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Ten-Year Vet
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- Former Cid's Knight
- Former Administrator
SMRPG was probably the second RPG I've ever played, and it's still one of my favorites. It's a simple enough game, but there's so much that's unique and fun about it.
The battle system is unique in its concept of Timed Hits, in which, if the attack button is pressed again at the right time during an attack, extra damage is scored. (This also includes both curative and offensive magic, and if there's also Timed Defense, of course.) Also, unlike every other RPG I've ever encountered, magic points (here called Flower Points) are shared amongst the entire party, which comes to be another unique strategic consideration, causing you to give thought to how your party members will work together in battle. "All right, I could have Geno use Geno Flash, but then Peach wouldn't have enough FP to use Group Hug next turn. So, I'll just use Geno Blast, which should still be enough to take out one of the four Smilax." Like that.
At every level-up, the character will appear on a happy shiny celebratory screen that shows all their stat increases, and then you're given a choice of one of three options: boost physical power, boost magical power, or boost HP max. You can use this as an opportunity to either make a character's strong points stronger, or to try to bring up their weak points in order to round them out.
Even without Timed Hits, there's more to magic than just selecting it from the menu and letting it go. Spells like Mario's fireball techniques require you to press the Y button repeatedly to get off as many fireballs as you can in the space of one moment, while his Super Jump technique relies on Timed Hits to repeatedly smash an enemy's skull. (An exclusive accessory and armor are actually rewarded for achieving 30, then 100 consecutive jumps.) Meanwhile, Peach's Sleepy Time spell and the like require you to move your thumb in a clockwise circle along the D-pad to increase their effect. And most prominently, the majority of Geno's special techniques instruct you to, in a legendary manner,
Hold "Y" for power!
There are also a plethora of minigames, and while some are connected to the story and some just serve as diversions, they often begin as the former and become the latter. Midas River has Mario at the mercy of a mighty waterfall and river with branching paths leading to various treasures. The mining settlement of Moleville contains a Mode 7 mine cart obstacle course that can be returned to for time attacks that can earn riches. One area has a mole-whacking game (run by a mole from Moleville, naturally) in which the moles are goombas and Mario is the hammer. In one town, three ghosts will visit Mario while he sleeps and give him hints for a worldwide scavenger hunt. Yos'ter's Isle, a completely optional area, has you tapping the A and B buttons in rhythm in order to win the Yoshi races. Grate Guy's Casino is also optional, but unlike Yos'ter's Isle, it's a well-kept secret that requires the decryption of scattered clues in order to gain access. Nearly ever single place where Mario travels has some minigame to offer; some have several, and they're all very satisfying and fun to try at least once.
In terms of plot, this game is one of the most humorously frivolous ever made. The gigantic sword that pierced Koopa's Keep set the entire world on its ear; while Mario was sent flying safely back to his home by the impact, both Peach and Koopa were sent flying far away, landing in situations they'd never expected. Koopa's left trying to rally what little remains of his army to take back his keep (the joke is that his army gets smaller and smaller every time we see him until he's finally left all alone), while Peach finds herself the helpless captive (of course) of someone she'd never though she'd meet: someone even more disgusting and immature than Koopa. Rounding out the party are Mallow, the sage Frogfucious's adopted grandson whose emotions control the weather, and Geno, a presence from on high who possesses a child's favorite action figure in order to have a terrestrial form.
The new villains are a humorous lot, from the perpetually ravenous Belome to the indignantly delusional Punchinello, the frothing-at-the-mouth mad (but beetle-loving) Booster and his Snifit compatriots, the shapeshifting Yaridovich, the scheming Margarie Margarita, and the smooth, honorable pirate Johnathan Jones. Almost all of their plotlines continue after they've been beaten, too, which serves to develop their characters and distinguish them from any other minor bosses along the road.
The music is composed by Yoko Shimomura, who has also been responsible for the scores of Street Fighter II, Parasite Eve, Seiken Densetsu: Legend of Mana, and Kingdom Hearts. There are numerous cameos from and references to Zelda, Metroid, F-Zero, Final Fantasy, and the original Super Mario Brothers. Good gravy, man, if you're still reading, go play it already!
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