Oh wow, you actually use my bestiary spreadsheet. Thank you. It does still need to be updated to better note Switch version changes (I did at least note that Gassox is no longer immune to Jump or Bolt and is now weak to Fire and Ice), so you should let me know what to add within the Speedrunning community place. You know the one that I can't talk about because TH-cam wants to involve shenanigans with what gets a comment auto-filtered. I've been making my Restricted Weapons/No Deaths Run in interest of comparing the versions in how the combat is built, and I can safely say that the Switch version, even with some blatant hiccups, is an overwhelming improvement in this department. With this in mind, I would like to talk about the added battle mechanics. -Mid-Battle Switching - even with No Deaths to avoid the game forcing you to bring in the auxiliary party members, mid-battle switching still does involve being able to utilize your other party members for more differing battles. This is actually a good thing, granted; I simply restrict this option on my Restricted Weapons/No Deaths Run to discretionary usage in order to involve more clear comparison to the design of old, which is my basis behind the banning of Hang In Mid Air Jumps in my Pac-Man World Re-Pac No Damage Run. As it needs the Plus Button, it's safely possible to ignore in general for the main story. -Action Gauge/Triple Moves/Toad Assist - I don't look too deeply into Toad Assist, but the Triple Moves do provided added options, with all of the attacks using Physical stats so there's that for improved game design. Clown Car Barrage becomes popular for a reason, and I checked using one of my Restricted Weapons/No Deaths Run save files: CCB still wrecks Axems Pink and Green simply because of the Physical stat targeting AND the weakness hitting capability. Mallow/Bowser can actually capitalize upon this to turn the rest of the first phase into a theoretical No Damage Run. The other Triple Moves will have their points of interest, so I'll want to incorporate their usage into my plans with demonstrations with the Axem Rangers. Oh yeah, and since the Action Gauge mechanic entirely depends on the Minus Button, it's possible to ignore, and I once again limit its usage in my Restricted Weapons/No Deaths Run to discretionary usage because of it being new. -Physical Attack AOE - this is something that people consider to be broken, and even leaves people annoyed that it can't be turned off. I can point out that the Hammer Bros. Double KO at Level 1 is absolutely precise and requires every single attack to be sweetspot timed, and the same goes for Level 2 Mario and Mallow being able to do the Bodyguard stunlock trick against Claymagnus. In general, I can point out that this ain't the Nintendo Wars series, so a low HP enemy can still do their full damage infliction, and with most bosses, you'd be wanting to prioritize less durable targets, so the physical attack AoE is only helping if you're already holding key advantages; only Czar Dragon is significantly affected as a result, and even then, you're trusting that you can sweetspot time a physical attack when the Helios are out if you're caring to avoid using Thunderbolt or Terrorize. I do not object at all to this change. -Timing Chain/Ally Buffs - it's funny how this is the most significant change, while being the least noticed by the public. Long story short, it's great for transforming character gameplay and even has plenty of design space in addition to being a new mechanic as it is to not have to worry about being bogged down by demand for faithfulness. Even if there are shortcomings in the fine-tuning, the fact that Bowser gets an active buff that makes Bowser/Mallow and even Bowser/Geno quite a bit more functional at mid-level play is absolutely welcome. Mallow's MATK Ally Buff goes without saying in making Mallow Adaptational Awesome in general as well. Meanwhile, Geno and Peach's own Ally Buffs are kept tame enough. And all that is needed for maintaining the Ally Buffs is consistency that satisfies the Timing Chain. It absolutely sets a welcome standard for balancing ideas in other games, or possibly even other remakes. -Special variant Enemies - here's ANOTHER mechanic that is welcome, and while it feels like a band-aid that ends up with some wasted +50% Best Power Stat bonuses (Snapdragon and Leuko, and arguably Shaman and Bluebird because their physical attacks suck), as well as potentially bloated defense enemies (Kriffid (WHO IS IMMUNE TO POISON AS WELL), Jawful, Orbison, and Forkies), when it works, it VERY MUCH works. Look no further than the Special variant Shogun, who is properly tense while never being unfair to somebody who doesn't have Mallow at Level 14, a far cry from the Shoguns in the original screaming at the player to have that much. I also note that Big Troopa and Enigma have their Special variants listed on vanilla TV Tropes as Demonic Spiders; I can see the case for Big Troopa just because of the Physical DEF bloat, though blocking his pseudo-Solar Beam attacks is not a hopeless absurdity, but Enigma in and of himself in the SNES version was just messily handled by Echofinder being unblockable and Enigma's being able to potentially 1HKO Mallow with the Wake-Up Pin and generally deal too much damage, where Special variant Enigma in the Switch version, while still scary, was possible to combat reasonably at the point where you could fully block the Echofinder damage, to say nothing of any auxiliary enemies for Mole Mines such as Sparky/Lava Bubble having their own attacks now unconditionally be blockable to reduce their own aggravation factor. I think you get the picture of how Special variant enemy involvement could be put into a Hard Mode, though without every enemy being Special variant because that would just invite tedium and overwhelming exploitation demand. Oh, and yes, every single-target damage attack being blockable is an absolute improvement.
