Super Mario RPG: Legend of the Seven Stars Review

By The Dryest Bones

Super Mario RPG: Legend of the Seven Stars... now THERE is a game that brings back so many memories. Mario's first RPG. The dream Nintendo x Square project. That game with Geno and Smithy in it, and those other guys. The first game where Mario teams up with Bowser to destroy a greater evil. One of the greatest games on the Super Nintendo. Yes, all of these thoughts and more cross your mind when Super Mario RPG is mentioned. Quite simply, it's one of the most memorable games of all time, and for good reason.

Mario RPG took what we loved about the Mario platformers - the characters and... well, jumping - put it into an isometric point of view, added graphics that rivaled Donkey Kong Country's, put it into a Final Fantasy-like battle system, and finely polished the product until it was a shining example of what two companies working together can truly accomplish.

For its time it was, undoubtedly, a masterpiece.

However, let's skip ahead. It's 2008 now. There's been four Mario RPG's since Super Mario RPG's release, as well as Super Paper Mario, the pseudo-RPG. The morning sun shone bright for Mario RPG's, but how does that compare to the last eight years of storybook adventures and brotherly love?

I haven't played this game since I was extremely young, and just had the fortune of finding some kid two months ago who traded it to me for my PS2 Multitap. I've had a fresh experience with the game, looking at a plot which I could barely remember with new eyes. However, unclouded by nostalgia and memories, how does this game stack up? And, more importantly, is it worth the 800 points it costs to download it from the Wii Shop Channel?

I'll be reviewing this on a scale of one to five stars, with one being a failed effort and five being a superstar success.
 

Story: ***1/2

Once upon a sunny day, Princess Toadstool is picking flowers right outside Mario's house. However, suddenly, the sky turns black and lightning flashes as evil envelops Mario's humble abode. From the skies, the menacing King Bowser Koopa swoops down in the Koopa Clown Copter, and snatches the fair maiden. The skies calm as the clouds are pierced with a single shriek of "HELP!" from the princess. Immediately, the ultimate hero, Super Mario, bursts from his home and jumps into a brand new adventure.

... All right, that's a really overdramatic way of explaining that it's "Bowser kidnaps Peach". And really, I like the storyline. I can live with "Bowser kidnaps Peach", and play it over and over again, it's just a timeless concept that almost never gets old. However, this game is famous for being the game that breaks the mold for Mario stories. Just as Mario defeats his nemesis, a gigantic sword crashes through Bowser's Keep, sending Mario flying right into his house, Bowser to who-knows-where with a small portion of his Troop, and Peach to some tower in the middle of nowhere. When Mario goes back to investigate, the gigantic sword declares the world to belong to the Smithy Gang, a giant force of mass-produced robots led by boss robots that are made out of one type of weapon. The sword then breaks the bridge to Bowser's Castle and sends Mario running. With one last look, Mario turns away from the giant sword. His heart heavy and spirit burning, he strolls into his new, more important quest.

And basically, that's the whole plot. Yes, there's some thing about the Star Road (the thing that grants wishes when the Star Spirits are taking the day off) breaking into seven pieces and Mario collecting them, and then there's the whole thing about a character named Mallow's identity, and there are even a few plot twists. Oh, and Bowser joins Mario.

Yeah, BOWSER joins MARIO.

At the time, this was absolutely astounding, amazing, unheard of, unspeakable, unthinkable, and good. Even today, the concept is, while certainly not as dramatic, pretty darn cool. The main plot was probably the most complex Mario plot ever until Paper Mario: The Thousand-Year Door came around, and even then, it's debatable (though Super Paper Mario has it beat hands down). The plot also gets kudos for setting up the rest of the Mario RPG series, each and every one revolving around collecting multiple, often star-shaped objects, and a majority of those objects having the ability to grant wishes. However... this is where my praise ends for the plot. We're dealing with Square here, folks. This is the company that, just a few years later, made Sephiroth kill Aries. The plot could've really been something deep, something that would shake the foundation of Mario's world. Instead, most of the villains in this game seem more for comic relief than actually being a threat. I understand that Booster and Dodo and other such villains are made for comic relief, but the only boss I could really take seriously was the Czar Dragon. Bosses like Yaridovich and Mack could've been more... serious and threatening, rather than like goofballs. I just find that there was so much potential...

