Super Mario RPG Remake - coming soon

I'm seeing references to Metroid and Final Fantasy which is cool. And the music is evoking an image of Jack Skellington popping his head out of a tree door that says Halloween town.
Monstro town being partly reused as the gummi ship garage theme in Kingdom hearts has now looped back with this new arrangement to now having the soundfont for the remastered monstro town just having a kind of kingdom hearts soundfont that makes it kinda sound like a variation on the gummi ship garage theme that came after it.

The jack skellington ass music though is the new arrangement of "here's some weapons!", It's solid but the change to how it loops so it just repeats the end twice bothers me severely and triggers OCD-esque reactions despite me not having OCD.
Seriously odd how it went from "shady goofball gang of crooks" to "TIM BURTON'S THE NIGHTMARE BEFORE CHRISTMAS: OOGIES REVENGE FOR THE PS2" in how it's instrumentals changed.

The least altered one in tone I've found that's the closest to a "direct upgrade/update" is the axem rangers chase theme that kind of set the "mario underground theme but fast" chase theme genre that would later rear it's head again in mainline games like Mario Sunshine and galaxy.
 
Good remake overall but it still feels a little lacking to me, mostly because I played it to death as a preteen and the balance changes make it so you can basically skip every encounter if you're good at timed hits. Didn't do a single fight outside the required ones once I got to sunken ship save for a couple grind fights before Smithy.

The art is kind of confusing. Super Mario RPG Remake wants to be smooth looking 3D chibi but at the same time re-uses some of the old sprites in HD. As a result it's a visual mess.
If you're talking about the fight that used to be the secret postgame boss in the original, that's a fakeout. The real final postgame boss is Culex making good with his promise to come back in 3D and kick your ass, and he's got a proper FFXVI looking model and full orchestration. Also worth noting the threat about coming back in 3D to kick your ass someday is direct from the Japanese SNES version, so they've had that joke in the works for 20+ years.

I still wish they would've went faux claymation with it though, it's one of the few games that'd really benefit from the earthbound manual playdoh aesthetic.
 
I still wish they would've went faux claymation with it though, it's one of the few games that'd really benefit from the earthbound manual playdoh aesthetic.
It's one of the games that's original aesthetic was literally faux claymation which makes it extremely baffling to me they didn't do it for the remake. The final phase gimmick with smithy is literally a fucking Gumby gag. Speaking of which from what I've seenof this remake's bossfights they did a really big missed opportunity of showing his beard just fall off for the final fight instead of 1 for 1 copying the fight transition thing. if you compare the 2nd phase normal head and the 1st phase/normal form smithy head the 2nd phase one is literally just a cartoonishly bloated bald version of the first phase head. Back in the day it always kinda bothered me how nobody else I knew noticed the gag of his "true form" just being him being bald.
 
It's one of the games that's original aesthetic was literally faux claymation which makes it extremely baffling to me they didn't do it for the remake.
Why set up an entire claymation studio when you already have the resources to do it in 3D? I agree with you however. If you're going to do a remake, then stay faithful to its style.
 
Yeah, I was gonna say; another spergy thing that kinda bothers me about the remake is Smithy Phase 2. Him being an ambiguous alien thing and having weird aggressive music that doesn't fit the rest of the game's upbeat tone really helped set the mood for a final boss fight vs something otherworldly, but him being very clearly a robot with bike-chain limbs in this remake and keeping the upbeat instruments from the rest of the game's soundtrack just kinda ruined it, same for the lack of dramatic explosions during his freakout in the original.

Why set up an entire claymation studio when you already have the resources to do it in 3D? I agree with you however. If you're going to do a remake, then stay faithful to its style.

https://blendermarket.com/products/claydoh

I'm not sure if the switch could pull something like this off but a massive chunk of the GPU expense here is in the lighting calculations, and SMRPG has fixed lighting by design due to originally being prerendered. There are 5-year-old games that use the style and run on 750-series cards, and given that Yoshi's Wooly World uses very similar trickery I think it'd probably be possible.

Really I want to see that style in an RPG with very limited enemy movement so they could go super hard on the detail. If we ever get an earthbound remake (please no) it'd be excellent.
 
