Mario RPGs: Paper Mario, Mario & Luigi and Super Mario RPG

Mario Boutique · The branch that tells stories

The Mario RPGs, from Super Mario RPG to Brothership

Thirteen games, three families, one same idea: in a Mario RPG, turn-based combat is never passive — you have to press at the right moment. It is that detail from 1996 that gave rise to the best-written characters in the whole saga.

13role-playing games profiled
3families, one single ancestor
82detailed profiles
1996-2024from Square to Acquire

Updated 3 September 2026

While platforming holds centre stage, another branch of the Mario saga has spent thirty years doing the opposite: slowing down, making the characters talk, giving them motives. It is the branch of the role-playing gamesthirteen games spread across three families : Super Mario RPG in 1996, the Paper Mario series since 2000, the Mario & Luigi series since 2003. They all descend from the same game, and this page takes them one by one.

The common thread is a mechanic, not a plot: timed hits. Pressing the button at the instant the blow lands increases the damage; pressing at the instant you take a hit reduces it. Square invented that in 1996 so that platforming players would accept turn-based combat, and the idea has never left the branch — it is still there in Brothership in 2024.

The rest follows from that. A game that calls for dialogue has to invent characters: this is where Geno, Goombella, Vivian and Fawfulare born, and this is where Bowser becomes playable. 82 profiles each lead to the full article on the blog. If you are simply looking for where to begin, the Where to start section decides according to your profile.

📋 Contents

The definition

What makes a Mario RPG

three families, one single ancestor, and a mechanic that links them all

A Mario platform game needs no justification: Bowser kidnaps Peach, Mario runs, nobody asks why. A role-playing game cannot get away with that. It needs dialogue, motives, places inhabited by people who have an opinion. It is that writing constraint, and it alone, that explains why the most complex characters in the whole saga were born in this branch — and not in the main games.

The technical constraint is as strong as the narrative one. An RPG is played turn by turn: you choose an action, you wait, you take the hit. For players used to jumping, that is a contradiction in terms. Square's answer in 1996 comes down to two words — timed hits — and it runs through all three families: pressing at the right instant amplifies the attack you land, pressing at the right instant cushions the one you take. The platforming reflex is thus reintroduced into a genre that had excluded it.

The rest is a matter of personality. Paper Mario turns the kingdom into paper cut-outs, recruits partners chapter after chapter and makes equipment a fixed-budget trade-off, badges. Mario & Luigi gives one brother to each button and plays on coordination, to the point of making Luigi's clumsiness a gameplay device. Super Mario RPG has only one episode, but it is the ancestor of the other two: without it, neither would exist.

One last thing sets this branch apart from the rest: it does not commit the canon. What happens in an RPG does not have to be compatible with the next platform game. It is precisely that freedom that allows Bowser to become playable, a neighbouring kingdom to have its own queen, a villain to want to destroy the worlds out of heartbreak — things a Super Mario Bros. could not afford.

The three families of Mario RPGs, their period, their studio and what each one brought
Family Period Games Studio Its signature
Super Mario RPG 1996 1 Square, published by Nintendo timed hits, and a playable Bowser
Paper Mario 2000-2020 6 Intelligent Systems the partners, the badges, the paper cut-outs
Mario & Luigi 2003-2024 6 AlphaDream, then Acquire the two brothers on two buttons

Worth knowing before you read on: the page follows the order of the games, not that of the characters. Each family has its section, each section opens on the game that defines it best, and the profiles are filed under the game they come from — that is why the marker on each card shows a year and a title.

The unlikely alliance

1996: Nintendo hands Mario over to Square

one single game, and two entire series descend from it

In the mid-1990s, Square ruled Japanese role-playing with Final Fantasy while Nintendo dominated platforming. Handing Mario over to the specialists of turn-based combat seemed absurd; the result, unveiled by Shigeru Miyamoto at the V-Jump Festival in 1995, was released on 9 March 1996 in Japan under the full title *Super Mario RPG: Legend of the Seven Stars*. It is at once the first role-playing game in the saga and the last Mario game released on the Super Nintendo.

The game dares things no main episode would have attempted: an original plot, two heroes created from scratch, and above all Bowser recruited as a playable character — a first in the saga, alongside Peach, still called “Princess Toadstool” in the American version of the time. Five playable characters in all, three of them in battle.

Europe, for its part, saw nothing of it. The game never came out in a box on the Super Nintendo on this side: it only arrived on 22 August 2008, in English, via the Wii Virtual Console. It took the 2023 remake to get an official French translation.

Super Mario RPGThe ancestor of the whole branch

Super Mario RPG

The game without which neither Paper Mario nor Mario & Luigi would exist

ReleaseSuper Nintendo, 9 March 1996
StudioSquare, published by Nintendo
PlayableMario, Mallow, Geno, Bowser, Peach
RemakeSwitch, 17 November 2023

It all starts as usual — Bowser kidnaps Peach, Mario sets off after her — and then a giant sword named Exor crashes into Bowser's castle and drives everyone out of the place. The impact shatters the Star Road, that celestial path where the wishes of the inhabitants become stars before being granted, and scatters seven fragments of it across the world. Until they are gathered, no wish can come true.

Behind the invasion stands Smithy, a mechanical tyrant from another world where his factory manufactures living weapons. Exor serves as his gateway between the two dimensions. Faced with a threat that overwhelms them both, Mario and Bowser team up: it is the first time the Koopa King crosses over to the player's side.

Success was immediate in Japan — 1.47 million copies, third best-selling game of 1996 — but the collaboration stopped there: Square left to develop Final Fantasy VII on PlayStation. What remains are the codes laid down here, which the two following series have never abandoned.

Timed hits

The idea that holds the whole edifice up: pressing a button at the right moment during an attack increases the damage, and pressing it at the instant you take a hit reduces what you suffer. The platforming player's reflex invites itself into turn-based combat. Paper Mario and Mario & Luigi took it up unchanged.

Two heroes who belong to Square

Geno and Mallow were created by Square, not by Nintendo — and remained its property. That is the whole explanation of their absence: outside the game and its remake, Geno is limited to a mini-game cameo and a Mii costume.

The lineage, name by name

Nintendo announced a *Super Mario RPG 2* on 64DD; it came out renamed Paper Mario. The directors Chihiro Fujioka and Yoshihiko Maekawa, for their part, joined AlphaDream, where they built Mario & Luigi on the same timed-hit system.

The 2023 remake

Announced by surprise in June 2023, developed by ArtePiazza and released on 17 November, it modernises the graphics without touching the animations, re-orchestrates the soundtrack with Yoko Shimomura and lets you switch back to the original music at any moment. 3.31 million copies as of March 31, 2024, and 84/100 on Metacritic.

Geno1996 · Super Mario RPGGenoThe celestial spirit lodged in a wooden toy

His real name is unpronounceable: it is written ♥♪!?. Sent to repair the Star Road, this celestial entity takes control of a wooden puppet belonging to a child named Gaz, and borrows the toy's name along the way. A warrior with the look of an armed marionette, he became instantly iconic — to the point of being demanded by players at every Nintendo announcement for thirty years. His rarity is not an editorial choice but a question of rights: created by Square, he cannot come back freely at Nintendo.

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Mallow1996 · Super Mario RPGMallowThe cloud prince who thought he was a tadpole

One stormy night, the frog sage Frogfucius takes in a baby adrift near Tadpole Pond and raises him as his own. Mallow therefore grows up convinced he is a tadpole — he is in fact the lost prince of the kingdom of Nimbus, the city in the clouds. Emotional, weepy and loyal, he is the first companion Mario recruits, and the group's healer-mage: his spells are meteorological, lightning and regenerating rain, which makes up for a modest physical strength.

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Smithy1996 · Super Mario RPGSmithyHe wants to replace wishes with weapons

Smithy in the original version; the French name fuses “forgeron” (blacksmith) and “roi” (king). An immense mechanical creature with a golden crown and a long white beard, he rules over a world of weapons where his factory mass-produces living swords, bows and spears. His plan resembles none of Bowser's: no castle, no princess, he wants a world in which wishes would be replaced by weapons. The final fight plays out in two stages, against five successive forms.

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Culex1996 · Super Mario RPGCulexFinal Fantasy behind a sealed door

In a corner of Monstro Town, a sealed door conceals the most openly acknowledged tribute in Mario's history: a 16-bit pixel-art sprite, elemental crystals and music borrowed from Final Fantasy IV. This “dark knight of Vanda” is more powerful than Smithy himself and rewards the victors with a crystal amulet. The 2023 remake gives him a 3D form, a rematch in the post-game — and an official French name he had never had: Cristax.

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Croco1996 · Super Mario RPGCrocoThe gentleman burglar in a top hat

Kuroko in Japan, Croco in French as in English: a small purple crocodile in a top hat, who crosses the adventure fleecing everything in his path — starting with Mallow, whose coin he steals right at the start. His two boss fights are cut for an evasive opponent, obsessed with treasure and incapable of standing still. He ends up joining the heroes' side in the way that makes most sense for him: by opening a shop and selling them his finds.

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Valentina1996 · Super Mario RPGValentinaThe coup in the kingdom of the clouds

She takes advantage of the prince's absence to seize the throne of Nimbus Land, with the complicity of a bird named Dodo. Her bearing openly parodies the conventions of the grande dame: an iridescent cream gown, red heels, a parrot permanently perched on her head and a martini glass in hand during the fight. Beneath the staging, she has the biggest arsenal of spells in the game. Her romantic fate, meanwhile, turns into a gag: she ends up married to Booster.