Another gripe I have is with the main villain, Smithy. I like his personality, his attacks, and his look. What I really dislike is how he's introduced. Normally, games give us a lot of exposure to the main enemy before their motives are explained. Even shocker final bosses, like those of Paper Mario: The Thousand-Year Door and Super Paper Mario, often have elaborate plots, and it really feels like they contribute a lot to the story. In this respect, Smithy falls flat. The first time we ever hear his name is when his giant sword, Exor, states that the world will be ruled by the Smithy Gang. That's cool and all, but since Smithy doesn't actually appear until the very end of the game, I spent a bit of the game thinking that Exor was Smithy (until I remembered his name). However, when Frogfucious, the game's "sage" character, elaborates on Smithy's plan, he does it in such a casual manner, as if Smithy was a well known character like Bowser or the Koopalings (they were decently well known at the time). By the time that Geno appears and the plot is almost fully fleshed out, I'm almost completely lost as to what Smithy's motives are. Even when Smithy himself explains it, I'm at a loss. If I didn't have my little footnotes on Smithy and Exor, I'm certain I would've been pretty lost the first time around.

The main plot also takes backseat to several little sub-plots, such as rescuing Princess Peach from a psycho and figuring out how to stop a coup in a strange, sky-high kingdom. Now, it's not so much these events that irk me so, as dialogue is usually at its best in these little breaks from the main event. However, it just feels like Mario goes off on every single lead he can find, instead of thinking things through, especially the portion where he hears that "a princess fell from the sky", and automatically goes out of his way to rescue who he assumes is Peach. The plot, in this way, just feels sort of choppy and woven together in an underwhelming way, especially compared to MARIO AND BOWSER ON THE SAME TEAM, ZOMG!

Finally, it doesn't really seem that Smithy is... well, interested in collecting the Star Road Pieces. Two of his boss bots collected Star Pieces by coincidence and luck, while the only two seemed to give an honest effort to collect the Pieces. Even worse, the two (well, six... yes, one is a team of boss characters) that do give an effort only go for the last two Mario collects in the game (with the exception of the one that, once collected, beats the game for Mario). This means that for about the first half of the game, it feels like Mario is either unopposed in his quest or is just fighting Smithy's minions (and some guy who likes bombs) for the sake of fighting them.

In short, the plot gets the job done, is very clever in some places, and is quirky and light-hearted, but doesn't really fit the epic atmosphere created by a giant robotic army trying to takeover the world after defeating the world's greatest (or at least most famous) villain. An underwhelming sense of pressure and a rather passive final boss can really make the story seem... a bit bitter, but not bad.

Yes, I know, I took WAY too long reviewing the story, but in RPG's, it's just so important to me. It really acts as a driving force to playing the game, and I adore reading it.  But, I digress, let's move on...
 

Graphics: *****

This game was so large and technically amazing, it needed a 32 MEGABYTE CARTRIDGE! But really, the graphics in this game are excellent. I personally prefer the graphics of Donkey Kong Country 2, the textures in that game just seemed a bit better and the characters more realistic, but this game REALLY gives it a run for its money! All of the sprites in this game are rendered in 3D, and they all animate fluidly. Bowser is a prime example of this... he's extremely well rendered, even having a bit of shading detail, but his animations are so realistic. Bowser's animations haven't been at this level of realism until Super Mario Galaxy. The graphics really pushed the SNES to the limit, and showed what a lot of effort could result in. I know that a lot of previous reviews have stated these graphics look sort of... well, abysmal compared to Nintendo 64 Mario efforts, but I wouldn't be so sure. Maybe I'm just a sucker for good ol' SNES graphics, but I feel that the more condensed, slightly more detailed SMRPG models are a bit prettier than the cartoonish SM64 ones.
 

Sound: ****

There's sound, and it sounds beautiful. Some themes like the Mushroom Kingdom, Bandit's Way, Booster Tower, and Bowser Battle themes are instant classics that I absolutely adore. Specifically prominent are the Smithy Battle, Credits, and the "Beware the Forest's Mushrooms" Forest Maze songs, which are absolutely wonderful in score, and a pleasure to listen to. It's just a shame that some of the game's best tunes only play once, or in one specific area. Some of the other tunes, such as the one that plays when in Mushroom Way and the regular battle theme, aren't really as pleasing to the ears as the other music, and get old as they play so often. Other songs, like Grate Guy's Casino and Tadpole Pond, are really basic and dull, but those are in a great minority. As for sound effects and voice clips, they're... all right. Bowser's growls are only so-so compared to some of his later roars, and the jumping noise is... all right, at least bearable for how often you hear the noise. I really adore the "Chimes" attacks, as they often give short, rather peaceful remix of Mario music from either Super Mario Bros. or Super Mario World. Otherwise, there's a fairly standard assortment of regular punches and slashes for your sound effects, nothing TOO special or TOO annoying.
 

