Yeah. With regard to the story, we did a survey over the Super Paper Mario24 game in Club Nintendo25, and not even 1% said the story was interesting. A lot of people said that the Flip26 move for switching between the 3D and 2D dimensions was fun.24. Super Paper Mario: An action-adventure game released for the Wii console in April 2007.


25. Club Nintendo: A free, members-only point service run by Nintendo, begun in Japan in 2003, and 2008 in the US. When members purchase applicable software or game systems, register the serial number on the Internet, and respond to post-game surveys, they earn points and can exchange a corresponding number of points for special, not-for-sale items.


26. Flip: A move that Mario can use to switch between 2D and 3D maps with a single button.

I originally saw it in a way that's similar to Miyamoto-san. Personally I think all we need is to have an objective to win the boss battle at the end of the game. I didn't think we necessarily needed a lengthy story like in an RPG. Instead, we looked at the characteristics of a portable game that can be played little by little in small pieces and packed in lots of little episodes and ideas. I always did like putting in little ideas, so I actually enjoyed it.


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When people vaguely sense something like that and can use logic to explain it, they want to share it. So talking about a Mario-like design might have been a big deal to Miyamoto-san at the time! (laughs)

But being unable to use new characters is pretty strict. Of course, we could not make any new enemy characters, and as for allies among the Super Mario characters, there's really only Toad in various colors!

But personally, the more restrictions there were, the more excited I got. They may look the same, but we put in some elements in which their personalities are slightly different, so you can tell the difference and you think, "Hey! Are you that Toad from back then?" Toward the end of development, I could feel that I became one with Toad! (laughs)

Yes. We decided to make it so that players would face stronger opponents by throwing out the whole concept of experience points and levels in favor of gradually gathering stronger stickers.


I had actually been thinking for a long time that I wanted to get rid of the RPG experience points. In the Freshly-Picked Tingle's Rosy Rupeeland28 game, which Kudo-san and I worked on together, the player-character didn't develop at all. We adopted a system whereby they solved everything with money.


This time, we decided to do everything with stickers. We decided on a system whereby in battle, instead of attack commands, you fight by using the stickers you have gathered in the field or bought in town.28. Freshly-Picked Tingle's Rosy Rupeeland: An RPG released for the Nintendo DS system in September 2006. This game was not released in North America.

Using the Wii console, IS was experimenting with a program for throwing a 3D object at a wall and having it stick and turn into a picture, and they let us use it. If you take a 3D "thing" that you find in the field and throw it at a wall, you can make a "thing sticker.", but at first the team was really against it.

We made 3D "things" look like real objects. Tanabe-san was constantly saying, "That incongruity is great!" But we didn't know how to handle it and didn't understand at all at first. Normally, the Kettle and Beckoning Cat wouldn't seem to fit into the Super Mario world.

But I had a hunch that the incongruity of a real kettle would serve as a hook. If you took things that already looked like they belonged in the Super Mario world and turned them into stickers, there wouldn't be much of a change, right? I showed that to Miyamoto-san, and he was like, "I guess that's all right." (laughs)

When it came to checking the gameworld, the hurdle was really high for the Character Design Group.29 Like for tower murals in the desert. But maybe Igata-san should tell you about that.29. Character Design Group: Part of the Software Development & Design Department of the Software Planning & Development Division at Nintendo. It produces and supervises Nintendo characters.

Yeah. (laughs) In the end, while we made various designs, we showed the original design to Miyamoto-san, and he was happy, like, "Why don't you make it even more disgusting?" So in the end the original design was ok.

No, there were times when Miyamoto-san has really gotten angry at me! (laughs) Like about treatment of Bowser. But the Super Mario games have an orthodox lineage that Miyamoto-san thought up as its creator. So while Paper Mario, as part of that, must preserve certain things, I think there is a point to tackling new and unusual things.

Full disclosure: as someone born in the 1980s and raised in the 90s, Super Mario RPG: Legend of the Seven Stars is already one of my all-time favorites. The Super Nintendo game drew me into lifelong video game fandom, and I played its opening sequence so many times it's burned into my brain.

Where else could you use Mario's jumps, punches and fireballs to win turn-based battles against Koopas and Goombas, all the way up to Final Fantasy-style bosses? Where else could you see him team up with a possessed wooden doll, a walking cloud boy, and even his nemesis Bowser to dethrone a gang of sentient weapons?

Fast forward to 2023. Mario just headlined a billion-dollar movie and the spectacular return-to-form game, Super Mario Brothers Wonder. But even alongside these Nintendo blockbusters, this new version of Super Mario RPG still feels fresh. It's another win for Nintendo's approach to remaking their cult classics; as faithful as Metroid Prime Remastered, but updated just enough to entice new players.

Originally developed by Square, the company behind Final Fantasy, the game opens with Mario on a typical mission to rescue Princess Toadstool (now renamed Princess Peach) from Bowser. In the midst of their fight, a giant sword slashes Bowser's castle, scattering everyone inside and destroying the Star Road, a wish-granting rainbow bridge leading to the castle. Mario soon sets out to defeat those responsible: the Smithy Gang, a crew of animated weapons who also happen to be power-hungry weapon traffickers. Despite this weird and even dark premise, the story beats are both silly and engaging, with a winding plot that's simple enough for new players to follow.

The main twist adds timing challenges to sweeten its turn-based battles. For example, you can use Mario's signature jump against say, a Flying Koopa, and if you press a button at the right time, you'll do more damage. The mechanic proved so enduring that it came back in the Paper Mario and the Mario & Luigi games, and even got employed in Sea of Stars, a celebrated indie title from this year.

But Nintendo also added a later innovation to the remake: a meter that fills up the more you successfully time attacks. When you hit 100% you unlock a triple attack, a special move that depends on the makeup of your current party. I dig rhythm games even more than my beloved Japanese RPGs, so I really appreciate how these mechanics reward attentive timing.

While Super Mario RPG retains the squat proportions of the original, it adds a lot more pixels, to mixed results. The super-squished look definitely evokes the SNES game, but I'm not entirely sure that fits our super-smooth hi-fi world anymore, where Mario has defined limbs. Thankfully, the remake also comes packed with gorgeous cutscenes, where that dissonance doesn't apply.

All in all, this legendary Mario spinoff has long deserved a proper remake, and this one faithfully recaptures what it felt like to play as a kid. With design by Square at the height of their 1990s dominance, it's an even more satisfying RPG than the excellent Paper Mario games that succeeded it. If you've got a hankering for a nostalgic, offbeat Nintendo title, don't miss out on Super Mario RPG. 152ee80cbc

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