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Booster1996 · Super Mario RPGBoosterThe big child who wants to marry Peach

Convinced he has found love, Booster decides to marry the princess — without ever asking her opinion. He rules from the top of a tower he has had converted into a giant playground, attractions and miniature train included, surrounded by three Snifits, those black-hooded creatures who explain the world to him and serve as his playmates. He collects dolls, replays his obsessions on a loop and grasps not one simple emotion. The wedding at Marrymore descends into complete chaos.

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Boshi1996 · Super Mario RPGBoshiThe Yoshi who refuses to be nice

Since Super Mario World, the Yoshis have embodied unconditional loyalty: they carry, they swallow, they obey. Boshi overturns the model — blue skin instead of the canonical green, sunglasses, an arrogant posture — and imposes his law on his own kind through the sheer threat of speed. He is the first, and for a long time the only, of his species to behave like a petty tyrant. His trial is a race: one of the rare moments when this role-playing game leaves turn-based combat behind for a pure question of agility.

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What 1996 left behind: a combat mechanic, two series to come, a secret boss turned legend — and a narrative precedent. From then on, a Mario RPG is allowed to recruit its own enemies, invent its own kingdoms and owe nothing to the platforming canon.

The kingdom in paper cut-outs

Paper Mario: when the generic enemy becomes an inhabitant

Nintendo 64, 2000 — the series that invented partners

Nintendo had announced a *Super Mario RPG 2* on 64DD. The project changed machine, studio and name: entrusted to Intelligent Systems — the Fire Emblem studio — it came out on Nintendo 64 in 2000 in Japan, and on 5 October 2001 in Europe, under the title Paper Mario. Miyamoto supervised the production. The visual choice, flat paper figures in three-dimensional scenery, was at first a way of saving means; it became the signature of an entire series.

But the real break is not graphic. The first partner Mario recruits is a Goomba — that is, the enemy players have been squashing on the first level since 1985. The gesture commits everything else: if a Goomba can have a name, a family and a village, then the species of the Kingdom are not uniformly hostile. They have dissidents, opinions, jobs. The platforming bestiary becomes a population.

The system follows from that. Eight partners join Mario over the course of the chapters, each with a battle attack and a field power that unlocks passages: Goombario, Kooper, Bombette, Parakarry, Lady Bow, Watt, Sushie and Lakilester. Five of them have their profile below; the dossier devoted to the system covers all eight, along with the most forgotten technical difference — on Nintendo 64, the partners have no health bar.

The Paper Mario seriesSix episodes, two eras

The Paper Mario series

From the Nintendo 64 to the Switch, the series that has never sat still

First entryNintendo 64, 2000
StudioIntelligent Systems
Episodes6 main ones, one remake
European release5 October 2001

Paper Mario descends in a straight line from Super Mario RPG, to the point of having carried its name during development. What it keeps: turn-based combat, timed hits, humour. What it adds: paper, partners recruited chapter by chapter, and an equipment system based on badges with a fixed budget that forces you to choose constantly.

The series reads in two clearly separated eras. The classic role-playing era runs from 2000 to 2007: Paper Mario, The Thousand-Year Door, then Super Paper Mario which already veers towards platforming. The era of experiments follows from 2012, with Sticker Star, Color Splash and The Origami King — three games that replace the role-playing mechanic with the puzzle.

It is that split that explains why the series divides opinion so much: between the most adored episode in the branch and the one that removed experience points, there are only eight years and the same logo.

What paper changes

Mario's body becomes a mechanic: it folds into a boat, a plane, slips into a slot. It is the only series in the saga where the hero's material is a gameplay tool, and not merely a graphic style.

One partner per chapter

Each chapter brings its ally, and each ally brings a verb: commenting, exploding, throwing its shell, carrying across water, flying over lava. Level design quietly reminds you which one to use, which makes the companions genuine keys to progression.

Why the system died out

In 2007, Super Paper Mario replaced the companions with the Pixls, tool-entities with no teammate role. Sticker Star and Color Splash removed them. The Origami King brings some back, but lightened — never at the level of 2001 and 2004.

Where to start in the series

The Switch remake of The Thousand-Year Door to discover the complete formula. The first episode for lovers of old-school role-playing. The Origami King for anyone who prefers the puzzle to the statistics. Super Paper Mario remains a curiosity of a hybrid.

Goombario2000 · Paper MarioGoombarioThe Goomba whose power is to comment

Giving the opening companion role to a Goomba is a deliberately provocative gesture: since 1985, that is what you squash on the first level. His contribution is not offensive either. His ability has him examine what Mario has in front of him — on an enemy, it gives the hit points and the peculiarities, real tactical help; on a piece of scenery or a passer-by, it produces a comment, often funny, sometimes affectionate. The game thus acquires an inner voice without ever making Mario speak.

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Bombette2000 · Paper MarioBombetteExplosion as a key, not as a weapon

Bombette in the original version: a pink Bob-omb, straightforward and determined, whose ability comes down to one word — exploding. The game draws from it a far more interesting function than mere area damage: she blows open the cracked walls scattered through the levels, and reveals secret rooms, shortcuts and treasure. That single verb changes the nature of exploration. The scenery stops being a fixed limit, the player starts reading walls and retracing their steps once the partner is recruited.

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Kooper2000 · Paper MarioKooperThe shell turned into an instrument

Since Super Mario Bros., the Koopa shell has been what the player sends back to the sender. Kooper does something else with it: he withdraws into it and launches himself in a straight line, under the player's control, to reach a switch out of range or retrieve an item on the edge of a chasm. What defines him is not power but a vocation — this blue Koopa dreams of archaeological digs and joins Mario less out of duty than out of a chance for adventure.

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Sushie2000 · Paper MarioSushieThe tyrannical nanny who makes the water passable

On the volcanic island of the fifth chapter lives a Cheep Cheep who is nothing like an obstacle fish: Sushie is the appointed babysitter of a band of particularly unruly young Yoshis. Bossy and talkative, she bursts into tears at the slightest romantic story. It is the disappearance of her charges that throws her into the adventure — and once in the team, she carries Mario over water and takes him diving. Since 1985, Cheep Cheeps had been obstacles to avoid: this one becomes a means of transport.

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Lakilester2000 · Paper MarioLakilesterThe leather jacket and the fake first name

The last partner recruited in the game, and the one who joins Mario out of pure admiration: defeated in Flower Fields where he served the forces smothering the region, this Lakitu changes sides because he finds the plumber classier than his employers. Leather jacket, rebellious quiff, swaggering tone — and a nickname, Spike, adopted because he considers his real name ridiculous. His girlfriend Lakilulu sees straight through the act. His cloud, meanwhile, flies over everything that burns and everything that stings.

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Goomboss2000 · Paper MarioGoombossThe very first boss in the series

He first appears under the name Goomba King, and it falls to him to be the first true boss of Paper Mario: a giant Goomba with a golden crown and a red cape, serving Bowser's plan to trap Mario. He commands a small troop, the Goomba Bros, and guards his own fortress — whose fall opens the bridge to the Toads' town. The name Goomboss would only come four years later, with Super Mario 64 DS.

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Kammy Koopa2000 · Paper MarioKammy KoopaThe witch who whispers Bowser's ideas to him

Pointed purple hat, glasses, dark shell: Kammy Koopa is Bowser's magical adviser in the series, at once strategist, sorceress and prompter of bad ideas. She flies on a broom, like Kamek, and plays a key role from the kidnapping that opens the Nintendo 64 episode. What sets her apart from ordinary minions is the tone: the acidity of an old lady who fears nobody, including her own king. She returns in The Thousand-Year Door.

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Star Haven2000 · Paper MarioStar HavenThe suspended city of the seven Star Spirits

Star Haven in the original version: a luminous sanctuary perched at the very top of the firmament, far above the Mushroom Kingdom, out of reach of ordinary paths. That is where the seven Star Spiritsreside, guardians of the wishes of every inhabitant. To reach them, Mario climbs the Star Way from Shooting Star Summit, passes the last lock held by the Crystal King, and recovers the power capable of breaking the invincibility Bowser draws from the stolen Star Rod.

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What 2000 puts in place: the chapter format, the partner with a double power, the fixed-budget badge, and above all a conviction — a platforming enemy can become a character. Four years later, The Thousand-Year Door pushes each of those four points to its maximum.

The peak, by general agreement

The Thousand-Year Door: seven partners and an audience to win over

GameCube 2004, Switch remake 2024 — the episode the branch puts forward

The adventure does not begin in pastel scenery: it begins on the grimy quays of Rogueport, a port town dominated by a gallows and populated by bandits, ghosts and swindlers. Peach has sent Mario a treasure map, then vanished. Beneath the cobblestones sleep a sunken city, a door sealed for a thousand years, and whatever that door is holding back.

You have to gather seven Crystal Stars to open it, and Mario is not alone on their trail: the X-Nauts covet them too, from a base concealed beneath the surface of the Moon. The game unfolds in a prologue and eight chapters, with playable passages devoted in parallel to Peach and to Bowser.

What players remember, however, is neither the quest nor the villains: it is the staging of the battles as a piece of theatre. The fights take place on a stage, facing an audience seated in the stands. A successful action fills the house and recharges the special-attack gauge faster; a botched one empties it, and the disappointed spectators go as far as throwing things.