Characters: ****

Wow, just... wow. In scope and in dialogue, the amount of characters in this game is absolutely astounding. While this game doesn't have the same amount of NPC's as Paper Mario, and they aren't as wordy, it comes pretty darn close. However, unlike Paper Mario, very few NPC's are wasted. Most of them actually give Mario useful information, or can be revisited later to pick up items from. The number of NPC's that do this is far greater than the number in Paper Mario. I was pleasantly surprised by this, and it really gave an incentive to checking out all there is to check out in this game.

As for the main characters... well, they're pretty good. Mario is the main playable character. He's joined by Bowser (who needs no introduction), Princess Peach Toadstool (same as Bowser), Mallow (a weather-manipulating mage who thinks he's a tadpole), and Geno (a mystical entity from above who possesses an action figure; also arguably the most memorable character in SMRPG). The main party is overall good, and I'm satisfied by the size. However, once certain items are unlocked, the party becomes totally unbalanced, making Mario and Peach nearly invincible, Geno great, and Mallow and Bowser in the dust. It just feels like, by the end, you have such a powerful team in Mario, Peach, and Geno, why bother with Bowser and Mallow? I also would've preferred a sixth character. Yoshi DOES appear in the game, but his role is extremely minor. Luigi also only gets a brief cameo, and I really would've liked him in the party. There are also a lot of mini-bosses that seem to be just the right size to join Mario's party, but don't (such as Johnny Jones and Booster). I'd even settle for Toad if he wanted to join, but nope. There was just a lot of potential for another party member, especially since you collect the five playable characters before the game's halfway point!

The enemies are why the character score is pretty high. There are quite a lot of them, and it combines a lot of new faces as well as good ol'fashioned Mario enemies. While the "retro" Mario enemies are in the minority in favor of the newer ones, that's all right. What Super Mario RPG does is create new classics for us to adore. Who could forget the jaw-dropping, rib-busting performance put on by Booster, the game's largest source of comic relief? How about the regal, cold-hearted Queen Valentina, who gave the game a more intelligent, more dignified tone? Vhat about ze great Chef Torte, who has ze smallest role, but ist OVAIRFLOWING vith personality? Overall, the cast is a memorable one. Without saying much, they can become instant classics.

However, there are a few enemies I really just don't like the design for. K-9? Artichoker? Armored Ant? These enemies have a sort of "real world" feel to them (well, as real as a giant armored artichoke and a giant ant with a sword can get), and just feel really out of place. Giant evil spellcasting carrots, Shy Guy reapers, and Goombas made out of jelly I can handle, but some of the enemies just feel... well, like they should be in another game. But, for the most part, the enemies are done very well with a few exceptions...
 

Difficulty: **

Ugh... Sorry, but this game is FAR TOO EASY. The extra star of difficulty comes from the desire to speed through the game on the first time, you know, to experience the whole story and what the game has to offer. Often you'll probably miss a few battles that'll net you an item that could really help in a boss fight, and then you'll really have to fight in order to beat the boss. However, this game is not difficult. It's made me worry a bit, but I only got one game over on my first playthrough, and that was because all of my characters were asleep, and I had the misfortune of watching the boss I was fighting unleash three instant death attacks in a row (Count Down, for those of you savvy with the game). Super Mario RPG is littered with free healing spots, healing items, and save points. In fact, at one point early in the game, I could literally pick up ten healing items within four minutes. It doesn't help the difficulty that some of your party members have outrageously overpowered spells (with the exception of Bowser, who has horrible and costly magic abilities). While wasting little magic power, I can heal my party to full health, boost a character's offense and defense by 1.5 times their normal amount, and deal about 450 damage to an enemy in one shot! And that's all in one turn, using some of the characters' basic spells! Having three party members in battle, rather than two, seems to be a bit overkill, as you overpower mostly everything in sight.

Just to prove my point, in one of my playthroughs of the game, I quickly whizzed past an early chunk of the game (Mario is DEADLY when used correctly) so I could get to Bowser. Right now, I'm early in the second half, only using Bowser to attack, defend, or heal. Thus far, it's still been a pretty easy game, with a few bosses posing little challenge. Yeah, if I can use Bowser, who stinks at magic that would normally make the second half of the game super easy, to just plow through the game, imagine what would happen if I added Mario and... oh, say, Geno. And, no, I am not overleveled, I'm actually a bit underleveled compared to what a few strategy guides suggest. The game's just rather easy...

