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Mario RPG Discussion Thread

LiveStudioAudience

Smash Master
Joined
Dec 1, 2019
Messages
4,553
The Mario RPG sequel starts off with seemingly a timed battle only for Bowser to refuse to adhere to that system:

Peach: Bowser you need to wait for your turn to attack.
Bowser: A King doesn't wait for turns!

Bowser charges forward with a Drill Claw attack
 

Geno Boost

Smash Master
Joined
Jul 25, 2014
Messages
4,405
Location
Star Hill. Why do you ask?
i managed to think of SMRPG item that would work well for smash which is sleep bomb


basically you throw it on someone then they fall sleep for few seconds and it can effect multiple if others are close to it when it explode
could also work well for mario kart by making the sleep while they drive unable to turn left or right or break
 

Diddy Kong

Smash Obsessed
Joined
Dec 8, 2004
Messages
26,484
Switch FC
SW-1597-979602774
A Mario RPG that's unique from the groundwork that SMRPG, M&L and Paper Mario have done?

I think I'd make it a platformer, but a slower one. With many RPG elements and real time action. Buttons for actions like jumping and power ups for example. Many of the typical Mario Power Ups being collectable items indeed but with permanent function if you choose so. Like grabbing a Fire Flower in Mario.

Lots would rely on platforming, positioning, but all in real time. Mario would increase in power over time, like increased jump capacities and run speed and amount of durability and name it, but nothing extreme. I would prioritise skill over stats, a skillful player would be able to reach Bowser and rescue Peach without leveling up potentially. Just like in Zelda Breath of the Wild and Tears of the Kingdom basically.

So the power scaling would need to be adjusted to this principle. And the environment and collectable power up items would need to be of influence too to the battles. As well as regular jumps and stuff from enemies like Koopa Shells being easy to exploit against enemies. Kinda like in the regular Mario platformers huh. I'd also scale the items compared to the environment. Maybe like having levels on the power ups themselves? Level 1 Fire Flower minimal to level 5 Fire Flower maximal for example. I don't know.

So yeah in a way I'd try to make this game appealing to speed runners, completionists, lovers of grinding, and add an engaging story if you actually take time to go and liberate the castles the Princess isn't in. And I'd try to keep it as Mario as possible, but with a slowed down engine to support a more strategic approach, yet not too much as to dumb down the platforming aspects.

My approach would be to combine the best aspects of the Mario series while also making it a traditional complestionist RPG with a deeper story, which is optional to go after.
 

PLATINUM7

Star Platinum
Joined
Nov 15, 2013
Messages
12,311
NNID
PLATINUM7
3DS FC
1246-8735-0293
Switch FC
2465-5306-3806
A Mario RPG that's unique from the groundwork that SMRPG, M&L and Paper Mario have done?

I think I'd make it a platformer, but a slower one. With many RPG elements and real time action. Buttons for actions like jumping and power ups for example. Many of the typical Mario Power Ups being collectable items indeed but with permanent function if you choose so. Like grabbing a Fire Flower in Mario.

Lots would rely on platforming, positioning, but all in real time. Mario would increase in power over time, like increased jump capacities and run speed and amount of durability and name it, but nothing extreme. I would prioritise skill over stats, a skillful player would be able to reach Bowser and rescue Peach without leveling up potentially. Just like in Zelda Breath of the Wild and Tears of the Kingdom basically.

So the power scaling would need to be adjusted to this principle. And the environment and collectable power up items would need to be of influence too to the battles. As well as regular jumps and stuff from enemies like Koopa Shells being easy to exploit against enemies. Kinda like in the regular Mario platformers huh. I'd also scale the items compared to the environment. Maybe like having levels on the power ups themselves? Level 1 Fire Flower minimal to level 5 Fire Flower maximal for example. I don't know.

So yeah in a way I'd try to make this game appealing to speed runners, completionists, lovers of grinding, and add an engaging story if you actually take time to go and liberate the castles the Princess isn't in. And I'd try to keep it as Mario as possible, but with a slowed down engine to support a more strategic approach, yet not too much as to dumb down the platforming aspects.

My approach would be to combine the best aspects of the Mario series while also making it a traditional complestionist RPG with a deeper story, which is optional to go after.
Sounds like Super Paper Mario with some more RPG aspects.
 

Mushroomguy12

Smash Hero
Joined
Nov 23, 2018
Messages
9,827
Location
Nintendo Land Theme Parks, Incorporated
For a unique new Mario RPG series, most of what comes to mind for me has already been said by others, my favorite idea is the action RPG. I just want Paper Mario and Super Mario RPG to just receive new games, especially for Paper Mario getting a new game in the old style of the first two. The remakes were nice, but I hope Nintendo doesn't treat them as a one and done and go back to doing "Sticker Star" style games.

That being said, if we were to do a brand new series to get a unique identity from the current series of Mario and Luigi & Paper Mario.... I really did love the Subspace Emissary and while I understand Sakurai probably won't ever do another adventure mode on that scale in Smash again.... perhaps we could do a Smash Bros RPG? We could get all the excellent story potential of a Nintendo RPG without taking away from fighting game Smash's development by making it a separate series.
 
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