Paper Mario: The Thousand-Year DoorSecond Paper Mario episode

Paper Mario: The Thousand-Year Door

Twenty years a prisoner of a console few people owned, then brought back in HD

ReleaseGameCube, 12 November 2004
RemakeSwitch, 23 May 2024
StudioIntelligent Systems
StructureA prologue and eight chapters

The Japanese title says everything about the ambition: *Paper Mario RPG*, no beating about the bush. Released on GameCube on 22 July 2004 in Japan and on 12 November in Europe, the game became a cult item as it became impossible to find — a combination that built its reputation as much as its qualities did.

Twenty years later, Nintendo brought it back in high definition, worldwide on May 23, 2024, exclusively on Switch. It is the first remake in the series. The result sold around 1.76 million copies as early as June 2024 — almost the total sales of the original, in a single month.

Player rankings regularly place this episode at the head of the branch, and for reasons that can be named: funny, endearing writing, chapters that resemble one another not at all — a dragon's castle, a rigged wrestling tournament, a cursed pirate island — and a combat system as deep as it is unusual.

Three resources, one budget

You manage HP (heart points) to survive, FP (flower points) for special techniques, and BP (badge points) for equipment. Since the BP total is limited, every badge equipped rules out another: it is a trade-off, not an accumulation.

Paper as a tool

Outside battle, Mario's paper nature becomes a puzzle mechanic: folding into a boat, a plane, slipping into a slot to get through where a character with volume would be stuck.

What the remake changes

A complete graphic overhaul, a re-orchestrated soundtrack, faster movement on the map, orientation markers, a modernised interface — and a Partner Ring to switch teammates instantly. The structure, the chapters and the tone remain those of 2004.

Do you need to have played the first one?

No. The story is independent of the Nintendo 64 episode. Count on about thirty hours for the main thread, more for the side content — including the optional dungeon where the super-boss of the 100th floor.

The seven partners

One ally per chapter or thereabouts, each with a battle attack and a field power that unlocks passages. They never die for good — knocked out for a few turns, then revived — and, unlike in the Nintendo 64 episode, here they have their own hit points. All seven are below, including the one you can go through the entire game without ever recruiting.

Goombella2004 · The Thousand-Year DoorGoombellaThe archaeologist who analyses better than a manual

Kurisuchīnu — “Christine” — in Japan: a pink Goomba with a blonde fringe, a third-year archaeology student at Goom University, with an encyclopaedic knowledge and a ready sarcasm. Mario runs into her in the prologue, in Rogueport, as she is being attacked by Lord Crump and the X-Nauts. Her Tattle technique gives the hit points and weaknesses of any opponent, and her offensive repertoire — Headbonk, Multibonk, Rally Wink — makes her useful well beyond intelligence gathering.

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Koops2004 · The Thousand-Year DoorKoopsThe coward who becomes brave

Koops in the English version, second partner, recruited in the village of Petalburg from chapter 1 onwards. When Mario meets him, he stammers, apologises and seems anything but cut out for adventure — the concept sketches show him hunched from the outset, his arc was written into his design. What sets him in motion is a missing father and the dragon who made him disappear. His shell, thrown at a distance, strikes and activates switches out of reach; his shyness, meanwhile, dissolves chapter after chapter.

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Flurrie2004 · The Thousand-Year DoorFlurrieThe theatre star turned wind spirit

Flurrie in English, Kurauda in Japan — the French name feminises “cumulus”, which she evokes as much by her silhouette as by the power of her breath. Before joining Mario, she was an adored actress, tired of the spotlight and retired to Boggly Woods among the Punies. It takes an affair of a necklace stolen by the Shadow Sirens to set her in motion again. Her Gale Force sweeps the field, reveals invisible passages and clears away whatever is lying around — the rest of her arsenal is that of an actress.

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Yoshi Kid2004 · The Thousand-Year DoorYoshi KidThe partner the player names

He is not recruited: he is born. Mario picks up an egg during his stay in Glitzville, the floating city of wrestling matches; the egg stays in the inventory for a while, then hatches into a small, wide-awake Yoshi who settles into the team without asking anyone's opinion. His colour depends on how long you let pass before hatching, and his name is the one the player types. Born in the middle of a tournament, he keeps its character: he is the one who nicknames Mario “The Great Gonzales”.

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Vivian2004 · The Thousand-Year DoorVivianEnemy in chapter 1, partner in chapter 2

A witch of shadow and fire, Vivian belongs at first to the Shadow Sirens, alongside her sisters Beldam and Marilyn, who mistreat her relentlessly. Moved by Mario's kindness, she turns her back on her own family to join the team, and offers him her power: hiding him in her shadow to make him invisible and slip beneath obstacles. The 2024 remake restored a facet of her identity — she is transgender — that the original Western localisation had erased.

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Bobbery2004 · The Thousand-Year DoorBobberyThe old sailor a letter brought back to life

Admiral Bobbery in English: the oldest partner in the game, a retired admiral with a gruff plain-spokenness, met in chapter 5 as Mario is looking for a captain to reach a lost island. He refuses. What sets him going again is a letter written before her death by Scarlette, the woman whose loss had left him beached. Once aboard, this Bob-omb becomes the team's offensive bulldozer — and, outside battle, what gets through cracked walls.

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Carmina2004 · The Thousand-Year DoorCarminaShopkeeper by day, thief by night

Ms. Mowz in the English version: a small mouse who runs the Lovely Howz by day and scours the world by night. She is the only truly optional partner in the series — you can complete the entire adventure without ever adding her to the team, and many players have no idea they have just crossed paths with a playable companion. Her speciality is sniffing out badges and hidden items. A flirt and a tease, she makes eyes at Mario, which sets the rest of the troop's teeth on edge.

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The town, the X-Nauts and the chapter bosses

The hub on one side, and on the other two organisations that believe themselves rivals while one manipulates the other: the X-Nauts, with their robotic brain, their clumsy lieutenant and their mecha; theShadow Sirens, three witches whose eldest has been pulling the strings for a thousand years. Between the two, the guardians of the Crystal Stars, one per chapter.

Rogueport2004 · The Thousand-Year DoorRogueportThe town of scoundrels, gallows included

Rogueport in the original version, Gorotsuki Taun in Japan — literally “the town of thugs”. The French name plays on “la canaille”, and the atmosphere follows: a grey, menacing little town, dominated by a gallows planted in the middle of the square, cut into rival districts and riddled with shady NPCs. Beneath the cobblestones sleeps a city swallowed a thousand years earlier, and the Thousand-Year Door that gives the game its title. The hub serves as a base camp between chapters, services and underworld included.

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Grodus2004 · The Thousand-Year DoorGrodusA robotic brain under a glass dome

Grodus in the English version, Batsugarufu in Japan. The game's big villain wears neither shell nor moustache: he is a mechanical head under a bell jar, at the head of the X-Nauts, an organisation of scientists operating from a base concealed beneath the surface of the Moon. His plan fits on one line: gather the seven Crystal Stars to wake the Shadow Queen and put her at his service. His pride is his undoing — he ends up reduced to a mere floating head, then to a peaceful retirement in Poshley Heights.

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Lord Crump2004 · The Thousand-Year DoorLord CrumpFour duels, and not one victory

Lord Crump in the original version: Grodus's right hand, the number two of an organisation he does a disservice to at every appearance. Mario faces him four times, and Grodus ends up naming him his most incompetent underling. When anger takes him, he summons squads of X-Naut grunts to overwhelm the plumber. His comic peak remains his pirate disguise under the alias Four-Eyes — and his habit of addressing the player directly.

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Magnus von Grapple2004 · The Thousand-Year DoorMagnus von GrappleThe boss who comes back as a 2.0 model

Magnus von Grapple in the original version: the mechanical armed wing of the X-Nauts, a mass of metal topped with a spherical cockpit out of which its pilot sticks — invariably Lord Crump. The 1.0 model guards the Great Tree in chapter 2 with 30 hit points and detachable rocket fists. The 2.0, assembled and perfected in the lunar fortress, waits in chapter 7 with 70 hit points. It is the technological showcase of an organisation that prefers the machine to black magic.

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Beldam2004 · The Thousand-Year DoorBeldamA thousand years, ice, and a bullied sister

Beldam in the English version: a ghostly witch over a thousand years old, eldest of the Shadow Sirens and holder of the strongest magical affinity of the three sisters, despite a slight silhouette among the colossi of the game. She never charges in: she designs the plans, hands out the roles and decides. The real reversal of the story lies there — she is the one manipulating Grodus and the X-Nauts, and not the other way round. Her cryokinesis and her Veil technique complete a portrait of the pure strategist.

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Shadow Queen2004 · The Thousand-Year DoorShadow QueenSealed for a thousand years, woken by mistake

Shadow Queen in the English version. A millennium before the adventure, this demon razed in a single night the prosperous city that stood where Rogueport now stretches, and swallowed it underground. Four ancient heroes eventually sealed her behind the Thousand-Year Door. The game's ending brings her back, and does so in the darkest way in the series: she takes possession of Peach's body. The final battle plays out in the Palace of Shadow, against the princess herself.