However, there are SOME challenges in the game. There's a secret boss that seems to be impossible to beat if you don't have extremely cheap items equipped, and some mental puzzles near the end of the game are really quite difficult (I still haven't figured out how to pass one of the puzzles, three runthroughs later... I refuse to use a strategy guide for that). However, the game is easy, and only really gets hard occasionally if you choose to challenge yourself.
 

Gameplay: Well, let's talk about it, shall we?

Super Mario RPG's really a unique game. Later Mario RPG's take a lot of nods from it, but its formula is never truly practiced in a Paper Mario or Mario & Luigi title. Thusly, I've decided to look at the gameplay from all aspects, and after looking at them all, come to a conclusion.

Super Mario RPG: Legend of the Seven Stars is played from a unique perspective never seen before or since in the major Mario titles. Unlike 2D Mario platformers of its time or the free-roaming environments of the 3D Mario games and Paper Mario titles, Super Mario RPG focuses on an isometric point of view. It's also called the "three-fourths" viewpoint, as it is approxomately 120 degrees upward from the usual 2D viewpoint. However, it's not quite a birds-eye viewpoint, as you'd find in most classic Zelda titles. It's rather confusing to explain, I know, but bear with me. If you've played Mario Super Sluggers, the viewpoint is a lot like the "adventure" portion of the Challenge mode. This viewpoint is both a blessing and a curse. On one hand, it's much easier to see enemies coming, and devilishly crafty puzzles can be made from it, those that couldn't be made from a view used in games like Paper Mario. In fact, one particularly difficult puzzle uses the viewpoint to its advantage, making the player have to "feel" around a 3D maze, in which Mario can't be seen as he navigates it. This viewpoint is also satisfying in that enemies don't seem awkwardly crowded in one line, as they do in PM games. However, the viewpoint performs rather poorly as far as function goes. As Mario transverses the world, I've found it difficult to properly allign jumps in a somewhat 3D environment with the control pad. Though playing this game on the Wii does help with the addition of a control stick, the movement still feels a bit awkward. There's also a segment of the game where Mario must climb several beanstalks in order to climb up into the sky. However, the beanstalks have various layers of depth to them, and that is very hard to see in the isometric viewpoint. I missed the beanstalks many times, which resulted in a lot of frustration. Fortunately, this climbing challenge is only in one area of the game, but when it interferes with my gaming experience, it's gone a bit too far.

Mario RPG can be divided into three parts as far as gameplay is concerned. First, there is the exploring, or "platforming", part. This is what you'll be doing when you're NOT in a battle or participating in an activity. So, in short, this is pretty much what you'll be doing for nearly half of the game. Mario handles decently, with the few issues I pointed out above. Mario can walk, he can run, he can jump, he can perform various actions (you know, the "talk" button that does everything the other buttons don't), and he can check his inventory. Overall, it gives all of the essentials to a platformer and an RPG, and that works out well. However, I'm going to have to say I enjoyed this part of the game the least. I'm a fan of more linear games, exploration has never really thrilled me too much (with the exception of certain Metal Gear Solid areas, of course). Depth is really an issue, as it's hard to tell where objects such as coins are in the vertically-scrolling areas of the game.

Next, we have what about 50% of the game is, the battle screen. There are four options in the battle system: attack, item, special, and defend/run. Each of these are triggered by a certain button. I found this to be really organized, like a computer with a lot of files but several folders to break them down into, which is nice. Mario's "Jump" technique is combined in with his Special Moves, while his "Hammer" technique is incorporated into some of his regular attacks. Each character has their own unique special moves. For example, Mario has jump and fireball-based attacks, Mallow controls elements of the weather, Geno can fire energy beams, Bowser can summon his minions, and Princess Toadstool can heal very well. With the exception of Bowser, who has very few special moves none of which are very good, there is somewhat of a balance between the characters as far as their attacks go. Of course, all of them (but Bowser) are ridiculously overpowered when using these special moves. Most of these attacks can often end a battle, deal major damage, or KO an enemy in one attack. I know that the Star Spirit and Crystal Star powers of Paper Mario and its sequel were a lot like this, but these special moves can just be used so often, it's ridiculous. Granted, your enemies do a lot more damage than in the Paper Mario games, but it just seems like overkill giving the party so many powerful moves, and so much access to them.