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https://blendermarket.com/products/claydoh

I'm not sure if the switch could pull something like this off but a massive chunk of the GPU expense here is in the lighting calculations, and SMRPG has fixed lighting by design due to originally being prerendered. There are 5-year-old games that use the style and run on 750-series cards, and given that Yoshi's Wooly World uses very similar trickery I think it'd probably be possible.
This would only be added in a heavily modded ROM.
 
Why set up an entire claymation studio when you already have the resources to do it in 3D? I agree with you however. If you're going to do a remake, then stay faithful to its style.
Ideally I'd have it as a combo of the miniature model aesthetic of the Link's awakening remake and the Fake claymation of Kirby's Rainbow curse but with actually limited frames to the movement like the original sprites.
Yeah, I was gonna say; another spergy thing that kinda bothers me about the remake is Smithy Phase 2. Him being an ambiguous alien thing and having weird aggressive music that doesn't fit the rest of the game's upbeat tone really helped set the mood for a final boss fight vs something otherworldly, but him being very clearly a robot with bike-chain limbs in this remake and keeping the upbeat instruments from the rest of the game's soundtrack just kinda ruined it, same for the lack of dramatic explosions during his freakout in the original.

I gotta agree on the final phase music thing. The new one feels like a modern gen pokemon rival battle theme. Meanwhile the original's choice of echoey and reverb heavy instruments gave it a much more dreamlike quality where the only real solid ground with no ethereal elements is the frantic baseline that briefly warps into his theme from the first phase.
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I can understand why they changed the background in the final fight in the remake to just have a few broken statues of his head all around the arena so you could see where Mario was actually standing , but the original thing where it's just copy/pasted effigies of his face going on for miles really kind of added to the surreal nature of the last phase.
As for smithy himself, he's less of a "robot" design wise and more of a weird geometric metal block guy with chain arms. It wasn't really less obvious in the original unless you weren't paying attention till phase 2 since the only real difference is the hair being gone/the head changing shape when he whacks himself. A lot of enemies in the Paper Mario and Mario & Luigi games seem to take inspiration from smithy's weird design elements. Lots of enemies and NPCs with spring or chain limbs and/or literal block bodies in those games. There's also Grodus from paper mario 2 who's a lot less vaguely "machine-like" and more straight up an eccentric old guy robot.
 
Speaking of claymation, Sakaguchi did attempt to make a game using claymation. Unfortunately it bombed, he later used a similar idea but with real life dioramas for Fantasian.
 
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Been having a lot of fun with the remake. It's so faithful to the original, only removing some pretty minor things like the Bruce Lee reference. Just entered Barrel Volcano and am sort of dreading the fight with the Axem Rangers. I remember them being pretty tough.

Sort of related to the game, it's weird how people are so baffled that people want Geno into Smash, since the conversation has resparked on Twitter a bit. He's just a cool looking puppet man with guns and can turn into a cannon. Not much to think over. People move the goalposts and talk about personality when Smash includes such deep characters as Ice Climbers and a bunch of Dragon Quest main characters sharing a single slot.
The issue is less about Geno himself, but the fact he and all original SMRPG characters are owned by Square Enix. Third-party negotiations cross over third-party characters are difficult to achieve, especially with a company as finicky as Square Enix. Prior to DLC, all we got from the company was Cloud, one stage, and two songs. Not even spirits of other FFVII characters. Square Enix was more generous with DLC, but that’s a different beast where they can negotiate a higher cut of the sales anyway. Artists who work for Square Enix also own their music, hence why Dragon Quest only had Midi music.

With how hard it is to add Square Enix characters, it’s a lot to ask Sakurai or whoever directs the next Smash Bros. game to go through such an arduous process to add, a side character who has only been playable in 1996 and the recently-release remake. I wouldn’t mind Geno, but Sakurai is asking for a lot of backlash if he adds him over not only those who have already showed up, but other newcomers like Crono. Since “Everybody Is Here” won’t happen again, that would be a probability if we even get Square characters at all.

Even with the argument that Geno’s inclusion would bring remixes of music like Forest Maze, that’s already the case with the remake, with Yoko Shimomura returning to conduct the score. I think the remake may upgrade Geno to an Assist Trophy, but not any further.
 
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Maybe I'm being stupidly optimistic, but I thought maybe with Sephiroth and Sora coming in, maybe Square was slooowly taking the stick out of their ass when it came to stuff like this.

