Genre: RPG
Year: 1996
Developed by: Square
Published by: Nintendo
Platforms: SNES
#10
Feeling Like
: Not a tadpole

I am far more excited for the Super Mario RPG remake than I should be.

This was one of my favorites, and I know that’s a redundant claim considering we’re now in the Top 10. Top 10! I never thought I’d make it this far on the blog. Super Mario RPG: Legend of the Seven Stars was always this treasure I had as a twelve year old, a gateway drug into the realm of the role playing game. Dave V. and I rented Final Fantasy 4 and didn’t understand it. Andreas even showed me Dragon Warrior on the NES and I was beyond bewildered. I understood moving and jumping on enemies, I didn’t understand separate screens for battles, or what experience points were, or how abilities could be measured by numbers, or what “equipping” meant.

Super Mario RPG changed all of that, though not at first.

Dave V. and I thought that by bypassing enemies, we were being smart. Why would we bother to fight guys we didn’t have to? Oh, because the game’s first real boss, Croco, beat the tar out of us. Turns out, Level 2 is not a high level to be. Ok, so we learned. The more enemies we fought, the stronger we got. Hey, we learned new abilities! Our hit points went up! We knew what hit points were, and how to heal! Once the fundamentals were established, everything else seemed second nature.

Nobody thought this would be a good idea, or at least this GOOD an idea. It works perfectly – the silence of Mario leads to some truly hilarious mime-actions to recant the goings on to various NPCs. I just love the idea that a toad person doesn’t believe it’s the REAL Mario until you jump, and then they’re like “WHOA, THAT’S MARIO ALRIGHT!” The dialogue is earnest and funny, not bloated or confusing.

The kind, gentle nature of the game is what drew me in. Nothing was threatening, even the Smithy Gang were more of a tropey goal to overcome than a terror-inspiring villain. Bowser was reduced to a bumbling buffoon, but he could still pack a punch. The graphics are so endearing, although I’m not certain if this is just nostalgia-driven Henry looking through rose tinted glasses. I genuinely love how the game looks, the isometric camera, the character models, the landscapes, the animations, the spell effects are all terrific. Rudimentary sure, and I’m hoping the remake will help with that, but I’m nervous. Something that looks “better” isn’t always better, you know?

Mallow and Geno are done dirty, but only because they’re never seen outside Super Mario RPG. They’re two fantastic additions, Mallow being the hesitant, yet adorable marshmallow prince (spoiler, he’s not a tadpole!) and Geno the magic infused wooden doll were mainstays in my party, even if they weren’t the most powerful. Mallow had a cute little story that starts out in the swamps and ends in the clouds. Geno’s attacks are usually some variation of blasting his doll hands into enemy faces. They looked strange and unique, although they felt right at home in the Mushroom Kingdom. They could be Disney characters. That’s the beauty of a Mario game – creatures and locations are creative enough to be interesting, weird enough to turn heads, but never unappealing.

The combat is terrific, I don’t care how easy it is, it’s just fun and simple to learn. Why can’t every turn-based RPG included timed hits? With a push of a button, at just the right moment, Mario and friends will do an additional attack for more damage. The catch is that each new weapon will have a different window for the extra button push. It makes sure you’re constantly paying attention, and the additional sound effect when you do secure it is quite satisfying. It’s not enough to punch something, you want to punch something two, or three times AND hear that chime. You can do it defensively as well, though I was always rubbish at it.

The only thing you can get lost in is the soundtrack. It’s not a top-tier one, but it certainly adds to the endless charm. The “Forest Theme” is unforgettable, and perfectly encapsulated what mood the game is going for. Other areas, like “Barrel Volcano” or “Weapons Factory” are atmospheric as hell, while “Nimbus Land” and the Mushroom Kingdom’s theme immediately put you at ease. I cannot wait to hear the new renditions of these, and more. The Ending Parade gives everybody their curtain call while providing a nice little toe-tapper.

It’s the kind of game that started lower on the 500, but every time I’d do a re-order, it kept climbing and climbing. I was mildly surprised, it’s generally not considered one of the greatest games ever, but I could not ignore the countless hours I spent playing it with a smile on my face. It’s one of the few RPGs that I’ve beaten more than a few times, often toying with the level up stat choices or maxing out the characters, or trying to go for 100 straight jumps on a single enemy (I never could). It’s a trim, straightforward experience but considering how obtuse or random or grindy other RPGs can be, this was a breath of fresh air. It still is.

But it’s not just battles and talking, no no. Nintendo and Square in the mid 90s weren’t just going to have that, they were going to entertain you every step of the way. There are countless mini games available. It’s not enough that you’re getting swept over a waterfall. You’re going to collect frog coins while you do it. Oh, now you’re rushing down a river? Great, now get ready to jump from barrel to barrel. Hey, we’re hanging out with moles now who are into mining? Glad you mentioned it, now you’re on a Mode 7 minecart track. There’s never a dull moment, and the second you start to suffer from any malaise, Square throws a new kind of race, or obstacle course your way. It’s brimming with variety and even if the graphics are extremely dated in some of these circumstances, I still feel they’re an integral part to the experience. There are hidden boxes everywhere, which entices you to jump ALL the time as Mario. It wasn’t quite a platformer, but it sure as hell had the bones of one, even if the camera angle made some precision leaps trickier than they needed to be.

Is combat too easy? Yeah, it is but that’s not the point. Peach’s Group Hug is the Metal Blade of the RPG world, it’s the most overpowered spell in any game I can think of. Mario continues to be a powerhouse, particularly if you snag the best accessories. There are very few enemies or bosses that require any kind of grinding at all, save for maybe the third Jinx trial and Culex but again, that’s the point. Super Mario RPG is meant to be a celebration of Mario’s platforming and Square’s RPG prowess. It was Kingdom Hearts before Kingdom Hearts. This kind of crossover was just what the doctor ordered for the Super Nintendo’s final year.

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