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Doopliss2004 · The Thousand-Year DoorDooplissHe doesn't steal your appearance: he steals your name

Doopliss in the original version. He belongs to the Duplighosts, those shroud-draped ghosts able to imitate the appearance and techniques of their opponents. Where an ordinary Duplighost copies a target for the length of a battle, he steals Mario's body, appearance and complete identity — to the point where his own companions no longer recognise him. Boss of chapter 4, he sets the most memorable riddle in the game: to beat him, you first have to find his secret name, a nod to Rumpelstiltskin.

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Hooktail2004 · The Thousand-Year DoorHooktailThe fire-breather who fears frogs

Hooktail in the English version: the game's first great enemy, a glowing red dragon, greedy and smooth-talking, who rules over a ruined castle at the end of a hostile road. She has swallowed the Diamond Star, the first of the seven Crystal Stars — impossible to move on without bringing her down. Her statistics are modest, 20 hit points and an attack of 5, but the essential is elsewhere: this creature capable of breathing fire starts trembling at the slightest croak. She belongs to a family of three dragons.

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Grubba2004 · The Thousand-Year DoorGrubbaThe promoter who was siphoning off his wrestlers

Grubba in the English version: a former wrestler so dominant that some of his holds ended up banned from the ring, turned manager of the Glitzville Arena. Jovial smile, loud voice, and a secret machine wired to the Gold Star that drains the life force of the fighters he employs. He is the one who saddles Mario with the pseudonym The Great Gonzales. Unmasked, he morphs into Macho Grubba for the final confrontation — the real boss of a chapter that looked like a sporting tournament.

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Gold Hawk2004 · The Thousand-Year DoorGold HawkA belt set with a fake gem

Rawk Hawk in the original version: a golden bird of prey all in muscle, nicknamed “the nuclear warrior”, who sits at the top of the Glitzville Arena bill and parades with his belt. Two lies hold the character up. The title, first: he won it by forfeit, in the shadow of Dark Toadster. Then the gem set in the belt: it is a fake. Boss of chapter 3 with 40 hit points, he fights as an aerial wrestler, cheap shots included — and ends up granting his respect.

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Cortez2004 · The Thousand-Year DoorCortezThe Pirate King, skeleton edition

Cortez in the original version: the ghost of a captain whose spirit refuses to leave this world, returned in the form of a spectral skeleton. Legend says he curses anyone who comes near his gold, which ended up driving almost every sailor away from the region. Mario meets him in chapter 5, on Keelhaul Key, where he guards the Sapphire Star at the bottom of the Pirate's Grotto. His battle plays out in three forms, sword, scimitar, rapier and hook to hand. Defeated, he becomes the team's ferryman.

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Bonetail2004 · The Thousand-Year DoorBonetail200 hit points — more than the final boss

Bonetail in the original version; the French name is a portmanteau of “occire” (to slay) and “croc” (fang). This undead dragon waits at the very bottom of the Pit of 100 Trials, the most demanding optional content in the game. He is the third and last of a family that also counts Hooktail and Gloomtail, and the difference leaps out: he no longer has scales, only tattered wings, a bleached carcass and an empty stare. He absorbs, he heals himself, he resists — and his reward is a badge you can buy in a shop.

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The paradox of this episode: it is the strongest argument in the whole branch, and it spent twenty years on a console few people owned. Its re-release on 23 May 2024 is what made the question “which Mario RPG should I start with?” easy to settle.

The turn

After 2007: Paper Mario changes its own rules

Super Paper Mario, Sticker Star, Color Splash, The Origami King

The shift begins on the Wii. Super Paper Mario, released in Europe on 14 September 2007, keeps a dense narrative thread but trades turn-based combat for platforming, with a switch between two and three dimensions as the central mechanic. The recruitable partners give way to the Pixls : tool-entities that lend an ability, with no dialogue and no teammate personality. A deliberate paradox — it is the least role-playing episode of the classic era, and the most written.

The break is then confirmed. Sticker Star (3DS, 2012) replaces attacks with stickers that double as puzzles, and removes experience points outright. Color Splash (Wii U, 2016) swaps the stickers for battle cards you paint to hit harder. In both cases, the badges disappear or shrink, and part of the player base with them.

The Origami King (Switch, 2020) is the attempt at reconciliation: an interconnected world rather than partitioned levels, allies back — even in lightened form — and a combat system nobody saw coming. It is the most recent episode in the series, and the easiest to get into for anyone discovering the branch on a modern console.

Paper Mario: The Origami KingSixth Paper Mario episode

Paper Mario: The Origami King

A whole kingdom folded, and five streamers to cut

ReleaseSwitch, 17 July 2020
StudioIntelligent Systems
PositionSixth episode in the series
CombatIn rings, to be rotated

Released on the same day worldwide, on 17 July 2020, exclusively on Switch. The title has no official French name: it stays *The Origami King* everywhere in Europe. King Olly has folded the Mushroom Kingdom, wrapped Peach's castle in streamers and thrown five giant streamers across the map; Mario has to cut them one by one, supported from start to finish by Olivia.

The big idea is the ring battle. Enemies are laid out on concentric circles around Mario, and the player rotates and slides those rings to line them up before striking — a layer of puzzle grafted onto turn-based combat, in place of the statistics the series had abandoned.

The game adds the 1,000-Fold Arms to grab and pull the scenery, a more open exploration than that of the two preceding episodes, and a pronounced taste for spectacle. In tone, it takes on what Sticker Star and Color Splash had lost: a story that goes somewhere.

A villain born from a misunderstanding

King Olly is no tyrant by birth. His grudge comes from a misunderstanding with the human who folded him, and the game only reveals it at the end — which recasts everything that came before.

An ally against her own brother

Olivia is Olly's little sister, born from his hand. Mario finds her trapped in a wall in the castle dungeons. The whole arc of the game consists in making her choose between her creator and the kingdom.

What it brings back of the partners

Allies reappear, including a Bob-omb who accompanies the duo, but in a lightened role: no double power, no chapter-by-chapter recruitment. The formula of 2001 and 2004 has not come back.

Its place in the series

It comes after Sticker Star and Color Splash, both turned towards the puzzle, and looks for a balance between the two eras. It is the episode the series puts forward for getting into paper without going through the GameCube.

Tippi2007 · Super Paper MarioTippiThe guide whose real name spells out the tragedy

She never strikes, unlocks no passage and wins no battle — and yet, without her, Super Paper Mario would tell nothing. This rainbow butterfly-shaped Pixl leads Mario to Flipside, the crossroads town of the game, to hear there the prophecy that launches the adventure. A direct heir of Goombario and Goombella in function, she differs in tone: reserved, hesitant, she ends almost every sentence with an ellipsis. Her real name is Lady Timpani — and it changes everything.

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Count Bleck2007 · Super Paper MarioCount BleckDestroying all the worlds out of heartbreak

Black cape, monocle, chilling laugh: Count Bleck — Comte Niark in French — has the bearing of the classic villain and the least classic motive in the saga. Before taking that name, he was called Blumiere and belonged to the Tribe of Darkness, holder of the Dark Prognosticus, a book of prophecies announcing the end of all worlds. It is neither power nor a kingdom he is after: he wants to erase everything because he has lost the woman he loved. One of the most adult stories Nintendo has ever written in Mario.

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Nastasia2007 · Super Paper MarioNastasiaThe one minion you never fight

Blue skin, a strict magenta bun, a suit and horn-rimmed glasses that never leave her face: Nastasia is Count Bleck's secretary, in the literal sense — she keeps his diary, relays his orders and watches over the schedule of operations. Every other lieutenant ends up crossing swords with Mario; she never does. That is not a weakness but a position: where the others strike, she recruits, and most of the count's army has been through her hypnosis. Luigi included. Her feelings, for their part, will go unspoken.

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Mc Astagne2007 · Super Paper MarioMc AstagneThe colossus in a kilt, fought four times

O'Chunks in the original version: a bushy red beard, a kilt, a Highlands accent you could cut with a knife. He is one of Count Bleck's five minions, alongside Nastasia, the shape-shifter Mimic, Mr. L and Dimentio, and his mission fits on one line — crush anyone who stands against his master. He is the most frequently fought boss in the game: four duels. A fallen general recruited in disgrace, he talks loudly, hits harder still, and pushes his loyalty as far as sacrifice at Castle Bleck.

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Dimentio2007 · Super Paper MarioDimentioThe jester who manipulates both sides

Dimentio in the original version, a portmanteau of *demented* and *dimension* — the name announces the programme. This smiling jester, half magician, half puppeteer, is presented as a mere minion of Count Bleck; he is in fact pulling the strings of the whole plot from the wings, manipulating heroes and villains alike to reach his ends. His mastery of dimensions lets him lock anyone inside a pocket of reality. Players regularly cite him as the best villain in the saga; the final battle is fought against Super Dimentio.

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Mr. L2007 · Super Paper MarioMr. LLuigi turned against his own brother

Behind the black mask of this arrogant minion nicknamed “the Green Thunder” hides Luigi. Captured at Castle Bleck while trying to stop the count's plan, he is handed over to Nastasia, whose hypnosis erases his shyness and even the memory of his brother. The result is the exact opposite of the original character: self-assured, boastful, and gifted with a mechanical talent that has him build the Brobot. It is a unique case in the saga — a known hero turned villain without the slightest awareness of it.

