(Originally published to Glitchwave on 1/22/2026)
[Image from igdb.com]
Super Mario RPG: Legend of the Seven Stars
Developer: Square
Publisher: Nintendo
Genre(s): JRPG
Platforms: SNES
Release Date: March 9, 1996
My assertion of a Mario RPG’s overarching objective to elevate the simple source material might be proven null and void by the fact that Super Mario RPG establishes its plot premise by having Mario rescue Princess Peach (still referred to as “Toadstool” here in this earlier era of the Mario franchise) from her beastly, reptilian rival monarch. Admittedly, this game and many future Mario RPGs are still disappointingly slaves to the exhausted mainline Mario conflict conceit, but it’s the ways in which these elongated Mario experiences subvert the trappings of the tired, traditional Mario fare that make them relatively refreshing. Firstly, the lengthy, multiworld-spanning journey from one Mushroom Kingdom castle to the other is expedited entirely, as Mario arrives at the impressive ivory doors of Bowser’s imposing estate immediately. Targeting the vertical link chain of the chandelier hoisting Bowser’s monstrous mass instead of the Koopa King himself may also catch some players off guard, but this is rather an homage to an early series trademark of advantageously manipulating an object situated around the arena to outwit Mario’s arch-nemesis. Once the game establishes a clear victory for Mario in record time and makes every gamer who purchased this game in 1996 feel cheated when they opted not to rent it, the game reveals that the ordinary Mario arc presented here is but a red herring ruse when a colossally-sized sword falls from the heavens and implants itself perfectly into the castle’s thick stone brick exterior. The impact of such a convergence quakes the perimeter immensely, launching Mario downward to a cozy Toad cottage below as if he were just shot out of a catapult. Upon reorienting himself from the precarious voyage he just underwent, Mario returns to Bowser’s Castle to discover that his mission to save the princess has been inconveniently sidetracked more than he had initially thought. To Mario’s surprise, the goliath sword is sentient, informing our hero that they’re an affiliate of the “Smithy Gang,” who have usurped Bowser’s domain as the headquarters in their operation for world domination. Only by procuring the mystical seven star MacGuffins alluded to in the right half of the title’s colon will Mario be prepared to unsheath this mighty, sinister sword like Excalibur to halt its noxious presence. Sure, finding the whereabouts of the kingdom’s female monarch remains a relevant issue, but prioritizing a source of conflict with far loftier stakes and relegating the standard Mario narrative struggle to a secondary status is already a maverick mode of displacement in the grand scheme of Mario stories. Maybe rescuing Princess Peach (sorry, “Toadstool”) will always persist as a plot point because the opportunity for punani is the only way to motivate Mario to get off his doughy, spaghetti-eating ass. I don’t want to be the one to tell Mario that his efforts in this regard are futile, for it seems to drive his energy for these excursions in a way that cannot inspire any other Mushroom Kingdom resident.
Super Mario RPG is also notable for being one of the final passengers to board the SNES before the 16-bit system lifted off into sunset and flew somewhere over the rainbow (or, more likely, a box in someone’s garage) to let its N64 successor take the mantle of representing Nintendo in the console market. With any title arriving late enough in a console’s lifetime to be considered a swansong, I always detail how impressed I am at how visually superior they are compared to games released previously on the same hardware engine. Once again, I’m obliged to belabor this point not only because Super Mario RPG looks spectacular, but also to comment on the specific visual flair that makes it beam with radiance. Whoever at Rare decided to prepare pre-rendered 3D models to then compress them to a poppy, carbonated pixelation deserves some sort of lifetime achievement award for their contributions to gaming. I’d say that it’s the most practical method of innovation that the greater gaming industry implemented in their efforts to precociously emulate that third dimension before the medium was truly prepared for such an undertaking, and Super Mario RPG exhibits as much aesthetic effervescence as the DKC trilogy that popularized them. Still, I must distinguish the differences of intent between these two pre-rendered classics, for Super Mario RPG holds higher ambitions with this specialized SNES aesthetic.