However, the battle itself runs very smoothly. Depending on an unchanging speed stat, one character will start off the battle.  From there, you have the opportunity to either use your own attacks or block your opponents' attacks, depending on whose turn it is.  This is the game that introduced "timed hits" to the world. That is, when you press the attack button at a certain point in the attack animation, it'll do more damage. This was the precursor to "Action Commands" from the Paper Mario series, and really, I like how it's pulled off in SMRPG better. SMRPG calculates the opportune moment to activate the timed hit. If the timed hit is activated remotely close to the chosen moment, it will deal the extra damage. However, the closer you are to the exact moment the game calculates, the more damage you deal. I find this system exceptional, rewarding players for their dedication to the coordination, and a little less forgiving, yet more rewarding, than the system seen in Paper Mario. The defense system is the same way, though some attacks (i.e. most magical attacks and explosions) are unblockable. The closer you are to the exact moment the game wants you to defend, the more damage you guard. In fact, if you guard at the exact moment your opponent is about to strike, you nullify the damage completely. This is comparable to Paper Mario: The Thousand-Year Door's Superguard technique. However, I prefer the guarding technique in SMRPG, as the Superguard was extremely difficult to pull off. SMRPG's guarding at least has a nice learning curve, just like its attack system. This makes for an overall enjoyable and competitive battle experience.

Like Mario & Luigi games, Super Mario RPG features stats. There are five main stats, which can be improved over the course of the game: HP, attack, defense, special attack, and special defense. Every level-up, you have the choice of upgrading your characters' HP, attack and defense, or special attack and special defense by a small boost. These stats can be further increased by equipment, which is a pleasant addition to the game. Equipment, with the exception of two kinds of armor and most accessories, is unique to a certain character, and dramatically increases their stats. There are three kinds of equipment: weapons, armor, and accessories. Weapons increase attack power and change the timing of timed hits. I was very pleased by the addition of these weapons, and some of them, like Bowser's Hurly Gloves and Chomp weapons, are extremely clever. Also, fortunately, there are no swords. Armor generally increases defense and special defense, but can occasionally affect other stats as well. In order to keep up with most of the enemies in the game, you'll have to constantly upgrade your armor and weapons in order to keep up with your foes' powerful new spells and attacks. However, there is one last item: accessories. Accessories take the place of badges like Power Plus, Spike Shield, and Feelin' Fine from Paper Mario installments. These accessories have various effects, such as increasing speed, blocking status problems like poison, fear, or scarecrow (you'll see when you play the game), or stopping instant death attacks. I find these extremely useful, fun to experiment with, and worthy rewards for sidequests.

I believe I need to take a moment to talk about the speed stat. I've noticed several of my preceding LL SMRPG critics complaining about the turn order, which all comes down to this stat. Normally this stat doesn't exceed "30" for your enemies, as that's the speed of your fastest character, Geno. However, like the Pokemon series, you cannot see your opponents' speed, so you have to rely on previous encounters in order to figure out what works and what doesn't. Therefore, there are some enemies with an insane amount of speed (such as Axem Black... who can attack twice in one turn) that can be really frustrating. What's also annoying is that speed doesn't ever get boosted unless you use a speed-boosting accessory like Zoom Shoes or the Troopa Pin. Though the speed is constant for both heroes and allies, it is somewhat annoying. I didn't find it THAT big of an issue throughout the game, but certain late-game bosses made it annoying enough to be mentioned.

There's one more stat I've neglected to mention, as it is extremely unique: Flowers. Flower Points in this game serve the same purpose as they do in Paper Mario: they allow you to use more powerful moves. In this game, you start with ten Flower Points and can work your way up to ninety-nine maximum. However, the method of collecting Flowers is very different from Paper Mario titles. In Paper Mario, you would have the option of upgrading your total Flower Points by five every time Mario hit a level up. In SMRPG, Flowers are collected on the overworld. Each Flower Mario collects increases his party's total Flower Points by one. In addition, Mario can collect items called "Flower Tabs", which have the same effect as Flowers. There are enough Flowers in this game to bring Mario to his maximum before he reaches the penultimate boss (hint: Exor), which surprised me, as I often found myself in other Mario RPG's wishing for more Flower Points. I really like this system of collecting Flowers. Like accessories, they really give an incentive for finishing subquests and beating optional challenges.

