Super Mario RPG is an endearing, perplexing relic
polygon.com
polygon.com
Sometimes we would hang out on AIM and see who could answer questions from newbies the fastest. ("Which Final Fantasy is Culex from?" being a favorite.) Other times we would just talk about life. I remember talking with my best friend from those days (the one who disappeared) on the night the US invaded Iraq.
Nostalgia goggles and all, but I miss those days of the Internet.
Edit: looks like I was wrong. I genuinely believed this for 26 years.
I hope a new generation of SMRPG players gets to experience that now for the next 26 years
It had to be one of the most popular Web 1.0 sites around
I can't find myself saying that Geno and Mallow "don't fit the Mario canon" - we've seen characters in the RPGs who have full arcs or "emissary" style personalities (Paper Mario 64 and Super Paper Mario jump to mind immediately) and the baddies almost certainly are just as fitting as the random cadre of bosses you get in the platformers.
I don't think it aged that badly either. There's a sort of oddball humor to the game because it was originally translated by Ted Woolsey who didn't have a series bible for the Mario games. (Especially since a lot of the games humor in some places was derived from Japanese anime and stand-up comedy, so he had to invent certain things from whole cloth since the references are otherwise incomprehensible to a non-90s Japanese audience).
That said the game is definitely from a time before corporate brand management forced these characters to be stripped down to just their most basic personality traits. I'd say that's a good thing though.
It's just a really good game overall and it's easy to see how Paper Mario ended up evolving on these concepts and what's the good old "Square weirdness" that's only present here. Makes you wonder where things could've gone, had Square not moved FF7 development from the N64 to the PlayStation.
What I mean moreso by that is that FF games up until 9 more or less had this shared tone of "stories with gravity interspliced with extremely goofy moments and oneliners".
SMRPG fits that tightrope almost as well as the more well known games it shares a platform with (Chrono Trigger and Final Fantasy 6); there's multiple gags but the game also still treats this idea of "Bowser just got upstaged by this army of metal guys" with a completely straight face. The stuff surrounding the core story of the Seven Stars isn't undercut by anything but it's still followed up by the running gags of Mario doing impressions of the various NPCs he's met because he's a silent protagonist and they wanted to animate an explanation.
Later Mario RPGs would largely ditch that gravity in favor of just going all-in on the goofiness as the RPGs went on (Mario & Luigi got a really bad case of that). Square on the other hand bled creatives during the merger with Enix until Nomura was the only one left and he got super up in his own ass about storytelling... which led to Kingdom Hearts becoming what it is.
I'd argue there's one more, though I may be biased as it's what got me into RPGs - Final Fantasy Mystic Quest. It's a relatively unknown title as it was an attempt by the Final Fantasy franchise to get beginners into RPGs. It's like Super Mario RPG in a lot of ways, including seeing monsters on the overworld. However, it's much more like table-top RPGs, without mechanics such as timed hits and with more standard RPG monsters and spells. Personally I love the art style they went with in the game, it's the peak of pixel art IMO.
With SMRPG, you can at least still block while asleep/mushroomed/scarecrowed.
It really kicked off a lifelong love of the genre
There were some fun box-moving/jumping puzzles though.
Odd game for sure
Speaking of Peak pixel Art : Paladins quest. Thats Mystic quest on crack
Game design from the 80s and 90s has an aspect that will never come back again: players could be expected to spend actual time with a game, play it without rushing, explore and find things out on their own. The world has changed and I will not say what is right or wrong, but this expectation and design will never come back.
This type of game design 100% still exists. FromSoftware is probably the best current example, but it's also prevelant in so many indie games.
I'm currently doing a sweep of the From catalogue in release order, and I have to say, wow I love their early approach to game design with King's Field and Shadow Tower. (Armored Core is fun but not really my cup of tea)
Tonally I'd say 64, TTYD and Super manage to stick close enough to being "quirky, yet funny" with all of them having some emotional beats that they don't undercut. Sticker Star, Color Splash and Origami King all veer into self-parody levels when it comes to the writing and it just... sucks really. It's hard to take the entire thing seriously when everything you interact with makes a joke about how everything is made of paper every other sentence.
