 In an interview , Zoë Mode executive producer Paul Mottram claimed that the game concept was envisioned in 2002 , but work did not actually begin until 2006 . The initial concept was built on the crushing mechanism between 2D and 3D , and they only had to create appropriate obstacles to prevent players from simply " crushing " across the level . Mottram noted that during the development of Crush , the gameplay of Super Paper Mario had not yet been revealed , and thus the team was surprised to learn that it shared a similar feature . 
 In an interview , Zoë Mode executive producer Paul Mottram claimed that the game concept was envisioned in 2002 , but work did not actually begin until 2006 . The initial concept was built on the crushing mechanism between 2D and 3D , and they only had to create appropriate obstacles to prevent players from simply " crushing " across the level . Mottram noted that during <a href='None' title='1'><mark>the</mark></a><a href='negative_concord' title='2'><mark>development</mark></a> of Crush , the gameplay of Super Paper Mario <a href='been_done' title='3'><mark>had</mark></a> not yet been revealed , and thus the team was surprised to learn that it shared a similar feature . 
In an interview , Zoë Mode executive producer Paul Mottram claimed dat the game concept was envisioned in 2002 , but wrk did not actually begin until 2006 . da initial concept was built on the crushin mechanism between 2D and 3D , and they only had to create appropriate obstacles to prevent players from simply " crushing " across the level . Mottram noted that during no development of Crush , the gameplay of Super Paper Mario done not yet been revealed , and thus the team was surprised to learn that it shared a similar feature .