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King Olly2020 · The Origami KingKing OllyA paper tyrant born from a misunderstanding

King Olly in English: an origami figure endowed with consciousness, at the head of the army of Folded Soldiers, who presents himself as the legitimate king of the Mushroom Kingdom and forcibly folds every paper inhabitant he comes across, starting with the Toads. Behind the tyranny lies one of the most tragic stories in the series: Olly is a being convinced he was abandoned by the one who folded him, and his grudge comes from a simple misunderstanding. His plan of the thousand cranes, and his end, are of a piece with that wound.

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Olivia2020 · The Origami KingOliviaBorn from the hand of the tyrant she overthrows

The deuteragonist of The Origami King, Olivia is a folded paper being — and the little sister of King Olly, shaped by him. Mario discovers her trapped in a wall, in the dungeons of Peach's castle; freed, she becomes guide, battle ally and emotional soul of the adventure, with her Magic Circles, her 1,000-Fold Arms and her folding magic. Naïve, cheerful, deeply kind, she carries the most heart-rending arc in the series: that of a creature who must choose between her creator and the world.

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What this period costs and what it gains: the series loses its statistics, its badges and its double-power partners — but it gains, with Super Paper Mario and then The Origami King, two of the best-written villains in the whole Mario universe. That is no small thing for a branch whose reason for existing was precisely that.

One brother per button

Mario & Luigi: two brothers, two buttons

Superstar Saga in 2003, Partners in Time in 2005 — AlphaDream's first two

The series is born in 2003 on Game Boy Advance, and its idea is physical before it is narrative: each brother is assigned to a button. You steer them simultaneously, in exploration as in battle, and the most effective attacks call for chaining the two at the right tempo. It is the direct legacy of the timed hits of 1996 — the directors of Super Mario RPG, Chihiro Fujioka and Yoshihiko Maekawa, had joined the AlphaDream studio in the meantime.

Superstar Saga also does what no Mario game had dared: leaving the Mushroom Kingdom for good. The adventure takes place almost entirely in the Beanbean Kingdom, a neighbouring nation with its own queen, its own army and its own culture — the bean and the pea in place of the mushroom, and absurd humour worked into the very names of the places.

Two years later, Partners in Time (Nintendo DS) takes the opposite tack: the adventure goes not to a neighbouring country but into the past of the Mushroom Kingdom, invaded by an alien race. The brothers team up there with their own baby versions, which gives four characters to steer. It is also the darkest episode in the series — a tone its creatures and the fate of certain characters take on without flinching.

Superstar Saga: the Beanbean Kingdom (2003)

The trigger comes down to one theft: that of Peach's voice, without which the Beanstar — the star that grants wishes and only wakes to a pure voice — stays asleep. To recover it, Mario and Luigi board Bowser's ship and land among the Beanish. The game was re-released on Nintendo 3DS in 2017.

Beanbean Kingdom2003 · Superstar SagaBeanbean KingdomThe first explorable neighbouring kingdom

Beanbean Kingdom in the original version: a sovereign nation sharing its north-eastern border with the Mushroom Kingdom, with its own queen, its own army and its own culture. Where Peach's kingdom runs on mushrooms, this one revolves around the bean, the pea and above all laughter — its geography, its inhabitants and its treasures all draw on the same vegetable humour. It is the first neighbouring territory the saga makes fully explorable, and it will have served only once.

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Cackletta2003 · Superstar SagaCacklettaShe steals Peach's voice, then Bowser

Cackletta in English, Geragemōna in Japan: a Beanish witch with a shrill laugh, twice the height of the brothers, who first presents herself under a false identity as a goodwill ambassador in order to get close to her targets. Her plan comes in two stages. First, steal the princess's voice, the only one capable of waking the Beanstar. Then, when that fails, take possession of Bowser's body — the fusion produces Bowletta, and it is in that form that the final battle plays out.

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Fawful2003 · Superstar SagaFawfulThe most improbable rise in the saga

Fawful in the original version, Gerakobits in Japan: small, green, a single tuft of hair and enormous glasses. He starts out as a mere servant to Cackletta, and that is what makes his career remarkable — he climbs the ranks of evil episode after episode until he becomes a final boss in his own right in Bowser's Inside Story, the Dark Star in his hands. His real signature is verbal: a deliberately broken English, packed with culinary metaphors, that has made him the community's favourite character.

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Queen Bean2003 · Superstar SagaQueen BeanThe sovereign turned into a boss by a worm

Queen Bean in the original version: purple hair, orange gown, the benevolent authority of an entire people. She rules over the Beanbean Kingdom and over the treasure everyone covets, the Beanstar. That is precisely what makes her the first victim of the plot — Cackletta, unable to wake the star herself, inflicts a Chuckola worm on her that turns her into a raging creature. Mario and Luigi therefore have to fight the queen they had come to help. Chuckola Cola then lifts the curse.

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Prince Peasley2003 · Superstar SagaPrince PeasleyThe prince turned into a dragon, and a show-off

Prince Peasley in the English version: heir to the throne of the Beanbean Kingdom, long blond hair thrown back with a theatrical gesture, flowing cape and a rock star's ego grafted onto fairy-tale dash. His fate turns in the first few minutes — Cackletta transforms him into a dragon, under the name Dragohoho, and you have to go and free him at the top of Hoohoo Mountain. Back to himself, he establishes himself as a key ally in the quest for the Beanstar, without ever losing an ounce of his self-satisfaction.

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Popple2003 · Superstar SagaPoppleThe genius thief who loses every duel

Popple in the original version; the French name is a clipping of “épargne” (savings). This small masked Beanish, grey beret on his head, proclaims himself “the shadow thief” and has only one idea: becoming a legendary master thief. What he lacks above all is a sidekick, whom he invariably calls his “Rookie” — first an amnesiac Bowser, then Birdo. He talks like a gangster from the movies and ends his sentences with a “see?”. He is the most frequently fought boss in the Mario & Luigi series, and he wins not one of them.

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Partners in Time: the invasion of the past (2005)

Partners in Time in the original version, released on Nintendo DS at the end of 2005 in North America and Japan, at the start of 2006 in Europe. The Mushroom Kingdom of the past is invaded by the Shroobs, an alien race, and the brothers travel there thanks to a time machine. They find their own infant versions there — hence four characters to steer.

Princess Shroob2005 · Partners in TimePrincess ShroobThe alien invasion, disguised as a princess

Princess Shroob in the original version: sovereign of the people who invade the past of the Mushroom Kingdom, and the younger of two twin sisters who reign together. It is nonetheless the younger one who personally leads the invasion for almost the whole adventure, which makes her the figurehead of the story. Her main trick is a disguise: she passes herself off as Princess Peach. The fight takes place on a levitating throne — before the game reveals who was really in command.

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Professor E. Gadd2005 · Partners in TimeProfessor E. GaddThe inventor whose name announces the disaster

Professor E. Gadd in the English version; the French name reads as “catastrophe”, which sums up his method. This small man in a white coat, round glasses and a single tooth, first appears in Luigi's Mansion in 2001, where he supplies Luigi with his ghost vacuum, the Poltergust. He is also responsible for the F.L.U.D.D. of Super Mario Sunshine. His contribution to the RPGs carries heavier consequences: it is his time machine that sends Peach and two Toads into the past, and launches the whole adventure.

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Toadbert2005 · Partners in TimeToadbertThe scholar who can no longer name them

Round glasses, notebook always in hand, a thoughtful tone and a tendency to panic the moment things go wrong: Toadbert is the scientific adviser of the Mushroom Kingdom. He is part of the first journey into the past, alongside Princess Peach and Toadiko, and he is one of the first to witness the invasion. He comes back traumatised, to the point of being incapable of pronouncing the invaders' name — a detail that becomes a running gag. He would return four years later, in Bowser's Inside Story.

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Toadiko2005 · Partners in TimeToadikoThe briefest appearance, and the cruellest

She accompanies Peach and Toadbert on the inaugural journey to the past of the Mushroom Kingdom, and the expedition goes wrong: the two Toads run into the invaders. Toadiko is captured and held in Toadwood Forest, then hit by a saucer's blast that transforms her. Her gentleness and her loyalty to Toadbert are conveyed in a handful of scenes, and that is precisely what makes her fate striking — it announces the tone of an episode far darker than its cover suggests.

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Baby Peach2005 · Partners in TimeBaby PeachA parasol, tears, and two mechanics

Unlike babies Mario and Luigi, known since Yoshi's Island in 1995, Baby Peach is an entirely new creation — and her introduction owes nothing to chance: it is her kidnapping, as a child, that triggers the whole story. Where Baby Mario reused animations from 1995, everything had to be invented for her. Nintendo gives her a parasol that lets her glide and slow her fall, a hesitant walk, and a propensity for tears that would become her signature across the whole saga.

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Yoob2005 · Partners in TimeYoobThe living dungeon: you explore his stomach

Created by the invaders from a Yoshi, in the Yoshi's Island of the past, Yoob has a precise and chilling function: swallowing every Yoshi on the island to hold them prisoner inside his body. Hence the design find that made him memorable — his stomach is a level in its own right, which Mario and Luigi have to explore in order to free the captives. The final fight is settled against the entity Sunnycide. He has never reappeared anywhere else in the saga.

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What these two episodes establish: a neighbouring kingdom that genuinely exists, a bespectacled minion destined to become a great villain, a party that can hold four characters, and a series afraid of neither the absurd gag nor the frankly dark story. Four years later, it finds its most improbable playground.