Mario & Luigi for the most part isn't really based on SMRPG. Most of it's DNA comes from a game called Tomato Adventure instead. That said, it did end up borrowing the more superficial RPG elements. Superstar Saga and Partners in Time probably fare the best in terms of mixing more RPG-like elements, while the games after would rapidly swing between "way too easy" and "absurdly difficult" when it came to the interactive component.
I'd say that last bit about game design only really started to fade away in... around the early-to-mid-2010s really. It was falling out of favor before that with Xbox and Playstation's approach to game design but the whole "everything is online now" means that games are trying to fight with their players against the inevitable deluge of other games out there.
Yes, it's inevitable, I understand and that's why I said that I don't want to step into right vs. wrong territory. It is what it is, but personally I find it exhilarating to step into a world like the ones from King's Field or Shadow Tower (early From Software games) and realize I have absolutely no frigging clue of what's going on around me, and then slowly learning how to handle the crushing difficulty until I master it. By coincidence the commenter below mentioned From Software which was exactly what I was thinking of when I commented. Early Souls games are also good examples, but even they have become basically arcade-fighting games by now.
So unlike most games today which are mostly a ROM device, SNES games were actual computers on a cartridge.
But I think they were saying the chip in the cartridge this time is faster than the chip in the cartridge last time (which was still faster than the SNES's processor)
I only played it through emulation (on ZSNES, in Windows 98!) but I was very young, and I'm a non-native English speaker so the gameplay felt even more obscure to me. It's crazy how now, that I have a better understanding of English, some things I got stuck for a long time when I was a kid were actually quite simple.
The most fun to me, it's that still retains the magic, the OST is still great (and the option to use the classic one is quite a gift), it feels mysterious and magical. They did an amazing job.
Where it feels a bit archaic is in the gameplay side of things, simply because its successors have built on its ideas so much. The action commands and being able to block enemy attacks in battle were a novel concept back then and still work well, but the Paper Mario and Mario & Luigi series have taken those ideas so much further than it can feel a tad quaint by comparison. When your successors let you block/counter everything and have attacks that sometimes play out like entire mini games, having moves that require pressing a single button with seemingly arbitrary timing can feel a tad basic.
And the overworld exploration feels a bit similar sometimes, just because of how future games go full on Zelda style exploration dungeon with your abilities and how you can navigate the world with them, while this one mostly plays out more like a traditional RPG overworld map.
But it's definitely very approachable for a new player, and someone who hadn't played this in the 90s is going to get a very enjoyable experience trying the remake for the first time in the 2020s.
The golden age of RPG's was the release of the playstation. The combination of mechanics that had been refined into the richer world of cd quality audio, voice dialog, visual improvements to 3D worlds and CGI sequences.
Final Fantasy VII, VIII, IX, Chrono Cross, Breath of Fire, Arc the Lad, Tales of Destiny, Grandia, Lunar, Star Ocean, Breath of Fire, Xenogears, etc...
> Or it did in 1996, anyway. As great as they are, one quality that mid-’90s Square games do not share with Nintendo’s work of the same era is timelessness.
They're timeless in my heart. I guess I kind of see the point: Super Mario World is easier to show to a modern audience than FF6... But they are iconic and durable and still fun to play.
Of course, graphics improve with each year, but hitting those first 3D consoles (and PC games) was amazing in a way that nothing else that follows has been. Hearing actual orchestral music or live acting in a game was fantastic.
Everyone remembers Mario 64 or the expansive open world Zelda: Ocarina of Time. In the same way, Final Fantasy 7 or 9 represent the best FF games to many people. Mario Kart is still the universal poster child for group games.
I'm glad things have continued to improve, but those first few consoles had growth of an industry so much more impactful than anything from the last 15 years (again, apart from good online play).
That all said, after a 3-4 year break from games, I did get quite a lot of wonder from Destiny 2 and Monster Hunter World as it took quite a happy period of readjustment before I could see the invisible walls and game objects again. So maybe some of it is an age/experience thing...
But the core gameplay loop of D2 with its weird chore mechanics are a far cry from the fun and adventure some games like OG Chrono Trigger had...
I remember it being bigger than Quake. Everyone I knew had played it, but not everyone had played quake. Probably do to the great/easy 4-person multiplayer.
It received critical acclaim and sold over eight million copies, making it the third-bestselling Nintendo 64 game.