"Miyamoto considers the peace sign too childish" THAT'S THE REASON? I'll admit Mario grabbing the sprite, stars, and moons has more personality, but that's still hilarious to me as the reason it got cut after Mario Golf
It's especially sad because Mario Odyssey was able to bring back to Peace Sign as Mario references past 3D mario game animations when he collects moons so everyone thought it might be back on the table but nope even in a mostly faithful remake it couldn't make the cut.
It's a bit more complicated than that. Back after Mario 64 came along, that's when Miyamoto decided he wanted to retire the "peace sign" as Mario's default action. He said it was considered pretty childish but the main reason is he didn't want that to be seen as "that thing Mario always does". Basically, he didn't want it to become an expected Mario pose cliche.
The thing I miss from the original is the Card Symbols each character had just before performing a special move, for example Peach has the Heart ♥️ Symbol and Mario has the Spade ♠️ Symbol and Geno has the Star ⭐️ Symbol.
This has to be one of the best 16-bit remakes I have played. A near-perfect balance of modernizing without sacrificing what made the original good (both art and gameplay). Plus, party swapping and combo attacks are genuinely good systems that more turn-based RPGs should use.
It was just done back in the era where Nintendo was trying to shake their 'childish' image when compared to their competition. These days, they've leaned into it and are more successful than ever.
Great video! I've played through both and you can't go wrong with either. The remake was really faithful besides some of the new additions of the remake. This kind of made me want to see other Square classics remade. I would adore a Brave Fencer Musashi remake!
The remake was a dream come true honestly. It felt like I was reliving one of my favorite games of all time again. The cutscenes added (especially with the Geno being animated/risen cutscene) added some fresh experiences through the game. They did make the base game easier (the battle switching....but kinda makes sense the other party members should be able to) but like you said the game isn't too hard and its a perfect RPG for young Mario fans to get introduced to the style of game (the original was my first RPG). Besides the postgame battles are chef's kiss. Rewards you for knowing those thought peaks.
the most intriguing change between both da og and remake versions of SMRPG that I'm honestly surprised no one even became aware of or mentioned, aside from a few people having done an unbroken chain challenge(I did 999 chain carry challenge) is: the remake has "chain challenges", self-imposed challenges unique to the remake where players can beat it either: 1. without the chain breaking(can be low-level or normal run) aka a unbroken chain challenge 2. "999 chain carry" from beginning of the game(mushroom way, grind 999 chain on 3 goombas by blocking) til the end of the game. can also be done low-level or normal. in both versions obviously the normal runs can go through post-game no problem, but the low-level normal mode ends at Smithy, or theoretically 2D Culex on normal, if the rng can even align like that. in the case of these chains being broken at any point, for "unbroken chain" its reset to the beginning of the game(mostly for speedrunners or those who want to suffer more) or last save(for those who don't have that much time) for 999 chain carry it will always and shall always be reset to last save. cuz it takes literally 4 hours of guarding the formation of 3 goombas in mushroom way to reach 999 so last save is just better for saving time on that challenge. I've done the 999 chain carry challenge and its a fun one. the low-level one is even harder cuz Exor's Carni-kiss(instant attack) and Cloaker especially are the hardest things to deal with, Cloaker cuz his knife throw and slash animations are the exact same thing. I'm actually at smithy in the low-level version on normal mode, its quite literally a simple max mario's normal jump and farm items w/yoshi cookies. mario's normal jump actually legit carries the whole low-level chain challenges up til smithy since it does as much if not sometimes more than rock candy's damage(vs certain bosses). I actually think overall the remake is better than the original purely because aside the obvious post-game and much better time blocking certain attacks, you can block single-target spells, it gives the remake more replayability, via exactly these chain challenges I explained above, it really spices up SMRPG remake a lot. I recall someone actually did unbroken chain challenge and I hope more people can at least do the unbroken chain and 999 chain carry type challenges one day, as sadly very unlikely it'll be. I'm still waiting for a video of such challenges to show up one day another interesting thing is, because the safety badge/ring was nerfed in the remake's normal mode, its probably impossible, if not needs some extremely absurd rng, to beat 2d Culex low-level. but it seems possible confirmation that breezy mode will solve that issue entirely. at least Jinx is legit completely free blocks for all 4 of his fights
amazing video, the references blew me away. As a German I find the removal of "Shyster" to be quiet sad. Nonetheless this has motivated me to buy the game sooner than I thought :D
Amazing video; I have no idea how you're able to do such in-depth comparisons so frequently. I just wanted to you say that your videos are a tremendous help, and I really appreciate what you do! 😊
@@crestofhonor2349 my rationale was that the first six games have been remade in 2d many times. It just would have been nice to see something more creative similar to what was done for Mario RPG
This was that game when I was a kid and growing up I never had because I never wanted to spend 75.00 so for years I wanted to play I love that a game like this got a remaster. I'm stoked to experience it with my kids for the first time.