While DKC simply strived to aerate the flat, garden-variety 16-bit visuals of the system by draping a pinch of photorealism over its graphics, Super Mario RPG uses pre-rendered models and backgrounds to simulate the broad spatial depth of the third dimension as much as humanly possible on hardware that evidently couldn’t cut it. After spending its entire lifespan painstakingly trying to shoot for the moon and chronically collapsing with muddled Mode 7 rotation and the faulty FX Chip that struggled immensely to simulate space battles in Star Fox, I can proudly declare that Super Mario RPG at least directs the SNES’ premature aspirations close to the orbit of gaming’s once-outer limits. Foreground setpieces such as the palm trees and elevated cliffs of “Mushroom Way” protrude from the stages they inhabit with such visual prominence, and the directional range used to maneuver Mario around said setpieces adds a broader circle of movement that supersedes the basic four-triggered directions of the controller’s D-Pad. The way in which Super Mario RPG maintains manipulating our senses is by exhibiting Mario amongst the setpieces through an askew, isometric angle like a convenience store security camera. This way, the game is forced to expose the rounded elements of its environments while simultaneously honing their sights on Mario without complicating the viewpoint with an unachievable intimate angle we’d commonly find when proper 3D came to fruition. Admittedly, our immersion that comes with warping our perceptions in this fashion is only retained when Mario is traversing through areas of a darker enclosure, such as the mines beneath “Moleville” or the “Forest Maze” that evokes the hazy trajectory of Hyrule’s infamous “Lost Woods.” In areas where the background is lighter, the conspicuous void surrounding the perimeter presents an incongruous clash of visual details. The various towns scattered around the kingdom especially look like their society is suspended in an ether that exists somewhere even beyond that of “Star World.” Ironically, the Super Mario RPG successor that would emphasize paper-thin aesthetics maintained a stronger visual cohesion in its environments, and every foreground piece of that game looked like it was sculpted by an elementary schooler in art class. Still, it’s so astonishing how competently something so advanced is running on this system, almost as if the game was actually released for a console hypothetically wedged between the last hurrah for the norm of 2D pixels and the advent of polygonal practices. Upon realizing that this console did exist in the shape of the abhorrent Virtual Boy, I retract my statement–but I hope you still understand the sentiment.
Sadly, more complications arise regarding Super Mario RPG’s peculiar presentational formula other than consistent visual discordance. It should be noted that Nintendo is not the one tackling Mario’s debut venture into this uncharted genre realm, but has commissioned Square to pop their mascot’s RPG cherry–undoubtedly a sensible choice. They evidently trusted that this third-party developer would propel Mario out of an inexperienced amateurishness with the RPG construct, given their extraordinary output on the same system and their overall synonymity with the genre alone. Still, one aspect of translating Mario’s properties to a more methodical mechanical domain is that he still had to retain some semblance of his fundamental platformer buoyancy–unlike the brooding protagonists of their original RPG IPs who probably perceive lifting oneself off one’s feet momentarily to be a barbaric, undignified display. To appease Nintendo in what they probably thought would be Square’s one developmental blind spot, they’ve ensured that jumping would be as second nature to Mario here as it is in his platformer comfort zone. The overworld outside of the turn-based combat utilizes Mario’s frog-like hopping prowess to great effect, and not just to entertain annoying fans at their behest, like harassing Jaleel White to utter his “did I do that?!” catchphrase. Every area will feature wooden treasure chests suspended in midair, located low enough off the ground for Mario to impact them with his skull and unlock their secrets as a result, exactly in the same fashion as a standard Super Mario Bros. title. Yellow tiles with those questionably-sentient oval eyes that appear all over the Mushroom Kingdom will often move on their own once Mario plants his feet upon them; the bounce physics of the trampolines will propel Mario sky-high, and Mario can shoot himself out of a cannon while hiking through the steep “Land’s End” canyon.
