(This is the 118th game in my challenge to go through many known games in chronological order starting in 1990. The spreadsheet/blog is in my bio.)

I've spent the past two months or so playing Super Mario RPG whenever I got the time since I'm currently spending a semester abroad. Finding the time to sit down and play this has always been a treat because Super Mario RPG is such an easy going, chill and funny video game. It should probably be in every Top 10, if not Top 5 SNES RPG list out there, and is definitely one of the best starting points to RPGs for newcomers, if the Mario setting sounds interesting to you.

The story is that there is something called the Star Road, where wishes are fulfilled. One day, when Mario once again goes to Bowsers Castle to rescue Princess Toadstool, a massive sword falls down from the sky and onto Bowser's Castle. The sword tears through the Star Road and scatters seven star pieces throughout the land, and it is Mario's job to collect them to repair the Star Road. You get the help of companions like Bowser and Princess Toadstool, but also two characters that I think are new to the Mario universe in Mallow and Geno.

The story is rather simple and character development, while there for Mallow and Geno, happens pretty quickly when they get their moments and isn't at all fleshed out, which makes sense considering the game is aimed primarily towards young gamers. Still, you got a wholesome party to support you on your journey, and that makes for a chill time almost throughout.

I say almost because like all RPGs of its time, Super Mario RPG requires you to grind for levels at certain points. At least that has to be the case, as I literally couldn't get past a certain fight against the Axem Rangers very far into the game. For a game like this where progression is otherwise very easy, this was a shame. Because the thing with Super Mario RPG is that it is not just a simple RPG in terms of knowing where to go, the low number of items and skills to keep track of or the battle difficulty for 90% of fights. It's also lacking in combat depth, so it would have just been tedious for me to go back and grind for an hour or two to get past the Axem Rangers, only to probably be in a similar position with even later bosses. Additionally, while the game has a parry-timing feature, in that you need to press the A button right when you are attacked to reduce or null damage, a lot of attacks by tougher bosses are unblockable, and I feel like focusing more on the timing would have resulted in a better flow. That said, whenever the parry-timing was usable, I had fun with it and as someone who loved that in the South Park RPGs, I was happy to see the feature appear here.

The soundtrack includes great tunes and remixes and the map design overall is solid. My favorite part about the game has to be the constant mini games and challenges the game throws at you to keep things varied. They added a lot to the humor often times too.

Overall, I'm definitely keen on playing the remake of this some day and I enjoyed my time with it. It's just a shame that I didn't see the necessity to grind coming. As someone who falls victim to this many times when playing (old-school) RPGs, I didn't expect the original Super Mario RPG to have any grinding included as well, but whether you see this as a bad thing will obviously be a subjective opinion. I'm thinking the remake is more lax in that regard, and considering that it seems very faithful to the original, I don't think there is much reason to track down the original anymore. Unless you'd like to emulate over paying for the full remake, in which case the original certainly holds up well.

Reviewed on Mar 04, 2024


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