The remake is fantastic. A lot like Crisis Core remaster except a full remake. Both stay incredibly faithful to the original. The upgrade to 3D looks great and really is like if the original game was made with modern graphics. More game remakes need to be as faithful as this one is with it's camera and character designs. Although a lot of older 2D 5th and 4th gen games remakes I think would benefit to staying in 2D instead of moving to 3D. Also Yoko's rearrangements are fantastic and once again she proves why she is such an incredible composer
Both this game and Live A Live remakes are perfect examples of how I want classic jrpgs to be remade. Keep the original style and gameplay but improve and balance it for modern audiences
Super Mario RPG remake wasn't balanced at all, in fact it was made even more unbalanced in favor of the player. I don't think I've ever played an easier RPG, and I've played hundreds of them.
@@DrewDragoon Amazing how people will make things up to praise this remake. It doesn't have the original visual style and the difficulty is turned all the way down. I'll keep my $60, Nintendo. I'm happy to play the original in pixel perfect HD on my SNES mini, thanks.
@@UltraBearsFan LOL yeah, because the original was so brutally difficult. The only remotely hard thing in the original was culex (if you never played a rpg before). Now you have the super bosses who are all way harder than anything in the original + a culex 3d rematch which is about as hard as a retro FF super boss.
The remake is one of my favorite games in existence. It was really fun considering I'm stuck at the Axem Rangers in the original, so the lower amount of difficulty really helped me
Been waiting for this video since the remake came out. By a wide margin, you are the best content creator I've seen that deep dives comparison between versions. Big thanks from all of us to you
I loved the original "Super Mario RPG" when I was young, so I was _overjoyed_ when this remake was announced. If anything because it would give my young nephew a chance to play it, since he likes Mario, but hasn't had a chance to play many RPGs. I think this remake actually exceeded my expectations in that I wasn't really expecting much save for a remake that preserves the spirit of the original game, but updated with some modern touches. Which is all I really expected from Artepiazza, who also did the DS remakes of the Dragon Quest Zenithia Trilogy (4 through 6, for those wondering) as well as the remakes of the second and third "Romancing SaGa" games. The postgame boss rematches in the "Super Mario RPG" remake were a genuine challenge to me, even with the level cap being unchanged from the original. The Booster one was probably the one that game me the most trouble. Anyway, great video, Austin! Keep up the great work!
Welp, I tried using Thought Peek on all enemies I encountered but knowing there's a page out there with ALL the lines, new and old... I know what I'm doing for the next couple of hours!
The juggling game is also slightly different, making it harder. In the SNES version, the balls move back and forth in an arc. Left, up, right, up, left, right, and so on. In the Switch version, it's a full counterclockwise circle, so at the bottom, it goes straight from his left hand to his right hand, making it far closer.
The original is absolutely fantastic. Although I had a fun time with the remake, it's just an inferior version that's significantly too easy. Lovely to see the updated graphics and some QOL fixes, but overall the splash damage, ability to change party members at any time, much higher item space, and combo percent wheel just make the game a cakewalk. Some people might like that, and that's okay! I just found that after a few hours I didn't even have to try anymore. Also Frogfucius is a CLEARLY better name. Thanks for making this video! I always find it fascinating to see all the changes between versions and this was fun to watch. Great work as always!
Agreed. I played the original as a kid, it was my first RPG, and even so, it was incredably easy to beat. The fact that the remake is even easier is a big letdown. The remake desparatly needs a hard mode.