I guess with Geno I just sort of thought Square wouldn't really give a shit. Like he wouldn't be under such strict lock and key as Cloud since it's not like they've literally used him in anything until this remake and he's not a big iconic character. I'm not gonna go on forums and sob and weep about Geno like others do, but I'd still enjoy if he got to be a fighter and I think he could have a pretty neat moveset.

Also I was really just saying people get oddly mad when others bring up Geno as a Smash candidate and will pull any excuse to exclude his chances. Even when Sakurai literally said in Terry's reveal video that being super famous isn't a prerequisite into getting into the roster.
 
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How were you able to do this?
Using sound and visuals really helped. I just imagined the sound effect as a metronome and that I was pressing the A button to the beat. Also looking at the enemy's head and pressing the A button as mario is about to jump off of the enemy's head. These together helped me get the timing down. I used the spikey enemies found at the beginning of the game as they are resistant to jumping attacks and are small enough to have more time to see Mario land his jumps. My family members at Thanksgiving wanted me to do it for them and was able to do it again fairly quickly for each of them using this method.
 
The secret to nailing superjumps (including in the original) is locking your focus on the part of the sprite where mario makes impact. If you're just going for 100 to get the suit, do it on a sprite that has no vertical movement in its animation loop like the bob-ombs in moleville mines (or those spikeys, since they don't flinch).

Some of the RPG community shitposters are having fun stacking all the new damage modifiers to push out massive numbers with super jumps. 5x chain + Mallow in party + Attack up + all-mag build + 100x superjump can hit 9999 on some enemies. If there's some way to get 7k out of the other two party members' turns it should be possible to one-turn KO the ultimate postgame boss.
 
The secret to nailing superjumps (including in the original) is locking your focus on the part of the sprite where mario makes impact. If you're just going for 100 to get the suit, do it on a sprite that has no vertical movement in its animation loop like the bob-ombs in moleville mines (or those spikeys, since they don't flinch).

Some of the RPG community shitposters are having fun stacking all the new damage modifiers to push out massive numbers with super jumps. 5x chain + Mallow in party + Attack up + all-mag build + 100x superjump can hit 9999 on some enemies. If there's some way to get 7k out of the other two party members' turns it should be possible to one-turn KO the ultimate postgame boss.
Now this is pod racing!!
 
I really hope for a sequel
Technically the original Paper Mario is the sequel, due to how it's development was done with the intent of it being one. The only things that carry over are the mechanics and the fact you collect 7 starss. The story of both games are just entirely self contained like most Mario games tend to be. The final game isn't marketed as a sequel nor is it actively considered one, but there's the fact it was going to be initially called the sequel to SMRPG.
 
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Technically the original Paper Mario is the sequel. The only things that carry over are the mechanics and the fact you collect 7 starss. The story of both games are just entirely self contained like most Mario games tend to be.
Technically, it's a spiritual sequel. I meant like an actual, direct sequel. I know Square owns the characters, so it's hard..but it would be cool. A direct TTYD sequel with the same machanics, instead of all that weird puzzle garbage, would be amazing.
 
Technically, it's a spiritual sequel. I meant like an actual, direct sequel.
I don't think it would be all that good... a direct sequel would likely either be to much of a retread or be so different it wouldnt really be a sequel.

Its different then the mario and Luigi rpgs games. You really can't recycle the Smithy's gang easily. They would also be absurdly difficult to top. I mean how do you do better then exor for " we are gonna fuck you up?"
 
Its different then the mario and Luigi rpgs games. You really can't recycle the Smithy's gang easily. They would also be absurdly difficult to top. I mean how do you do better then exor for " we are gonna fuck you up?"
Another thing that carries over into the paper mario games I just remembered is each Paper mario game has it's own "gang". First one's just comprised of the usual Mario enemy types because Bowser's the main villain, but Thousand year door and Super Paper Mario have completely original bad guy crews somehow both alien to yet fitting in with the world of the Mario series perfectly kinda like the Smithy gang.
 
Speaking of sequels, did you guys know that there were ideas very early on for the sequel to be a FFTactics-style game, and to feature other Nintendo characters as party members?

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What a different world that would have been.
 
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