ANTIQUE GAMING
Super Nintendo Entertainment System (SNES)
Super Mario RPG: Legend of the Seven Stars
Allow me to introduce
you to my favorite video game OF ALL TIME, Super Mario RPG: Legend of the Seven
Stars. I have decided to compose an in-depth series of blog posts about my
Super Mario RPG experience. I started a new game at 1:32 p.m. TODAY, July 17,
2013, in order to provide you, my readers, with my opinions and my personal
tips and tricks on beating this game, while having some serious fun! The fact
that this game is 17-years-old means absolutely nothing; the amazing amount of
depth and detail was far beyond its time. Super Mario RPG was released for SNES
in North America on May 13, 1996. Let’s hear it for the developers: SQUARE and
the publishers: NINTENDO!
The opening scene shows
Princess Toadstool sitting on a hill in front of Mario’s house, dancing with
butterflies. All of a sudden, it gets dark and Bowser shows up, in all his
glory, riding in his flying machine, and kidnaps Princess Toadstool. Surprised?
You shouldn’t be. Bowser has a serious kidnapping-Princess-Toadstool problem! Toadstool
screams, “HELP!” and Mario comes barreling out of his house and jumps to Bowser’s
Keep, where Bowser and Toadstool have just arrived.
Upon entering Bowser’s
Keep, the player is introduced to their first game play moment. The player will
be controlling Mario as he ventures through the Keep. I will describe the scene
from Mario’s perspective. I find myself standing in the entrance to Bowser’s
Keep. The details are incredible as compared to other games created for the
SNES. I see many, creepy statues of what look like tiny Bowsers with
blacked-out eyes lining the walkway to a large, red door.
The only aggravating
thing about this game is controlling Mario. It’s kind of difficult to get him
to walk in the direction you want. After playing current video game systems and
getting used to the infinite range of motion they offer, control is something you
definitely have to get used to when playing this game.
First thing, I head
through the door to find a room full of Terrapins (armored turtles). The
Terrapins will chase Mario when you get near them. If you run into them, a
battle will begin. I find myself standing in a small battle area with Mario on
the nearest side and the enemy on the other. Battling enemies consists of
taking turns attacking each other until someone is defeated (runs out of Hit
Points). Mario is equipped with default beginner moves right now. The A button
is currently “unarmed” and the Y button offers a special move called “jump.” The
unarmed A attack allows Mario to punch his enemy. I have the option of using
the “JUMP” attack, also, which is sometimes more effective, but in this section
of the game, no Experience Points or Coinage is offered, therefore I see no
point in wasting my Flower Points (which are required to perform Y actions).
As Mario excels in the
game, he will be able to purchase, and occasionally, find new weapons. As Mario
levels up, he will learn new Y techniques. The only fallback on Y techniques is
that the higher the technique level, the more flower points are required to use
it.
I perform a punch attack
on my current opponent, the Terrapin. 24-Hit-Damage and Terrapin is defeated.
Ha! Take that! Since, at this point in the game, you are not getting any
experience toward levelling up, I suggest you try to slip past as many enemies
as possible instead of stopping to fight them all. Unless, of course, you have
no experience playing the game whatsoever, then it would probably help you get
a handle on the way things work in battle.
I jump through the
room, avoiding all other foes, but I am stopped at the next door by two
Terrapins guarding the door. I enter into battle to find there are four
Terrapins to be defeated! Super Mario RPG utilizes Timed Hits. There is a
point, while the enemy is attacking, that if you press B, your character will
go into defense mode and less damage will be taken.
This battle against four
Terrapins only cost Mario 4 HP off his initial 20 and each Terrapin was
defeated after one hit. Mario is now down to 16 HP, will he make it through
Bowser’s Keep ALIVE?? I travel through the next door to find a room filled with
LAVA. There is a bridge going across with fireballs jumping into the air. This
is a refreshing flashback to the original Super Mario Bros. After crossing a
second bridge, I am stopped, and it crashes into the lava! There’s no turning back
now, be strong Mario!
Through yet another door,
I find myself in a stone chamber with chandeliers hanging from the ceiling. As
Mario walks forward, we get a glimpse of Princess Toadstool’s feet kicking up
near a chandelier. Mario looks around, then up, and jumps to a chandelier
neighboring the one Bowser is standing on. Princess Toadstool is tied up,
hanging in the air next to Bowser.
Princess Toadstool: Don’t
let Bowser bruise you, Mario!
Bowser: Mario! Prepare
yourself for the great beyond!
Ha ha! I’m not afraid
of you Bowser! I have beat you various times in every Mario game up to this
point. In my experience, there is NO WAY of defeating Bowser by attacking him
personally. In this crucial battle, Mario has the option to attack the
Kinklink, which consists of a Chomp holding up the chandelier. At the beginning
of the battle, Mario is back up to his original 20 HP.
Two JUMP attacks on the
Kinklink and lightning flashes. The chandelier begins to fall.
As Bowser is
going down he yells, “Coming Mario?” Then a hammer comes flying from somewhere
off-screen and strikes the Kinklink holding up Mario’s chandelier. Mario starts
to climb down, but Princess Toadstool tells Mario to “FIGHT!” Bowser throws
another hammer, it hits the Kinklink and Mario begins to fall. When Bowser
comes into view, as both he and Mario are falling, he is crying. He immediately
stops when he sees Mario. Bowser gloats because he thinks he has defeated
Mario, and jumps toward him, as if to attack, and Mario jumps also, bounces off
Bowsers head and up out of sight. Bowser exclaims, “Fungah! Foiled again!” Then
continues to cry as the chandelier continues to fall.