The peak, then the revival

Bowser's Inside Story, and the three that follow

2009-2024: the best playground in the series was inside the Koopa King

In 2009, AlphaDream hits on the idea that defines the series: what if the setting were neither a castle nor a meadow, but Bowser's body ? The third Mario & Luigi has the brothers swallow a booby-trapped mushroom, sends them into the Koopa King's innards, and hands the player both levels of action at once — the plumbers inside, the great villain outside, each altering the other's terrain.

The two following episodes push the series towards the 3DS. Dream Team (2013) moves the action into the dream world, with an antagonist who owes nothing to Bowser — a rarity. Paper Jam (2015) arranges the meeting of the two RPG families by having Paper Mario spring out of a book, and provides a playable trio.

Then nothing for nine years. AlphaDream closed in 2019, and the series was left without a successor until Nintendo entrusted it to the Acquire studio for Brothership, released on 7 November 2024 — the first Mario & Luigi designed directly for a home console.

Bowser's Inside StoryThird Mario & Luigi

Bowser's Inside Story

The mad wager of 2009: making the villain's body the level to explore

ReleaseNintendo DS, 9 October 2009
StudioAlphaDream
PositionThird in the series
RemakeNintendo 3DS, January 2019

The Japanese title is sober — *Mario & Luigi RPG 3!!!* — the French one far less so: Bowser's Inside Story is an acknowledged nod to Jules Verne, and it describes exactly what the game does. After a booby-trapped mushroom, Bowser inhales, against his will, Mario, Luigi, Princess Peach and the little star Starlow. His stomach, his muscles and his nerve circuits all become play areas, each with its own enemies and puzzles.

The pleasure lies in the double point of view, which alternates constantly. Inside, you steer the two brothers through platforming puzzles. Outside, you play Bowser himself, able to inhale his opponents, absorb blows and smash through obstacles. The two worlds communicate: to unblock Bowser, you sometimes have to act on his muscles from the inside; conversely, what Bowser does transforms the terrain the brothers are crossing.

The game's reputation — one of the most inventive in the licence, and one of the best RPGs on the Nintendo DS — rests on that back-and-forth, on an omnipresent humour and on three playable characters with frankly distinct styles.

The giant battles

At certain key moments, Bowser takes on colossal proportions. The game then asks you to hold the Nintendo DS vertically, like a book : the touch screen serves to deal claw strikes and repel assaults. A change of orientation that was rare at the time, and an instant visual identity.

The Blorbs

The plot starts with an epidemic: the Toads affected swell up like balloons then roll around uncontrollably. The scourge comes from contaminated Blorb Mushrooms, sold off by a distinctly disreputable travelling salesman.

The return of Fawful

That travelling salesman is none other than Fawful, Cackletta's former right hand in Superstar Saga. Six years after his debut as a servant, he is aiming for the Dark Star and becomes the game's great villain — it is partly to counter him that Mario, Luigi and Bowser co-operate.

The remake and Bowser Jr.

Re-released on Nintendo 3DS at the end of 2018 in Japan, in January 2019 in Europe, under the lengthened title “+ Bowser Jr.'s Journey”. Beyond the graphics, the remake adds a new mode that tells the story from the point of view of Bowser's son.

Midbus2009 · Bowser's Inside StoryMidbusA pink Bowser lookalike, designed to humiliate him

Midbus in English: Fawful's chief minion, a cross between a pig and an armadillo, conceived as a grotesque mirror of Bowser — a rival cut to measure to make a fool of him repeatedly. The European name is a play on words: “Méta” refers to the metabolic syndrome associated with obesity, “Boss” to his function. This mountain of muscle with a slow brain crosses the Koopa King's path three times over the course of the adventure, and ends up coming back in a frozen version, Blizzard Midbus.

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Starlow2009 · Bowser's Inside StoryStarlowThe one who speaks in the brothers' place

Starlow in English, a contraction of *star* and *yellow* — the Japanese says exactly the same thing, and the French keeps the gold. This star sprite appears in 2009 and immediately establishes herself as the voice of the series: she guides, she comments, she puts everybody in their place, and she speaks on behalf of two plumbers who do not speak. Her best turn remains the pseudonym Chippy, under which she passes herself off as an informant in order to lead Bowser by the nose.

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Charlie Bloc2009 · Bowser's Inside StoryCharlie BlocHe calls Bowser “Mr Turtle”

In the brothers' RPGs, merchants are usually extras. Charlie Bloc is a block on legs who keeps shop, and the official Japanese site gives him a title that says it all: the Mushroom Kingdom's foremost block collector. He is not a trader who sells blocks, he is an enthusiast who agrees to part with them. The gag lies in his clientele: he calls Bowser “Mr Turtle”, and Bowser never gives him anything but “block face”. Around him orbit a dog made of cubes and a collection of square kittens.

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Antasma2013 · Dream TeamAntasmaThe great villain who owes nothing to Bowser

Akkūmu in Japan, after *akumu*, “nightmare”. Originally an ordinary bat from Pi'illo Island, the land of a people of living cushions able to send sleepers travelling into the dream world. Everything changes the day it feeds on a Pi'illo's nightmares: the feast turns it into the king of nightmares. Armed with the Dark Stone, he plunges the island into a great sleep, allies himself with Bowser — and betrays him, as was to be expected. Final battle at the top of Neo Bowser Castle.

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Prince Dreambert2013 · Dream TeamPrince DreambertThe living pillow on which Luigi must fall asleep

Prince Dreambert in English, Prince Rêvebert in Canada: sovereign of the Pi'illo people, those cushion-creatures who have always watched over sleep and dreams. Antasma petrified him with nightmare blocks; the brothers free him from his stone prison and he becomes their guide for the whole adventure. His function is not merely narrative: it is by having Luigi fall asleep on him that you open the portals to the dream world. Royal red outfit, golden gloves, pillow-shaped head.

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Mario & Luigi: Paper Jam2015Mario & Luigi: Paper JamTwo Bowsers, two Peaches, one paper Mario

Released in Europe on 4 December 2015 on 3DS under the title Paper Jam Bros., this fifth AlphaDream episode starts from a piece of clumsiness on Luigi's part: he opens a mysterious book, and Paper Mario springs out of it into the brothers' three-dimensional world. Hence a playable trio never seen before, attacks that mobilise all three heroes, and a kingdom suddenly populated in duplicate — two Bowsers, two Peaches. The game adds the Papercraft, giant paper constructions, and a marked use of amiibo cards.

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Mario & Luigi: Brothership2024Mario & Luigi: BrothershipThe return after nine years, and one more studio

Brothership in the original version, released on 7 November 2024. It is a double first: the first Mario & Luigi designed directly for a home console, and the first developed without AlphaDream, closed in 2019 — the Acquire studio takes up the torch alongside Nintendo. Destination Concordia, an archipelago whose islands have come apart and must be reconnected one by one. The battles keep the house tempo, demanding to the button, and the series recovers along the way its Luigi Logic and its Snoutlet.

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What the series has gained and lost in fifteen years: it found its strongest concept in 2009, extended it into dreams and into the crossover, then survived the disappearance of its historic studio. Of the six episodes, two are playable today on recent hardware — Bowser's Inside Story via its 3DS version, and Brothership natively on Switch.

The rules of the game

What makes these battles different from all the others

nine systems, and what each one asks of the player

A Mario RPG is not judged on its statistics. It is judged on what it asks you to do during the turn, when the entire genre was built so that you do nothing at that moment. That has been true since 1996 and it has never changed in nature: pressing at the right instant amplifies the blow you land, pressing at the right instant cushions the blow you take.

Around that core, each family has built its own layer. Paper Mario invented a fixed-budget equipment system and a team of companions with double powers; The Thousand-Year Door added an audience to win over; Mario & Luigi doubled the number of hands to keep busy. Then the paper series took it all apart to try something else — stickers, cards, rings — which makes the table below more instructive than a list of games.

The badge systemThe whole branchThe badge systemThe budget that forces you to choose

Badges are equipped against a cost in Badge Points, from 1 to 6 depending on their power, and the total available rises with every level gained. Since the budget is capped, every badge equipped rules out another: it is that trade-off, and not the accumulation, that gives the system its flavour. Three families share the catalogue — offensive, defensive, utility — some pieces stack, and the guide details where to unearth them as well as the combinations that hold up in the endgame.

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The Paper Mario partnersThe whole branchThe Paper Mario partnersEight on Nintendo 64, seven on GameCube

Each chapter brings its ally, and each ally brings two things: a battle attack and a field power that unlocks specific puzzles. You control only one at a time, but you can switch at will during your turn. None dies for good — knocked out for a few turns, then revived. The dossier details the two complete castings, the difference in hit points between the two episodes, and why the formula died out in favour of the Pixls in 2007.

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The rarest itemsThe whole branchThe rarest itemsWhat the RPG branch places in the ranking

The ranking of the items hardest to obtain in the whole saga gives two places to this page. The Jumpman badge from The Thousand-Year Door, first, reputed to be one of the hardest items to get in the paper series — and consistent with the logic of the system, since it strengthens jump attacks at the price of giving up the hammer entirely. Then the hidden badges of the series as a whole, which call for backtracking and side quests long after the end of the main story.