All right, we're ALMOST done talking about gameplay. The last part of the game is all mini-games, which should take up about... oh, 7.5% of the game. However, unlike some mini-games Mario has produced (yes, I'm taking Mario Party into account), these games are genuinely fun. Sure, the rewards aren't so great for them, but that's all right if they're just plain fun to play. They really serve as good diversions from the main game. The reason I've put them in their own section, however, is because the controls for these mini-games are often different than the controls for the regular game. There are many games within SMRPG, including a beetle-themed shooter along the lines of Galaxia, a game where Mario must navigate a tricky track on a runaway mine cart, a realistic (and therefore very cheap) simulation of Blackjack, and a game where Mario must try to collect coins as he falls down a waterfall and into a river. However, there ARE a few exceptions, such as the mini-games that keep Mario in his usual isometric point of view and force him to use his rather bad jumping control. For the most part, though, these games really serve as fun breaks in the action.

All right, that's it for gameplay. Oh, you wanted a score? Well, I GUESS I'd give it three and a half stars overall. There are some aspects of the battle system I like, and some I don't like. I really dislike the platforming aspect of this game, but the mini-games are really fun. In the end, everything balances itself out, with a few exceptional things really shining.
 

Replayability: ***

Super Mario RPG isn't very long. On your first playthrough, even if you don't get a single game over, it should take you about 10 to 15 hours to complete the game, maybe a few hours less. It's not Paper Mario: The Thousand-Year Door, which normally clocked about twenty hours or more if all of the dialogue was read. Super Mario RPG moves along at a pretty brisk pace, and you'll probably feel like a dungeon or three is really too short. However, it's a pretty healthy size for a SNES game. However...

There are many secrets in this game~
Many of which drive some peeps insane~

Yes, there are many hidden items within SMRPG's walls. From extremely cheap Red Essence bottles to secret Flowers to an extremely powerful hidden item, there are plenty of secrets to uncover. The game also has a lot of fun easter eggs and cameos, including appearances from Samus and Link, and a realistic simulation of being a bellhop. Uncovering all of the secrets adds quite a bit to the game. However, some of these secrets are really trivial, difficult, and annoying, like beating a game of luck 100 times, or doing 100 consecutive jumps on a single enemy, where the margin for error is extremely small.

Also, there's nothing to be done at the end of the game. It's like Paper Mario: there's a save point before the final boss (well, before the mini-boss you must fight before the final boss, at least), but the game does not let you save after defeating him. Once Smithy is destroyed, that's it. The End. This really disappointed me, as I was hoping for more dialogue from characters after he was vanquished, or perhaps one last challenge area. That's really disheartening, and really cuts down on the replay value.
 

Fun Factor!: ****1/2

All right, despite the sub-par mechanics for travel, despite little to do after Smithy is no more, despite the game basically handing you victories on a golden platter, this game is FUN. I really can't tell you what it is about this game that makes me like it so much, to tell you the truth. I just find that it's really, really addicting to play (you know, like most eight-year-olds find with a First Person Shooter. Only with Mario... and no first person... or shooting). This game was really a delight to play, and while the game grew dull at certain points (Land's End and Rose Way, I'm looking at you), it was just a thrill to go through. It's also really, really fun to do successive playthroughs. As you may or may not remember, I'm doing a challenge where I can only use Bowser, and that is just so much fun to play. This game is gripping, addicting, and quite fun to play.
 

OVERALL: **** out of five

There we go. One of Mario's most memorable adventures of all time earns four stars out of five. Super Mario RPG: Legend of the Seven Stars is an excellent game. However, there are a few issues that keep me from giving the game a higher rating. Note that I don't play many difficult RPG's, I stick to mainly Pokemon and Paper Mario, and this game still struck me as pretty easy. There are just so many ways to cruise through this game, it's not even funny. However, this is a game where you can have your cake, beat it up, and watch a fat guy that looks like Wario eat it, too!

... You know what I mean. It's a great game. Not the best, not the worst, but it sure is fun to play, and has the most options out of any Mario RPG out there.

So, the question is: is one of the most fun, famous, and beloved RPG's out there worth eight dollars on the Wii Shop Channel? The answer is no. It SHOULD be worth at least twenty, despite its age, but you have the great fortune of being able to pick it up for eight dollars. It's a blast to play through the first time, and it's still good for repeated playthroughs. Give this game priority the next time you visit the Wii Shop Channel, and may the stars be with you.

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