Super Mario RPG Review

By Fiver


 
Scoring Note: All fields are scored on a 10-point scale in an attempt to annoy Lemmy.

When one mentions classic Mario games, Super Mario RPG is always one of the first to be mentioned. Each of Mario’s SNES exploits (ie. Super Mario World, Yoshi’s Island, and Super Mario RPG) was unique in its own right, though the portly plumber’s first Role-Playing venture definitely takes the cake, both figuratively and literally, as will be seen later in this Review.  It’s not shameful to sit back in quiet nostalgia, recalling Mario’s past trials to purge the Mushroom Land of Smithy’s evil forces, so pull up a Goomba footstool and some Kero Kero Cola, and we’ll talk of Moleville and Seaside Town.

Storyline: 8.5

Sure, the game starts off with Bowser kidnapping Princess Toadstool once again, though that’s merely an interlude to the ensuing events. Soon, a mysterious sword from another world has crashed through Bowser’s Keep, sending Peach and Bowser off to different parts of the Land, and relegating Mario back to his Pad. A diabolically evil factory chief and warlord by the name of Smithy is in charge now, and his minions will stop at nothing to capture the Seven Star Pieces that have been torn from the Star Road. It looks like Mario will be off to find them first! Although SMRPG’s main story may be slightly weak for an RPG, it does hit home the essential elements, such as character development and riveting suspense, perfect for a light-hearted Mario adventure. In addition, the ol’ Mushroom Kingdom flair is quite obviously present, adding much to the atmosphere. New concepts are drawn on during the story, while Mario is cast on many unique side-quests, such as rescuing the Princess from marriage to the insane Booster, or chilling out on Yo’ster Isle, watching the Yoshi races and taking in some rays. In fact, these side-quests are the real meat of the game, giving it a significant leg up over any other Mario quest.

Characters: 10

Pure perfection, really, is all one can say of the residents of the Mushroom Kingdom. Super Mario RPG will have you caring about every last Cloud, Mole, and Mushroom by the time you finally thrust your controller reluctantly down. Mario will eventually join up with an ideal five party members, including a brief pact with everyone’s favourite tyrant, Bowser, and the winning over of Princess Toadstool. My two favourite characters, however, were both new to the Mushroom Land- Mallow, the ‘frog’ Prince, and Geno, the otherworldly hero. Both have intriguing stories to tell, such as that of Mallow’s true origin, and of Geno’s quest to bring justice to Smithy. Each member of Mario’s party has a distinct style all their own, and undergoes at least one major development throughout the adventure. You’ll be pulled along by a passion to learn more about each and every one of them, to delve into the history of their lives and to discover why they have decided to help Mario along in his adventure. The final cutscene, in which Geno makes his return home, brought many a tear to my eye. Even the baddies are given distinct characteristics, such as Punchinello’s haughty ego, and the Axem Rangers' idiosyncratic quirks. Although little information is given about Smithy, I felt that simply helped build to his mystique, which was only multiplied tenfold by that of his impressive minions.

Game play/Interface: 9

As a whole, SMRPG is a smooth game. While it is at its core a collecting adventure, with the ultimate goal to recover the seven Stars, it also contains a potpourri of diverse areas of varying lengths. Thus, although the Mushroom World is mapped out in a linear fashion, the game truly isn’t. This has an enormous affect on game play, as does the innovative battle design. There seem to be just enough attacks in the game to allow for ingenuity, without overwhelming the player. In addition, timed hits breaths life into the battles, giving button-mashers a chance to shine, while not becoming a ridiculously structured prerequisite, ala Paper Mario. Oh, and field mode game play is virtually perfect, with only a slight bit of sluggishness in the jumping feature. On the interface front, battles have an interesting layout, with a different button to activate various commands. Although there is a slight learning curve, the player should get the hang of manipulating Mario by their first Star. The only interface that seems questionable is that of equipment, which is number-heavy and not for some. Equipping Mario’s party can be a pain, as I discovered by accidentally selling the Princess’s only weapon in Seaside Town. There are, however, helpful guides for those who aren’t familiar with such a classic RPG interface placed in the game, such as arrows showing how items will improve stats.

Graphics: 10

One look at SMRPG is all it takes to confirm it’s a picture-perfect game. Character sprites are beautifully rendered, while backgrounds spice up the Mushroom World well. Even the ground is well textured, while the movement grid the game uses is hidden so that it can’t be noticed. This is by far the most elegant game on the Super Nintendo, although Yoshi’s Island’s natty cartoon look could rival it as the most graphically impressive. I personally find SMRPG’s graphics to be better than many games on the Nintendo 64, though I wouldn’t repeat that to any Nintendo executive if you’re still holding out for that Koopa Kid autographed print.