The one thing that really holds the remake back for me is the game's presentation. The UI and text boxes are very bland and look like a cheap mobile game. I really wish they carried over the weathered paper boxes and hand-written style font.
I really disagree with this take, mainly because it's not like the original had the most unique presentation either, specially the battle UI, and the more unique things about it were kept, such as the dialogue boxes having that weathered look to them. I don't really "get" the complaint Edit: And in regard to the font matter, being fair, the game is being localized to a whole lot of languages it wasn't in before, so the matter with keeping a font akin to the original would be finding one that can account for the unique characters in other languages (from stuff like tildes to properly supporting cyrilic), while still being readable across languages. It's harder to manage fonts for multiple languages than you'd expect...
earthbound animation has a lot of charm tho. the only way i would like it done is if they made it claymation like the strategy guide and keep the same isometric view
Can't wait to (eventually) play this remake. Only problem is, I don't own a switch, and I can't justify dropping that kind of money for a 10-15hr game😅
I really enjoyed the remake. There were a few things I wish were better. Floaty controls. The movement didn’t feel as smooth as the original. I’m not sure if it was the wireless controls though. The new Zelda games had similar floaty controls. The UI. It’s not the most important aspect but seeing the generic text and background compared to the weathered papered from the original was a bit of a downgrade. Also the switch to battle stars in blue screen was a bit much. Characters. This is tricky to put into words but the original had a unique look and charm to them. The current designs are similar to what we’d see in Mario Party or other Mario spin offs. It’s not bad or anything but I wish they tried something different like how they went a different style in Links Awakening. Also not having the peace sign was a bummer. Music. The music was great. I decided to listen to new music unless it wasn’t as good as the original. The only time I found changing back was Beware of the mushroom forest and regular battles. Some of the additions added in didn’t hit as good. Difficulty. While the original wasn’t hard. It was more difficult than the remake. Since they added a breezy mode, I wish they included a hard mode. Post game. I enjoyed the hard boss battles but I wish there was more or a new dungeon. Winning the best weapons from the hard bosses was great but there was nothing to really use them for.
The original is my favourite game of all time and the remake is my 2nd favourite game of all time. We're so lucky to live in a world where we have two amazing versions of SMRPG. ❤ This is an awesome video, and thank you so much for the plug at the beginning!!!
Miyamoto thinks peace sign is childish... obviously it contradicts the mature topics and deep characters that we usually see in the opera like adventures that Mario always has
The big thing I'm noticing modern games totally miss is the lighting. Every singly cartoony-styled 3D game today uses the exact same, realistic-ish lighting, and I feel that's the big thing that makes the visuals look so jarring and weird. If the lighting were simpler or even some form of cel-shaded, I feel it would be both closer to the original game's visuals, plus would make the chibi models look less silly. And yeah, the menus suck. Overall, I'm just hoping that the newer localization (preferably without the censorship, or a completely brand-new fan-translation entirely) will get back-ported to the SNES/SFC original via romhacks. Or a source port so the text limit could be more easily overcome - whichever option comes first.
@@justuswhite924I won't get fully into it, but that one is far from ideal. CoolCatBomberMan didn't approach it in quite the most professional way, and he already went out to say he's no longer updating the hack, so it's basically a dead-end. Debatable whether or not it's preferable to the SNES original.
@@fanb1536 In what way does it seem "unprofessional?" The description said he consulted with an actual JP translator, and she wrote a review giving the hack high praise. Furthermore, CoolCatBomberMan said his latest update (2.0) was made to be as "professional" as possible after Chicken Knife called him out on his writing style. The only thing he abandoned was backporting remake changes, and that was because they were mostly playing off of Woolsey's mistranslations.
I don't onow if the lack of a speed up option is good, the boosters are hit or miss, but I feel like nowadays all games should have the option of speeding up everything, _especially_ open world obe or those with annoyingly huge maps full of mostry nothing or useless crap.
Miyamoto thinks the peace sign is CRINGE and won't let his ocs do it anymore! lol I'd think Mallow atleast fits it still if that's the case, but I also really love the weird wide-open mouth pose.
actually in 1900 it was offtive gesture in some commonwealth countries than during world 2 it it became the gesture for victory for the allies only the usa made a sign for peace
LOVED the remake, and initially thought j wouldn’t like it because it was so faithful. But for someone who grew up with the original, it just feels like an enhanced version of the SNES game. That being said, I think all the animations and stuff do work better and make more sense with the original graphics. The original very much kind of feels like a parody of the old Square games, but the remake doesn’t evoke that same feel.