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The nine combat systems of the RPG branch, and what each one asks for
System Where you find it What it asks of the player
Timed hits The three families, since 1996 Pressing at the precise instant of the blow, dealt or taken
Budgeted badges Paper Mario and The Thousand-Year Door Giving up one effect in order to equip another
The partners Paper Mario (eight) and The Thousand-Year Door (seven) Switching ally according to the puzzle and to the opponent
The theatre audience The Thousand-Year Door Succeeding with style: the stands fill up or empty out
The Pixls Super Paper Mario Using a lent ability, with no teammate to manage
Stickers and cards Sticker Star and Color Splash Managing a consumable inventory, with no experience points
The ring battle The Origami King Rotating circles to line up enemies before striking
One brother per button Mario & Luigi, since 2003 Coordinating two characters at once
The giant battles Bowser's Inside Story Holding the console vertically and striking on the touch screen

What the nine have in common: not one of them lets the player watch their turn unfold. That is what the branch has never let go of, even when it removed experience, badges and partners.

The same ones, played differently

The regular cast, played differently

what the RPG branch does with the characters it did not invent

The RPGs did not only create Geno, Goombella or Fawful. They also took over characters seen a thousand times elsewhere and had them do what a platform game could not ask of them. Bowser becomes playable, Peach stops being an objective and becomes a second narrative thread, a decorative people from Super Mario Sunshine discovers it has an underworld.

That is the freedom mentioned earlier: what happens here does not commit the platforming canon, so anything goes. This section gathers the figures the branch has borrowed — and what it has made of them. Their complete portraits live on the characters pillar and on the enemies one.

BowserThe whole branchBowserThe saga's first enemy to become playable

Miyamoto had first imagined him as an ox; it was Takashi Tezuka who made him a turtle, and Yoichi Kotabe who signed off the final spike-covered design. Since 1985, he kidnaps and he loses. It is the RPG branch that tips him over : from Super Mario RPG in 1996 onwards, he joins the party as a playable character in the face of a threat that overwhelms them all. Thirteen years later, Bowser's Inside Story takes the idea to its conclusion by handing him half the game — and his own body as the terrain.

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Princess PeachThe whole branchPrincess PeachA second narrative thread, rather than an objective

In the West, she was called Princess Toadstool for eleven years — it was Super Mario 64, in 1996, that imposed “Peach”. That same year, Super Mario RPG ranked her among the five playable characters. The Thousand-Year Door goes further by reserving playable passages for her between the chapters, in parallel with Bowser's, then by making her body the stake of the final battle when the Shadow Queen takes possession of it. On this branch, the princess is no longer a destination.

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ToadsworthThe whole branchToadsworthThe butler whose age the RPGs pin down

Toadsworth in English: white beard, round glasses, cane and chronic anxiety, he appears in Super Mario Sunshine in 2002 as the princess's personal attendant. Official documents specify that he has looked after her since her earliest childhood, in the manner of a guardian — which long fed the rumour that he might be her father or her grandfather. It is his appearances in the Mario & Luigi series that supply the most concrete detail about him: it is there that his age, sixty, is specified.

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Baby MarioThe whole branchBaby MarioFrom Yoshi's passenger to playable hero

He appears in 1995 in Yoshi's Island: carried by the stork with his twin brother, separated from him during an attack by Kamek, then saved by Yoshi who carries him on his back. His crying is a mechanic there — losing sight of him triggers the countdown. That appearance opens a parallel “baby” chronology in the Mario universe, of which the RPG branch makes the most concrete use: Partners in Time makes him a fully playable hero, alongside his adult double.

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Baby LuigiThe whole branchBaby LuigiA stake for ten years, then a hero

His case is stranger still. Kidnapped by Kamek in the opening scene of Yoshi's Island, he spends the whole game out of the player's reach: the central character of the story is absent from the screen almost throughout. He is not a hero, he is an objective. It would take close to ten years and Partners in Time for him finally to get an active role — and it is again an RPG that repairs the anomaly, after a detour via the kart and the sports field.

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BirdoThe whole branchBirdoThe reluctant sidekick of a failed thief

Catherine in Japan, Birdo in the West: a textbook case of localisation. She starts out in 1988 in Super Mario Bros. 2 as a recurring mini-boss who spits eggs to be sent back, a mechanic unheard of at the time, and her gender identity has caused much ink to flow depending on the version. Her passage through the RPGs is less glorious and funnier: she becomes one of the two reluctant sidekicks of Popple, the Beanish thief desperately looking for a “Rookie” — after an amnesiac Bowser.

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KamekThe whole branchKamekThe Magikoopa the RPGs preferred to duplicate

Blue robe and pointed hat, flying broom, round glasses: Kamek receives an identity of his own in Yoshi's Island in 1995, where Super Mario World made do with anonymous Magikoopas. He is the one who kidnaps the baby Mario brothers, and the one who enlarges the bosses with a flick of his wand. A detail that reveals how the branch works: rather than reuse him, Paper Mario gave itself its own Koopa witch at Bowser's side, Kammy Koopa, mounted on an identical broom.

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PiantasThe whole branchPiantasThe decorative people who found themselves an underworld

Good-natured colossi in leaf skirts, with a genuine palm tree planted on their skulls: the Piantas are revealed by Super Mario Sunshine in 2002 as the majority inhabitants of Isle Delfino, where they catapult Mario towards the heights. Their tastiest career change lies elsewhere. In The Thousand-Year Door, one of them runs the Rogueport underworld in a suit under the name Don Pianta — a picture-postcard people turned mafia family, in two games.

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Enemies turned alliesThe whole branchEnemies turned alliesBowser and Vivian, two switches signed by the RPGs

In Mario, the border between heroes and villains is porous — and this analysis lists those who have crossed it: Donkey Kong, first antagonist of 1981 turned star in 1994; Wario, usurper of 1992 promoted to top billing; Birdo, from mini-boss to spin-off regular. Two entries come directly from this page: Bowser, recruited in the RPGs as early as 1996, and Vivian, defector from the Shadow Sirens. Paper Mario even pushes the principle to the scale of entire species.

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The real privilege of this branch: it is allowed to get its characters wrong without consequence. A playable Bowser, a possessed Peach, a beach people turned into a mafia — none of that obliges the next Super Mario Bros. to take any notice. That is exactly what makes these games so free in their writing.

Behind the three families

Who makes the Mario RPGs

five studios, two directors and one composer who runs through it all

None of the three families was developed by the in-house team that makes the platform games. That is the structural peculiarity of this branch: Nintendo publishes it, but entrusts it to others — Square in 1996, Intelligent Systems for all of Paper Mario, AlphaDream then Acquire for Mario & Luigi. Hence very marked identities, and clean breaks whenever a studio changes or disappears.

Continuity, for its part, rests on people. The two directors of Super Mario RPG, Chihiro Fujioka and Yoshihiko Maekawa, joined AlphaDream, which explains why Mario & Luigi inherits the 1996 combat system so directly. And one composer literally links the two ends of the branch, from the Super Nintendo to the Switch.

Yoko ShimomuraThe whole branchYoko ShimomuraNo, the music is not by Nobuo Uematsu

Born on 19 October 1967 in Hyōgo prefecture, a graduate of the Osaka music school, she joined Capcom in 1988 — at a time when the profession was overwhelmingly male — and wrote some fifteen soundtracks there, including Street Fighter II in 1991. She joined Square in 1993, composed Super Mario RPG in 1996, then almost the whole Mario & Luigi saga. She came back for the re-orchestrated version of the 2023 remake. The received idea attributing that soundtrack to Nobuo Uematsu is stubborn, and wrong.

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The games never releasedThe whole branchThe games never releasedThe Super Mario RPG 2 that wasn't one

The survey of Mario projects never brought to market contains an entry that belongs directly to this page: a Super Mario RPG 2 announced in the Nintendo 64 era. The name disappeared, the game did not — the project is the one that came out under the title Paper Mario, after a change of machine and studio. It is the opposite of a cancellation: it is a working title that survived in players' memories longer than in Nintendo's plans.

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Who did what in the RPG branch, from 1996 to 2024
Who What they signed here When Where things stand
Square Super Mario RPG 1996 Leaves to develop Final Fantasy VII; the collaboration stops there
Intelligent Systems The six Paper Mario games 2000-2020 A Nintendo subsidiary, also the Fire Emblem studio
AlphaDream The first five Mario & Luigi games 2003-2015 Closed in 2019
Acquire Brothership 2024 Takes the series over for the home console
ArtePiazza The Super Mario RPG remake 2023 Faithful overhaul, original animations kept
Shigeru Miyamoto Producer of Super Mario RPG, supervisor of the first Paper Mario 1996-2000 Unveils the game at the 1995 V-Jump Festival
Chihiro Fujioka and Yoshihiko Maekawa Directors of Super Mario RPG 1996 Join AlphaDream and build Mario & Luigi there
Yoko Shimomura Super Mario RPG, then almost the whole Mario & Luigi saga 1996-2024 Absent from Brothership; back for the 2023 remake

What that explains: the breaks in this branch are not mysterious editorial choices. Paper Mario changes formula because Intelligent Systems is looking for something else; Mario & Luigi stops for nine years because its studio closes. The subcontractor, here, is the author.

Thirteen games in one table

The whole RPG branch, year by year

1996-2024: the thirteen games, their original machine, and the four that have come back

Seen as a whole, the branch comes down to thirteen games and twenty-eight years. An irregular rhythm: nothing between 1996 and 2000, then a dense decade in which the two series alternate almost every other year, then a slowdown from 2016 and a nine-year gap on the Mario & Luigi side.