Highlighting Mario’s god-given talent for aerodynamics are the assorted minigames discovered between various plot milestones. I’d say that the barrel balancing act in the river rapids or playing “whack-a-goomba” with the soles of Mario’s shoes in the “Pipe Vault” sewers complement Mario’s Air Jordan abilities the best, but that might be because the minecart minigame is so calamitously fast or because struggling to identify the rhythmic sequence during the Yoshi cookie race exposed my embarrassing whiteness. Personally, the problems pertaining to Mario’s platforming here are much more jarring in sections that aren’t optional. Hopping across an army of red paratroopas to ascend a particularly lofty cliff in “Land’s End” comes to mind, or perhaps climbing the series of fairytale beanstalks in the sky afterwards revealed some serious incongruities. No, the most egregious example of Super Mario RPG misstepping (no pun intended) Mario’s platforming capabilities is two separate jumping-intensive gauntlets located at the end of Bowser’s Castle on its late-game reentry. Giving the player a mere ten chances to survive this cavalcade of constant miscalculations due to the lack of a defined line of sight between Mario and the platforms was reminiscent of when a certain green witch from a future N64 title put me through the wringer in her foreboding fortress, and that bitch was explicitly trolling me. Isometric angles are all fine and dandy when it comes to fleshing out the visuals, but practically executing anything in this perspective exposes the lack of proper Euclidean distance that still exists in this proto-3D title.
Fortunately, the game’s focal role-playing combat is solid enough to offset any awkwardness that might occur in the overworld. Displayed as prominently on Nintendo’s banner they sent Square reminding them to keep his innate abilities intact was the wish to maintain Mario’s accessibility in the gameplay department. In my experience, the gameplay of the JRPG genre is not as dense and complicated as their average lengths and epic scales might suggest. Still, the general haughtiness surrounding the genre in the greater sphere of gaming could’ve alienated a sizeable portion of Mario’s typical audience, so Square still had to conjure up some user-friendly variables and integrate them into their bread-and-butter gameplay construct. Arguably the most essential Mario-RPG-centric gameplay component is the ability to mitigate any amount of damage received with an accurately timed press of a button on the controller. In addition to what this mechanic offers on defense, Mario can also chain a combination of attacks together with the same acute timing to dish out a whopping whirlwind of damage to any enemy on the opposite side of the arena. Not only does the opportunity to augment or reduce damage from either point on the offensive or defensive spectrum provide incentive for the player to pay closer attention, but there is something fundamentally more rewarding about how a Mario RPG underlines a greater sense of effort from the player. Even the most devout JRPG enthusiasts have to admit that at the end of the day, turn-based combat does boil down to scrolling through a menu, deciding on a tactic, and then watching the characters act out your command on screen is a rather languid, armchair approach to interactivity. When the outcome of a turn heavily depends on something that requires skill, whether it be a rhythmic block or blunt impact or enacting the necessary steps to engage one of Mario’s special moves, the player should ideally feel far more stimulated by the greater extent of what the game asks from them. It’s a vital component of Super Mario RPG’s distinctive turn-based gameplay, and ostensibly interwoven into its genetic code, considering that its offspring have inherited it. Personally, I think Super Mario RPG should’ve spread its seed around like Genghis Khan so that future JRPGs outside of the Mario circle could’ve adopted this mechanic, for the typical move selection starts to feel really dull after Mario sets such a shining example.