The camera follows
Mario up as he grabs the chain that was previously holding the chandelier.
Princess Toadstool tells Mario she was so worried and suggests they get out of
there. The Keep begins to shake violently. Princess Toadstool yells, “I’m going
to fall!” She and Mario fall out of sight.
There is a giant sword
surrounded by seven orbiting stars falling from the clouds. The sword falls
into Bowser’s Keep and sits stationary in the middle.
The stars fly off in
different directions, with one falling into Bowser’s Keep. Mario is seen flying
across the sky and falls into his house through the green, pipe chimney.
Toad, a small
mushroom-man, is standing outside and sees Mario when he comes flying. Toad
goes running into the house to find Mario hanging from a coat hook on the wall.
He laughs at Mario, telling him that most people use doors to get into their
houses. Toad also says that he is there to pick up Princess Toadstool since she
is running late. Toad leave the house, then game play continues.
Mario’s house is simple
and cute, similar to the way most houses in Super Mario RPG are depicted. It is
only one room; consisting of a green, plaid bed, a couple of windows, a crate,
a table, and a dresser with a lamp on it. If you find yourself low on HP, you
can come back to the “PipeHouse,” as Mario’s home is called, turn the lamp off,
and catch some Zzzzzz’s, restoring yours and your party members HP.
I jump off the hook and
go outside, where Toad is pacing back and forth. I walk up to Toad and press A
to start a conversation. Toad says he thought the Princess was with Mario.
Mario says nothing. Mario does not talk during this game; he uses hand gestures
and storytelling by turning himself into other characters. Anyone Mario is
communicating with surprisingly understands him. Toad asks why Mario is giving
him the silent treatment. Then finally figures out that Bowser must have
something to do with it. Toad then asks Mario to bring Princess Toadstool back,
like he always does.
I take Mario to the tab
leading to the World Map, but Toad stops me, saying that Mario needs to
remember to save. Toad informs Mario that he must jump on the glowing SAVE box.
The creators of the game make it very easy to know where to go to save. The
SAVE boxes are big and flashy; there is a rotating star on the top of the box
with flashing “S”’s on the sides. You simply hop up, choose a save slot and
press A to save at any SAVE box in the game. After saving, Toad will allow you
to leave.
The World Map shows all
the places you can go with Mario. There will be flashing dots connected you to
the places you can travel. The only place I can currently go is to Bowser’s Keep.
Mario walks up to the door, looks up, and sees the giant sword sitting in the
middle of the Keep. The sword informs Mario that the Keep now belongs to the “Smithy
Gang,” then shakes so violently that the bridge falls away, with Mario bouncing
backwards off it.
Now, I can no longer
access Bowser’s Keep. I can only get as far as Vista Hill, an overlook where
people stand to see the creepy phenomenon in the distance. I go back to Mario’s
Pad to tell Toad the bad news. Upon arrival, Toad is nowhere to be seen, so I
enter the PipeHouse. I find Toad waiting for me there.
Toad assumed Mario had
forgotten something after seeing him back so quickly. Mario then depicts the
scene of what had happened at the Keep from the top of his table. Toad exclaims
that it is just wonderful that the bridge to the Keep was out just when Mario
was trying to rescue the Princess. He goes on to say that they must now travel
to Mushroom Kingdom to inform the Chancellor of what had happened. Toad then
leave the PipeHouse, so I follow.
As I exit to the World
Map, Toad comes rushing back, knocking Mario off his feet. Toad explains to
Mario that the fall had reduced his HP. He tells Mario that one of Mushroom
Kingdom’s famous items ought to perk him right up and gives Mario a “Mushroom.”
Toad then asks if you know how to use items. If you don’t, select “I have no
idea,” and Toad will go on to explain that if you open your MENU using the X
button, there will be an option ITEMS. You select ITEMS to see all of the ITEMS
you have, then you select one and decide which character you will use it on. I
already know how to use items, therefore I select, “Of course I do.”
Toad then goes on to
say that he rushed back so quickly to inform Mario that Mushroom Way was
overrun with monsters and to ask if Mario would do something about it. A goomba
shows up and Toad asks Mario if he knows about Timed Hits. If you do not know,
select, “no,” and Toad will tell you all about it. I do, so I select, “yes.”
Toad tells the Goomba that Mario knows about Timed Hits and is going to knock
its lights out. The Goomba runs away. Toad says, “He’s got more bark than bite,
huh?” to Mario. Toad reminds Mario that they need to tell the Chancellor about
Toadstool. Toad gives Mario 3 more mushrooms and leaves, saying he will see
Mario at Mushroom Kingdom.
It is NOW time to begin
the official journey! SAVE again and we’ll be off to Mushroom Way!
My next post will consist of Mario’s journey from
this point through the defeating of BOSS #1: MACK. One of the things I love
most about Super Mario RPG is the story! Another thing is the characters; the
creators of this game had amazing imaginations! In my next post Mario will find
his first companion, be faced with attempting to help a friend after a robbery,
and battle his first BOSS. Subscribe! Comments are welcomed! “Like” me as a
writer on Facebook: Chandra Goodpaster, FOLLOW on Twitter: cdgoodpaster.
Thanks! J