The column that really counts today is the last one. Four games have been re-released — Superstar Saga and Bowser's Inside Story on 3DS, Super Mario RPG and The Thousand-Year Door on Switch — and Brothership is natively on Switch. That is what to go by if you want to play without digging out old hardware: four of the thirteen can be replayed somewhere other than on their original machine, and Brothership was born on Switch.

The thirteen Mario role-playing games in order of first release, and the four that have come back since
Year Game Original machine Family Re-release
1996 Super Mario RPG Super Nintendo Super Mario RPG Switch, 17 November 2023
2000 Paper Mario Nintendo 64 Paper Mario
2003 Mario & Luigi: Superstar Saga Game Boy Advance Mario & Luigi Nintendo 3DS, 2017
2004 Paper Mario: The Thousand-Year Door GameCube Paper Mario Switch, 23 May 2024
2005 Mario & Luigi: Partners in Time Nintendo DS Mario & Luigi
2007 Super Paper Mario Wii Paper Mario
2009 Mario & Luigi: Bowser's Inside Story Nintendo DS Mario & Luigi Nintendo 3DS, January 2019
2012 Paper Mario: Sticker Star Nintendo 3DS Paper Mario
2013 Mario & Luigi: Dream Team Nintendo 3DS Mario & Luigi
2015 Mario & Luigi: Paper Jam Nintendo 3DS Mario & Luigi
2016 Paper Mario: Color Splash Wii U Paper Mario
2020 Paper Mario: The Origami King Nintendo Switch Paper Mario
2024 Mario & Luigi: Brothership Nintendo Switch Mario & Luigi

One clarification that avoids a misreading: the table lists first releases. Several of these games reached Europe the following year — the Nintendo 64 episode of 2000 only appeared there on 5 October 2001, and Partners in Time, released at the end of 2005 across the Atlantic, at the start of 2006.

Advice, not chronology

Where to start in the Mario RPGs

seven profiles, seven answers — none of them starts with 1996

Good news for anyone arriving now: none of these games requires having played the previous ones. Each episode tells a self-contained story, with no imposed continuity, which makes the chronology useless as a reading guide. The only pleasure you lose by picking at random is seeing Fawful go from servant to great villain between 2003 and 2009.

The real criterion is therefore not order but taste : do you want a full role-playing game with its statistics and its equipment, or a narrative adventure that has traded all that for puzzles? The branch does both, and not always under the same logo. The table below decides by profile.

In what order to play themThe whole branchIn what order to play themBy sub-series rather than by date

The general guide to the saga reaches the same conclusion for all the Mario games: better to group by family — two-dimensional platforming, three-dimensional platforming, role-playing games, spin-offs — than to follow release order. No strict narrative continuity requires starting in 1985, and the reasoning applies doubly to this page, where thirteen games fall into three families that almost never answer one another.

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Seven ways into the branch, and the game that goes with each
What you are looking for The game Why that one
Discovering the branch knowing nothing about it The Thousand-Year Door (Switch, 2024) The complete formula on a modern console, and the writing that built the series' reputation
Seeing where it all comes from Super Mario RPG (Switch, 2023) The founder, translated into French for the first time, with a lightened difficulty mode
Laughing more than counting Bowser's Inside Story (3DS, 2019) The maddest concept in the series, and Fawful at the peak of his rise
Something recent on Switch Brothership (2024) The first Mario & Luigi since 2015, and the first designed for a home console
Adventure, not statistics The Origami King (Switch, 2020) The puzzle in place of the role-playing game, but a story that goes somewhere
Old-school role-playing Paper Mario (Nintendo 64, 2000) Eight partners, the badges, the experience points: the template for the whole classic era
The darkest story Super Paper Mario (Wii, 2007) Count Bleck and Dimentio — at the price of a game that is no longer really an RPG

And if it is the wall you are after: the Pit of 100 Trials in The Thousand-Year Door, whose tenant on the last floor absorbs 200 hit points — more than the game's final boss. The reward is a badge you can buy in a shop, which says a great deal about the spirit of the series.

The 82 on one screen

The Mario RPG directory

All the profiles on the page, sorted alphabetically. The search accepts a name, a game or a year: type “millennial”, “superstar”, “origami” or “2004” to keep only what interests you, or filter by family with the buttons.

82 profiles shown

No profile matches this search.

Stepping outside turn-based play

The Mario RPGs in the shop

what the shop offers around the characters born in these games

The RPGs are the part of the saga least spoiled with official merchandise: the characters they invented — Geno, Goombella, Vivian, Fawful — have almost never left their cartridge. What you do find are the figures these games borrowed from the rest of the universe and made endearing in another way: Bowser, who becomes playable as early as 1996, Peach, playable in parallel in The Thousand-Year Door, Luigi and Yoshi.

For the spirit of the branch rather than its characters, two aisles fit better than the others: the posters, because the paper cut-out of Paper Mario is first of all a graphic idea, and the puzzles, for the same reason. And if you really want to extend the game, the board games are the tabletop equivalent of turn-based play.

Frequently asked questions

We answer your questions

what players look for most often before choosing a Mario game

How many Mario RPGs are there in total?

Thirteen main games, split into three families: Super Mario RPG (1996, a single episode), six Paper Mario games from 2000 to 2020, and six Mario & Luigi games from 2003 to 2024. To these are added four re-releases: Superstar Saga on 3DS in 2017, Bowser's Inside Story on 3DS in January 2019, the Switch remake of Super Mario RPG on 17 November 2023 and that of The Thousand-Year Door on 23 May 2024. The chronology table lines them all up.

Which Mario RPG should you start with?

With the Switch remake of Paper Mario: The Thousand-Year Door if you want the best of the branch: it is on a modern console, its role-playing system is complete without being dry, and its writing is the reason people still talk about these games. If you prefer humour and rhythm to depth, Bowser's Inside Story is the ideal way in on the Mario & Luigi side. The detail by profile is further down this page.

Do you have to play the Mario RPGs in order?

No. No episode requires having played the previous one: each game tells a self-contained story. Two exceptions are a pleasure without ever being necessary — Fawful appears as a mere minion in Superstar Saga before becoming the great villain of Bowser's Inside Story, and Paper Jam is a crossover that assumes you know both series for the joke to land.

Which is the best Mario RPG?

The Thousand-Year Door is the one most often cited, and for precise reasons: seven partners who each have a power outside battle, fights staged on a theatre stage with an audience to win over, and a hub town, Rogueport, populated by carefully written supporting characters. Its Switch remake sold around 1.76 million copies as early as June 2024 — almost the total sales of the original in a single month.

Why has Geno never come back?

Because he does not belong to Nintendo. Geno and Mallow were created by Square during the 1996 collaboration, and remained the studio's property. Hence reappearances in dribs and drabs: a cameo in a mini-game of Superstar Saga on Game Boy Advance, credited to Square Enix and removed from the 3DS remake, then a Mii costume in Super Smash Bros.

What are timed hits?

The founding mechanic of the whole branch, invented by Super Mario RPG. Pressing a button at the right moment during an attack increases the damage dealt ; pressing it at the moment you take a hit reduces the damage suffered. That is what lets a turn-based game keep the reflex demands of a platform game, and the two series that followed took it up — Mario & Luigi goes as far as asking for one button per brother.

What are the Paper Mario badges for?

For customising Mario. Each badge is equipped against a cost in Badge Points, from 1 to 6 depending on its power, and the total available rises as you level up. Since the budget is limited, equipping a badge always means turning down another: it is a permanent trade-off rather than an accumulation of bonuses. The dedicated guide details the offensive, defensive and utility families.

How many partners are there in Paper Mario?

Eight in the Nintendo 64 episode and seven in The Thousand-Year Door, one of them optional. Each brings two things: a battle attack and a field power that unlocks passages. A partner never dies for good — he is knocked out for a few turns then revived. A technical difference that is often forgotten: on GameCube the partners have their own hit points, whereas on Nintendo 64 they have none.

Why did the partners disappear from Paper Mario?

The turn comes as early as Super Paper Mario in 2007: the recruitable companions give way to the Pixls, tool-entities that lend an ability without having any teammate role. Sticker Star and then Color Splash remove them completely, the series swinging towards the puzzle and the action. The Origami King did bring allies back in 2020, but in a lightened role.

Who composes the music of the Mario RPGs?

Yoko Shimomura, who passed through Capcom — where she wrote Street Fighter II among others — before joining Square in 1993. She composed Super Mario RPG in 1996, then almost the whole Mario & Luigi saga, and came back for the 2023 remake. One stubborn misconception disputes that authorship: no, the Super Mario RPG soundtrack is not by Nobuo Uematsu.

What happened to the Mario & Luigi studio?

AlphaDream, the studio that developed the first five episodes from 2003 to 2015, closed in 2019. The series went nine years without anything new, until Nintendo entrusted it to the Acquire studio for Brothership, released on 7 November 2024 — the very first Mario & Luigi designed directly for a home console.

Do you need a retro console to play them today?

Not for the best ones. Four of the thirteen games are accessible on recent hardware thanks to their re-releases: Super Mario RPG and The Thousand-Year Door on Switch, Superstar Saga and Bowser's Inside Story on 3DS. Brothership is natively on Switch. The others — the Nintendo 64 episode, Partners in Time, Super Paper Mario, Sticker Star, Dream Team, Paper Jam, Color Splash — still call for their original machine.

The rest of the universe

Explore the whole Mario universe

this page covers the role-playing branch; eleven others cover the rest of the Mushroom Kingdom