Maybe Mario’s RPG idiosyncrasies never caught on outside of its own sequels because they’re deemed too lenient for the hardcore JRPG purists. Besides the inherent supercilious attitude towards the gaming universe’s equivalent of Mickey Mouse co-opting their precious genre, other aspects of Super Mario RPG might provide evidence for a claim stating that Nintendo’s Italian stallion is watering down the JRPG foundation for the sake of appealing to a lower common denominator. I forgot to mention that oftentimes, when Mario defeats an enemy after fluidly executing a combo chain, a lotus flower will pop out of said enemy that functions to enhance one of Mario’s various attributes, ranging from increasing his attack power or defense to maximizing his health. Honestly, receiving one of these perks did evoke the condescending sensation of getting a gold star for answering a question correctly in class, or being tossed a treat for obeying a command like a dog. In addition to strengthening Mario’s combat attributes through gaining experience points and leveling up, the player must also remember to change Mario’s means of offense and armor by purchasing them at the storefronts mostly located in every town hub. While the base level of proactivity in this frequent outing is obvious, I couldn’t help but notice that every new piece of clothing and the roulette of hammers, shells, and fisticuff appliances were objectively better than what I already had equipped in every way possible, with no nuance to consider. While some aspects of Super Mario RPG’s role-playing mechanics are somewhat shallow or overly generous, they refrain from turning Mario’s JRPG debut into an effortless experience. Eventually, at a turning point in progression after Mario collects the fourth star, the difficulty curve ratchets up exponentially. Suddenly, Mario will encounter enemies that dish out deadly damage in the hundreds, and sometimes said damage is in the form of every conceivable elemental spell found in the grimoire. Bosses featured far later in the game also cheekily bombard Mario with the aforementioned wide gamut of spells with two consecutive turns, a common tendency that most 16-bit RPGs employ that I still find to be an unfair and artificial method of raising the stakes of difficulty. Super Mario RPG may not offer a complex build system and customize Mario to fit their specific battle inclinations, but if they decide to adopt a frugal attitude with their coin currency and treat every town they pass by like a pit stop to sleep at a motel and nothing more, the game will unleash enough punishment over the next step of their journey to make them regret their negligence.
Super Mario RPG’s rude awakening of a difficulty spike also corresponds exactly with another one of the game’s properties: its pacing. Out of the two JRPG series that spawned from Super Mario RPG’s ovaries, its firstborn, Paper Mario, has inherited the progression structure of using the persistent star-collecting premise construct to divide itself into seven chapters that focus on acquiring one of the sacred MacGuffins per chapter. However, Paper Mario seems to have a far better understanding of organization because it was always crystal clear how a subarc was segmented based on a consistent thematic tone for the setting(s) and how its individual falling action always culminated in achieving a star as its primary milestone. There must be some recessive traits floating around in this gaming gene pool; for now, I know where the Mario & Luigi series gets its attention-deficit-addled pacing from. Still, the rate of erraticism differs when it's halved at the exact point where the heat of the turn-based action will start to sting Mario. The overarching issue with the first three stars is that once the objective is established, it’s over before there is any window of opportunity for it to marinate. Mario will kick the gang of Shy Guys and their springy switchblade leader out of the chancellor’s quarters inside the kingdom’s capital castle, halt the archer Bowyer from downpouring arrows onto those who are already frazzled enough attempting to navigate through the Forest Maze, and rescue a helpless little mole from becoming the victim of a mine collapse when some scoundrel is setting off Bob-ombs to erode the interior lickity split and still have time to compose a sonata for Toadofsky at Tadpole Pond. I was relieved when the arc of rescuing Princess Peach (*sigh*, TOADSTOOL) from her new royal captor, Booster, a silver-spooned manchild whose appalling hygienic status makes Wario look marvelously metrosexual by comparison, because it included several different scenes relating to the overarching goal of preventing her from a lifetime of doomed matrimony to this disgusting diva. However, once the princess is procured, the overarching narrative jolts itself awake and reminds Mario that his next star is located in the sublime core of a starry meteor situated on the same island. Shouldn’t completing the objective with the greater screen presence serve as the milestone moment so it doesn’t feel like an arbitrary detour in the grand scheme of the story? With every subsequent star that follows, the game seems to make the mistake of meandering with every milestone achievement. Both the fifth and sixth stars wind up getting stolen by one of Smithy’s goons after lulling the player into believing they’ve bested the boss that possessed the star originally. Instead of being amused by the game referencing the colorful quintet of Power Rangers and twisting their moral righteousness to the side of scum and villainy with the Axem Rangers, I was rather frustrated that the game was blue-balling my sense of accomplishment once again. The last subarc could’ve EASILY been split in half between Bowser’s Castle and Smithy’s industrial factory because both are elongated feats of endurance individually. Coupled together, the game’s climax is a protracted trudge. With the overarching goal constantly deviating or getting annexed to a diversion of evidently greater significance, there is an unnerving sense of incomplete disillusionment felt with what should be partitioned fulfillment.