Sound:  10

Perfect, absolutely perfect. This game contains by far the best ear candy of any Mario game, with such hits as Forest Maze, Seaside Town, Bean Valley, and Bowser’s Keep. I have the Mushroom Kingdom tune to thank for my discovery of Lemmy’s Land, as it was an innocent link to that little MIDI and my curiosity at the words ‘go back to my main page’ that led me to endless days of fun. The music in SMRPG is so well done that it becomes foreground music rather than background music- something one would listen to on a CD, rather than in an elevator. I can’t think of a single remixed Mario Bros. 1 tune, although Pipe Vault must have been taken from an earlier game. In addition to high quality, SMRPG’s tunes are also descriptive. Kero Sewers, possibly the eeriest bit of Mario music ever, could tell only of Kero Sewers. As a test, I hummed about ten different tunes from the game to a friend who had never played it before, and he managed to guess the right location from about three choices all but one time. I could rave for hours about the sheer brilliance Square demonstrated with these classics, but you’d be better off to head over to Lemmy’s CD’s and learn yourself. The sound effects don’t quite live up to the music’s greatness, though they are still remarkably well done, only fringing on annoying during a rare 100-jump spree. Fortunately, with foreground music, you can afford to be a little less exact with sound effects, without detracting at all from the sounds of the Mushroom World.

Value/Replayability: 7.5

The one major downside of SMRPG is its lack of significant difficulty. Although the game has many extras, such as the battle with Culex, the Lazy Shell, Grate Guy’s Casino, and more, the game cannot muster more than average value through one full play. I’m tempted to give it a higher rating, since the game is so immersive it gives the illusion of a longer game, but when all the cards are played, SMRPG is a reasonably easy game that doesn’t take a while to play. One factor that did award the game more value was the difficulty in progressing through Bowser’s Keep. One of the worst epidemics in gaming today is a weak finishing area, but Square threw together quite an impressive hodgepodge of puzzles, battling, boss fights, collecting, and character development. One of the greatest ending sequences also helped to bolster the value of the game, though it couldn’t resurrect it entirely. As far as replayability goes, I’m currently scouring the Earth for the game once again, and most other players will find themselves yearning for this classic after too much Paper Mario. Although one may not want to get every character to Level 30 once again, it is still fun to experience Marrymore, Booster’s Tower, Yo’ster Isle, and the like, once more.

Fun Factor!: 10

A near-perfect blend of puzzles, battling, and humorous dialogue and actions make SMRPG one of the most fun games I’ve ever played. There’s something intangible about this game that just makes it enjoyable to play. With a strong character base and plot, the game simply pulls one along by the passion to learn more. For once, it’s possible to care about whether Mario completes his quest or not. The graphics and sound simply add to the ambience. Marrymore is a hilarious escapade, while Nimbus Land is fun and Rose Town is truly frightening upon Mario’s first visit. I can remember the weather outside when I beat Bowyer- cold and drizzly, with the leaves just beginning to fall from the trees in autumn. That’s odd, but I think it has something to do with the amount of attention I paid the game. Finally, strategy gives the game a great feel- that you’re in control, rather than some stuck-up Nintendo designer. That just adds to the fun.

Final Score: 9.5 (I’d like to give it a 10, but no game is perfect)

The positives:
· New, unique spin on the Mario universe
· Good introduction to RPGs for those new to that field
· Excellent, immersive ambience (graphics and sound)
· Strategy that has been unequalled since
· What? Bowser’s not the bad guy?
· Pure enjoyment

The negatives:
· Lack of difficulty and length
· A bit of a plot dip for most RPGs
· Tricky items/equipment interface

Super Mario RPG is my favorite Mario game, and a welcome addition to anyone’s gaming library. Does it deserve a 9.5? Certainly, if not a 10. Unfortunately, the game never really got the publicity it deserved, due to an obscure release date. It was the Super Nintendo’s last hurrah, and one well deserving of such a title.  The worst part of the game was the fact that Paper Mario followed it. Let’s hold out for a real Super Mario RPG 2 now, shall we?

The Bottom Line:

If you still have a Super Nintendo and have never played the game, or you played the fool and sold it, like myself, then I suggest purchasing one on eBay or at your local used games retailer. For those smart enough to hang on to the game and a system, why not take a trip back down memory lane? You’ll enjoy every minute of it. However, if you don’t own a Super Nintendo or the game, I recommend you pass on SMRPG, unless you can borrow both from a friend for free. I wouldn’t go to the ends of the Earth to get the game, even if it is worth it.
 

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