole personality out of differences in handling: he jumps higher, brakes less well, slides. Those technical gaps became character traits — clumsiness, fear, the eternal runner-up. He is one of the rare characters whose psychology follows literally from his code.
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Luigi's MansionHis own series, in which Mario is absentThe reversal is complete: Luigi becomes the hero of a haunted exploration series in which it is Mario who has to be rescued. The character trembles, jumps and moves forward reluctantly, which provides a comic register the main series has never been able to offer. Three episodes later, it has become an autonomous branch of the brand. The first episode came out in 2001 as the GameCube's launch game, in a slot everyone was expecting a classic Mario to fill.
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Princess PeachSovereign, no longer only captiveCalled Princess Toadstool in the West until Super Mario 64 imposed “Peach” in 1996, she rules a kingdom, has taken part in the racing and sports games since the 1990s, and ended up getting her own games. Her profile is markedly fuller than Mario's, because she has a political function, a seat of power and powers of her own — three things the hero does not have.
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Peach and MarioForty years of maintained ambiguityCakes, letters, kisses on the cheek, tender gestures: the clues exist, no official statement confirms them. Nintendo maintains the vagueness consistently, for the same reason it refuses to give Mario a past — an established relationship would close narrative doors and date the character. The article lists them without deciding, right up to the marriage proposal in Odyssey in 2017 — which Peach turns down, Bowser's included. The role-playing episodes, more talkative, are the only ones to go a little further — and they do so in a joking register.
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Peach, Pauline, DaisyThree trajectories over forty yearsComparing Pauline, Peach and Daisy tells the story of how the female role in the series has changed: from the silent captive of 1981 to the mayor of a metropolis, by way of a sovereign who became playable and then a heroine. The change is real, uneven, and follows the rest of the industry fairly closely. The article also compares their roles in the spin-off games, where they became playable well before they did in the main series. It is often through sport and racing that the change began.
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Princess DaisyThe princess who came from the Game BoyIntroduced in the first handheld episode, Daisy rules over a kingdom that has almost never been seen again since. Forgotten for eleven years, she was recalled by Mario Tennis on the Nintendo 64 in 2000, and has survived since through the sports and racing games, where her sharply drawn temperament contrasts usefully with Peach. It is a typical case of a character saved by the spin-off series rather than by the main one.
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RosalinaThe one who gets a real pastGuardian of the space observatory in the Galaxy episodes, Rosalina has something unique in the series: a past that is told, in the form of a book readable chapter by chapter, melancholy and surprisingly sad. In a universe that refuses biography, it is the exception that confirms how deliberate the choice is elsewhere. Her book is not compulsory in order to finish the game: it has to be looked for, chapter after chapter, which makes it a story reserved for curious players. Few people have read it all the way through.
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YoshiThe mount turned characterMiyamoto had dreamed of a dinosaur mount since the NES without the machine allowing it. Introduced in the Super Nintendo episode on a design by Shigefumi Hino, Yoshi followed the opposite path to most supporting roles: from game object to character, then to hero of his own series. His tongue, his ability to swallow and to transform what he swallows gave the designers a verb Mario will never have. He also exists in several colours with distinct abilities, and his own adventure series adopts a child's-drawing aesthetic with no equivalent elsewhere.
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ToadThe mushroom people, in a single characterToad is less an individual than a function: the one who greets you, informs you, and announces that the princess is in another castle. The series long played on that ambiguity between a single character and a whole species, before giving him his own exploration adventures, in which he does not jump. The species has existed since 1985, but you have to wait for Super Mario Bros. 2 in 1988 to play as him. His solo adventures rest entirely on rotating the camera to reveal hidden paths, since he cannot clear obstacles by jumping.
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ToadetteCreated for the spin-offs, and here to stayHaving first appeared in the racing and party games, Toadette earned her place in the main series, to the point of having a transformation of her own. Her path illustrates a constant: at Nintendo, a secondary character created for a spin-off regularly ends up joining the main canon. Her own transformation, obtained with a crown, set off an internet phenomenon on a scale Nintendo had clearly not anticipated.
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BowserThe opponent of a whole careerKing of the Koopas since 1985, Bowser is, along with his brother and Peach, one of the rare constants in his life. That constancy is what allows the series to do without a plot: the conflict is a given, it never needs to be set out. Miyamoto had imagined him as an ox; it was Takashi Tezuka who made him a turtle, and Yoichi Kotabe who covered him in spikes. He also has a family, a kingdom and a son — that is, more biography than the hero.
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Donkey KongThe very first opponent, turned allyIt is through him that Mario exists: without the 1981 gorilla, no Jumpman. Their relationship has followed a rare trajectory — antagonist, then racing and sports rival, then a character in his own right with his own line of games. Few original villains have been so completely rehabilitated. The character also had his own trilogy on the Super Nintendo, developed in England, which ranks among the machine's best-selling games.
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WarioThe hero's negative, literallyHis name mixes “Mario” with the Japanese warui, “bad”: everything is said. Greedy where the other is disinterested, brutal where the other is agile, Wario quickly escaped his role as antagonist to found his own series, from platforming to microgames. He occupies a strange place: neither enemy nor ally, simply elsewhere. His microgame series, in which you have to react in a few seconds to absurd instructions, has become one of the most inventive in the Nintendo catalogue.
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WaluigiCreated to complete a doubles teamHis origin is prosaic: Wario was missing a partner for a doubles tennis game. His emblem is, appropriately, an upside-down “L”. Out of that utilitarian birth came a character with no game of his own, whose perpetual absence has become a lasting joke among players. He is probably the member of the cast whose popularity rests most on what he does not have.
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