Then, I realized something extremely important to consider when distinguishing how Super Mario RPG conducts its overarching star-searching concept versus how Paper Mario chooses to present it. While Paper Mario is completely driven by its core concept, it is but a facilitator for conflict in Super Mario RPG that allows for each character to fulfill their own overarching goals. The multiple characters of high relevance in question are yet another Mario RPG staple in the “partner characters.” However, instead of accumulating a coalition of Mushroom Kingdom enemies with external quirks to signify their distinctiveness as standalone characters whose arcs tend to fizzle out after their initial introductory chapter, Mario’s team in Super Mario RPG is driven by an arc that sustains relevancy throughout the majority of the game. It also helps that two of Mario’s partners are established Mario characters that have had a requisite billing in his adventures for over a decade at this point. Is Mario having that dream where he’s riding on magic carpets like Aladdin and tossing turnips down the gullets of morbidly obese amphibians again, because Princess Peach (look, old habits die hard, okay) hasn’t collaborated with Mario in this fashion since Super Mario Bros. 2? Booster must’ve been so repulsive that it sparked an epiphany in the princess, causing her to realize that her damsel-in-distress schtick is quite burdensome on her mustachioed, blue-collar savior. To compensate Mario for his blistering escapades to ensure her well-being at a rate of what must seem like every week, Princess Toadstool has decided that she isn’t content with continuing to pick flowers from her home garden and sneaks away from her estate to aid Mario on his quest as a permanent partner. At first, I was a bit skeptical at first of what Peach could offer Mario, only because I let her lower offensive output distract me from her impeccable healing abilities that soon made her an invaluable asset on my team. While Peach’s (temporary) growth arc is implied by the contextual clues backing her actions, Bowser’s reasons for fraternizing with his eternal enemy Mario are much clearer. The big lug has quite literally become a king without a castle, and this rudderless position has shown Bowser a great deal of humility, besides just letting his guard down around Mario and working together to repossess his rightful throne. Seeing the snarling brute in such a state of insecurity exposes several vulnerable characteristics we often don’t see when he’s propped up as a game’s foreboding final boss. His lines of dialogue haven’t quite reached their gold-standard hilarity yet, but this title still marks another first where the King of Koopas is a personable and even, dare I say, likeable character. Should I even detail why having these two as partners spurts subversiveness out the wazoo?
But before the player can marvel at the novelty of seeing both characters by Mario’s side, the plumber’s first crop of partners he makes a pact with are two wholly original characters crafted by the minds at Squaresoft. And when I say original, I don’t mean by one external difference like sunglasses or a mail bag (no offense, Lakilester and Parakarry). Mallow and Geno are by no means supplementary characters in the slightest. Truthfully, I’d consider them to be the lifeblood of this particular title, and this isn’t solely because they’ve both been condemned to its exclusivity. To expound on this stance, how many Mario RPG partners are treated to a character arc that runs parallel to the majority of the main quest? When Mario finds poor Mallow attempting to retrieve his precious frog coin from the petty thief Croco in the rural outskirts of the Mushroom Kingdom, he’s nothing but a timid little whelp always on the verge of crying. A prime source of the perpetual waterworks is an identity crisis, believing himself to be one of the frogs, or at least a tadpole, that he grew up around under the guardianship of Frogfucius, despite his pitiful jumping capabilities and the fact that he looks like his full name should be “Marshmallow.” Before we have time to theorize that he’s covered in benign tumors like John Merrick, it’s revealed that Mario’s new diffident friend is not an unfortunate freak, but an exalted royal prince of the cloud people that reside amongst the skies in a society called Nimbus Land. Not only is Mallow’s discovery of himself and fracturing his frangibility maintain a consistent relevance between six whole stars, but the process of Mallow reclaiming his rightful seat in Nimbus Land’s royal cabinet from a disdainful despot named Valentina encompasses as much time as Mario rescuing Toadstool from Booster. You know, the standard arc for a typical Mario game.
