Nearly three decades after it was first released on Super Nintendo — and despite a handsome remake for Switch, with completely redone visuals and rerecorded music — there’s still something strangely, but not unpleasantly, off about Super Mario RPG.
Mario looks all squat and cross-eyed; in fact, the whole Mushroom Kingdom and all its denizens have a sort of squashed, funhouse-mirror look, as if folding them into an isometric perspective has flattened them all out. Early in the game, Bowser’s castle gets run through by a giant, skyscraper-sized talking sword; when did you ever see a sword in a Mario game? Not long after, a Toad makes a joke about forgetting his bazooka at home. His what? Mario’s house is a wobbly, clapboard shack. Mario has a house. It’s all kinds of wrong.
This adventure, first released in 1996 as Super Mario RPG: Legend of the Seven Stars, was a collaboration between Nintendo and Square (now Square Enix) when both were in their mid-’90s pomp. Nintendo was winding down the SNES after an unbeatable run of in-house classics, from Super Mario World to Yoshi’s Island, while Square was months away from unleashing Final Fantasy 7 on the world. It was a meeting of near equals, and while the characters were Nintendo’s, the turf — turn-based role-playing games — was very much Square’s. The developer had the confidence to make its own tastes and personality felt in Mario RPG, in much the same way it later would with the Disney-crossover Kingdom Hearts games, and in a way few external developers working with Mario ever would again (with the recent exception of Ubisoft’s zany-but-cunning Mario + Rabbids games).
So Mario RPG features many elements that feel like foreign bodies, even within the hallucinatory,
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