This game is magic, but it's kind of like a magic show that goes on for too long, where you want the magician to stop and let your parents take you home.

AlphaDream's pre-Mario & Luigi outing is somehow even zanier than a lot of things in that series.

(I'll get this out of the way too, the final dungeon goes on for waaay too long.)

However, this feels like unfiltered creative energy, while Superstar Saga feels like it's more filtered, polished and focused creative energy. Like water put through a sieve and partially de-mineralized, thus more digestible.
As a result, the game can fly too close to the sun with regards to how nonsensical and unapologetically left-field it is - and it often wears thin later on in the game. It felt like they were a desperate street magician always pulling thousand of tricks out of their hat in order to get passerby's attention. Impressive, but ultimately 'clingy' if that makes sense as an adjective for a game.

The story is interesting but majorly confusing - and not that it has to be the most well written for a JRPG intended to be excessively lighthearted. Still, I came out of this at the end kind of bone-weary of all the jokes, and really, really wishing for some of the plot points to be explained or even a dredge of character development. Characters like Rellek and Sofubi (names in the wonderful English translation) don't really have that much depth to begin with, or motivations other than "this journey sounds cool, I'll join you now K?"

The battle system is not all fun and games either. You basically attack only with techniques called Gimmicks, and you get more Gimmicks as you progress through one way or another (there are multiple ways to attain them). All of the Gimmicks require you to do a kind of Warioware-esque microgame in order for them to have much power.

Yet, I just really wasn't a huge fan of this system. Imagine a Mario & Luigi game where you can only use Bros Attacks. Then add that there are like (at least) 35 different Bros Attacks to choose from and ones for each character + you have multiple party members to juggle. I don't think this is the most optimized or polished RPG system, not by a long shot.

Yet, despite all these faults, it's a three star game because it's quite amazing, for AlphaDream's "first" attempt at this kind of thing. Yes, they had another amazing debut game for the Game Boy Color, "Koto Battle", but I'd say this is the first game of theirs in this kind of extremely zany style. I wonder how they managed to imbue this game with the kind of stylistic organization that would become a hallmark of all their later games (until the companies sad alleged going-away recently)? It's undoubtedly wondrous. It's really hard to describe, and you can only understand by playing it. The bouncy music, the feeling that I'm in the imaginings of a strange and unique child (like I was). Whimsical, almost mad genius-like (like I wasn't). Daydreaming their own strange fairy tale based on the ones they hear in school.
It's not without cliche though, and it actually has a lot of those damsel-in-distress plot points, but overall for it's stylistics alone it's bumped up half a star from what it would be.

Overall, I'd recommend you play this after you experience at least a few of the Mario & Luigi games - for then you will appreciate how far AlphaDream had come since this release, and you'll also see a lot of the lineage of those games here.
It's ultimately a pretty imperfect and sometimes annoying game - but endlessly charming, surprising and enjoyable. If the PS1 game "moon", as the story goes, was a deconstruction of RPG's from without, this game is a deconstruction from within and using RPG mechanics. It's about as flawed as something attempting that can be - yet it's worth taking a look at, even a brief one, for seeing an attempt at that sort of thing, a really colorful attempt.

(My play time upon completing the game was about 14 hours 53 minutes)

Reviewed on Jan 12, 2024


3 Comments


3 months ago

Love this game dearly, but definitely agree with the game reaaally dragging around the end (Balsamic Dome and Ketchup Palace, eugh.) Very charming, I like the gimmicky (lol) battle system, but man yeah it's not really something you can easily recommend. Having four different party members wouldn't be much of an issue if it weren't for the fact that honestly unless you're running from almost every battle, you don't have much reason to use Sofubi or Rellek anyways. I feel like the story being kind of confusing is also just a remnant of being a GBC RPG, Kotobattle's plot is the same way if not worse. I think going from M&L to this game arguably makes it harder to appreciate honestly, cause it's not nearly as M&L as the video game did-you-know videos would have you think.

3 months ago

@qbbyamiibo
Thanks for commenting! I agree with you on a lot of points. I hope I didn't give the impression that I didn't like this game, because I'd honestly say it's one of the most ingeniously charming games I've played, that never fails to surprise the player at every turn. Even more amazing for it's originally going to be a GBC game (I saw the prototype and it was really graphically impressive, really pretty spritework!).
I guess I just got really tired near the end. You were right on those last two areas being a draaaag. Balsamic Dome less so, but Tomato Palace and it's puzzle sections were not very fun to play for me, honestly. It reminded of a really lengthy final dungeon in another game "Marvelous: Another Treasure Island", but I love that game too. I think in JRPG'S when they go for those long final dungeons they are trying to make the endgame seem climactic, but it more often than not just feels artificial imo.
Only reason I recommended Mario & Luigi first is I found at least some similarities in Superstar Saga. In my opinion at least that game has a similar kind of sense of humor, with oddball characters and creatively themed locations and the music is kind of similar. You're right though, they are pretty different experiences and I think the idea that Mario & Luigi is a spiritual successor to this game is a bit overexaggerated and clickbait-y.
Overall though I did have a good time with this game, and I'm looking forward to trying "Koto Battle"!

3 months ago

Yeah of course! AND OMG YEAH I didn't like the puzzle sections either, I definitely agree with long-final dungeons feeling artificial. Also forgot to mention, I think the game having such a high encounter rate also doesn't help with how long this game starts to feel by the end. I overall agree with your thoughts on the game! Have fun with Kotobattle! It's also got a lot of plot holes, but it takes itself a bit more seriously while still having a fairly similar sense of humor to AlphaDream's other stuff. Gorgeous spritework, fantastic soundtrack, really interesting battle system.