While his character growth is not nearly as dynamic as the partner that precedes him, that does not diminish the impact of Geno in the slightest. In fact, I’ve come to realize that the cosmic being who possessed a Toad child’s wooden doll one night and scaled him to a lifelike size is THE main protagonist of Super Mario RPG, despite him appearing after the first star is retrieved in a game of Mario’s namesake. The sole purpose for Geno’s presence among the mortals of the Mushroom Kingdom is to reinvigorate the “Star Road” that was ruptured when Smithy’s sword Exor plunged itself into Bowser’s domain, and he’s quite gung-ho in his mission to restore this interdimensional bridge between the people and the wish-granting deities up above the clouds. Geno’s all business, but said business is admittedly the primary overarching plot of Super Mario RPG. Suddenly, Geno’s determination revolving around the game’s main quest struck a chord of clarity within me. If everyone in the Mario RPG posse is working with one another to achieve their respective goals and Geno’s clearly revolves around the quest of the highest precedence, then he is the one commanding the operation as a protagonist would. Hell, the game’s falling action after defeating Smithy and before the credits roll sees the heavenly spirit leave Geno’s wooden body, reducing him to his lifeless existence as a doll to put a bittersweet period on the quest’s completion. Who's to say that Mario wouldn’t have returned to the Mushroom Kingdom capital to kick his feet back and enjoy a piece of Peach’s cake (no innuendo here, laughably) once she was in good hands again if Geno wasn’t around to keep him focused on more substantial priorities? Hey, if you can actually manage to communicate an intelligible refutation to this statement instead of just pantomiming like always, I’ll retract my theory, Mario. I always figured the cult status behind Geno was attributed to his mystique, or maybe his glass cannon battle attributes. Now, I realize that he’s a bona fide video game hero whose unending hiatus after his one-and-done adventure keeps people clamoring for more. Have I become one of his fanboys who will settle for an appearance in Super Smash Bros. to get my Geno fix? Perhaps, but only if Mallow joins him in some capacity. It’s only fair.
Normally, I wouldn’t compare a video game to its sequels because of the inherent advantages of working off an expanding template with more advanced technology. In the case of Super Mario RPG, however, the properties of Paper Mario (and Mario & Luigi, to a much lesser extent) are so heavily ingrained into my gamer brain that I can’t help but base my assessment of their birth mother off of the shared beauty marks that they’ve inherited. Given that it was unlikely that Super Mario RPG would eclipse either Paper Mario or Mario & Luigi in my mind as the pinnacle Mario RPG experience, but being fully aware of its impact and influence, my approach was to critique the Mario RPG genesis point with as much diplomacy and respect as possible. However, this disposition became harder to maintain when the game was disrespecting me by causing so much conflict with my depth perception, or lack thereof, whenever it overconfidently crossed a technical boundary with Mario’s mismanaged platforming. The star collecting process isn’t nearly as riveting, and I much prefer the streamlined, maximum number of teen digits of damage as opposed to a double-dose onslaught of pain in the hundreds like a typical JRPG would dole out. Still, the things that I came to admire and adore about Super Mario RPG were the things that didn’t transfer over to its offspring, such as relegating Mario and his cyclical goal of saving the princess to a seat in coach rather than flying the plot plane as its pilot. Not only do its bits of distinction preserve its intrigue amongst its children, but the fact that only two successors have adopted its specific formula for a Mario-brand JRPG has incidentally aged Super Mario RPG like a classy bottle of Glenlivet. If you’re still upset that Paper Mario has lost its heart and soul and yearn to play other games that share the first two’s similarities, giving Super Mario RPG: Legend of the Seven Stars a whirl comes recommended…for the most part.