I was surprised how much of this was new to me.
My favorite little bit of hidden functionality was that you can become an indentured inn-keeper in Marrymore. It had this weird mechanic that you could request to stay another night right from your room. The game designers could have been lazy and just prevented you from staying another night if you didn't have the funds, but instead they built this entire game mode where if you go into debt, you can't leave the hotel until you pay it back by working as an inn-keeper. I remember getting stuck there for a ridiculous amount of time because of how many nights I stayed at the hotel thinking I was getting away with something.
I understand the thought process because there is some serious work doing CGI and VA (x2+ for EN/JP+) and all but there really was some magic in discovering all the hidden stuff and games as recent as Elden Ring and BotW show that there is still a big appetite for exploration and discovery.
Wonder what that would look like for modern Square games...
So this could very well be the last official Mario RPG, a remake of the very first.
The fact that we've had probably nearing 10 Mario RPGs since then says a lot about this game.
Even though I devoured games like FFT, I still think of mechanics like the gunblade trigger so fondly
I played SMRPG as a kid in the late 90s using an emulator and a cracked ROM.
The game was translated to Portuguese and apparently the translators were big Dragon Ball Z fans.
It was quite the experience reading Nintendo characters calling each other maggots and such.
it reminded me a lot of the original pokemon games. which i did also enjoy back in the day.
I would love to see a true sequel on Switch 2 with new characters and new lore - give Mario some new friends once every 25 years!
Would be an innovative way for new characters/IP/stories to build out over time/generations.
That said, I'd love to see a sequel to SMRPG in a 3D style, rather than always using the "paper" style for RPGs.
It's very explicitly the successor of this game (also seen in how it kinda mimics some of the basic plot beats), it just got renamed during development.
Dealing with the disappointment of the new installments was one of the many things that ultimately weaned me off of regularly playing video games. I realized things didn't strictly get better, and that we often get sold things with just with a different coat of paint.
The badge system is phenomenally customizable. Different kinds of attacks, defenses, ways to play.
I've heard good things about the remake and still find this to be one of the most accessible games in the RPG genre that I've ever played.
But you know what game will really mess with your head? I mean, the art isn't as good, but it doesn't matter:
Earthbound.
(Also its predecessor, Mother. You can find translated ROMs.)
I’m probably just stupid, but games back then had this tendency to make everything into a maze, where the “challenge” was in figuring out what the hell to do next. SMRPG suffers from this too, there’s a few points near monstro town that if you don’t know exactly where they’re trying to get you to go, it’s really confusing. Childhood me couldn’t figure it out and I never made it past there (I have since revisited and completed the game.)
You’re a kid out on an adventure. Relish it.
I gave it another try when it came out on the switch SNES app last year and the game is absolutely magnificent. I wish i had actually played it as a kid. I don’t even want to spoil it, but there is so much creativity and love that went into some of those areas. The final battle is one of my favorite moments I’ve ever experienced in a game. This is a great candidate for a new remake (or better yet sequel) but I don’t think it’s going to happen.
It was also never released in Europe.
I was also reading gaming magazines and was already collecting pretty much every Squaresoft RPG at the time, though.
So why doesn't Super Mario RPG feel as good? Not sure. Could be the isometric faux-3D graphics haven't aged well (and make platforming a chore), so the remake would solve that to some degree. I think it's something deeper though. It's fun, but everything is so... trifling? It's fun but it feels like a snack.
Is this what you're referring to? The original SNES release did have that subtitle:
With that said, I am so sick of remakes. When I first heard a 2023 Super Mario RPG was coming out I was so excited that we'd get an actual 2023 SMRPG. Not a remake. Everything is a remake nowadays. I have zero, absolutely zero desire to replay a game I beat when I was 12.
It's like the FF7 remake.. my god. I put like 80 hours into that game, probably an entire school year. Play it AGAIN? Are you kidding me. For the exact same story?
These JRPGs aren't exactly fun to replay. There's usually no fast travel, no ng+, nothing. It's the exact same game over and over. How many times do you think I want to get the Masamune?
Many people are so upset because they didnt get what youre saying would be so bad, an actual remake or remaster.
Polygon started in 2012, it’s not a new site, but it’s not that old.