Sadly, I do not own a Switch...but a game like this, among others of course, makes me really consider it eventually. This is the type remake that I think Chrono Trigger and Final Fantasy 6 need, vs the way over done FF7 remake.
@@dsshocktrooper7523 unfortunately for now it’s mobile exclusive, but it’s the best version of MOST of the games in its collection. + the only real version of AC, and those old FFVII universe games to be actual RPGs
The Remake is very faithful and besides a few minor additions most of which can be ignored the remake really just is the original with better sound and graphics so I'd say go with the remake
I think they generally did a really good job with the remake. I wish there had been some sort of hard mode, though. Also, I think the way the characters move some of the time is less charming with the 3D models. I don't think that's any fault of the remake devs, it's just that no matter how good and faithful to the original the models look, it's just not quite the same charm to me.
Played Switch once and it was the same just ✨️modernized✨️ not a keeper game so if you played the Snes version there's no actual reason to play the new one. The added "content" is infimal and totally not worth the price unless it massively drops to your liking.
Actually watching this video had me wondering what was even the point of this the entire time the more you described the "changes/updates". Sounded like "i remade the old game so i can patch up pieces of the old game". Kinda think remakes that take this approach are worthless
IGN's rating system is seen as terrible anyways, plus the reviewers they get are always for some reason people who don't like the type of game they are reviewing. That, and they always play it way too safe like will have a bunch of negatives for some games but still give it a 7 or 8 out of 10 because they are scared of not getting review copies or something. except for COD games, they always give them a 9 or 10 for some unknown reason -cough money cough cough-. I remember when they gave the Xenoblade Chronicles switch remaster a lower score than the 3DS version. Oh they also, mispronounced a lot of the names really badly and somehow didn't like any of the locations, still gave it a 7 or 8 I think. IGN be weird sometimes. lol
Oh wow, you actually use my bestiary spreadsheet. Thank you. It does still need to be updated to better note Switch version changes (I did at least note that Gassox is no longer immune to Jump or Bolt and is now weak to Fire and Ice), so you should let me know what to add within the Speedrunning community place. You know the one that I can't talk about because TH-cam wants to involve shenanigans with what gets a comment auto-filtered.
I've been making my Restricted Weapons/No Deaths Run in interest of comparing the versions in how the combat is built, and I can safely say that the Switch version, even with some blatant hiccups, is an overwhelming improvement in this department. With this in mind, I would like to talk about the added battle mechanics.
-Mid-Battle Switching - even with No Deaths to avoid the game forcing you to bring in the auxiliary party members, mid-battle switching still does involve being able to utilize your other party members for more differing battles. This is actually a good thing, granted; I simply restrict this option on my Restricted Weapons/No Deaths Run to discretionary usage in order to involve more clear comparison to the design of old, which is my basis behind the banning of Hang In Mid Air Jumps in my Pac-Man World Re-Pac No Damage Run. As it needs the Plus Button, it's safely possible to ignore in general for the main story.
-Action Gauge/Triple Moves/Toad Assist - I don't look too deeply into Toad Assist, but the Triple Moves do provided added options, with all of the attacks using Physical stats so there's that for improved game design. Clown Car Barrage becomes popular for a reason, and I checked using one of my Restricted Weapons/No Deaths Run save files: CCB still wrecks Axems Pink and Green simply because of the Physical stat targeting AND the weakness hitting capability. Mallow/Bowser can actually capitalize upon this to turn the rest of the first phase into a theoretical No Damage Run. The other Triple Moves will have their points of interest, so I'll want to incorporate their usage into my plans with demonstrations with the Axem Rangers. Oh yeah, and since the Action Gauge mechanic entirely depends on the Minus Button, it's possible to ignore, and I once again limit its usage in my Restricted Weapons/No Deaths Run to discretionary usage because of it being new.
-Physical Attack AOE - this is something that people consider to be broken, and even leaves people annoyed that it can't be turned off. I can point out that the Hammer Bros. Double KO at Level 1 is absolutely precise and requires every single attack to be sweetspot timed, and the same goes for Level 2 Mario and Mallow being able to do the Bodyguard stunlock trick against Claymagnus. In general, I can point out that this ain't the Nintendo Wars series, so a low HP enemy can still do their full damage infliction, and with most bosses, you'd be wanting to prioritize less durable targets, so the physical attack AoE is only helping if you're already holding key advantages; only Czar Dragon is significantly affected as a result, and even then, you're trusting that you can sweetspot time a physical attack when the Helios are out if you're caring to avoid using Thunderbolt or Terrorize. I do not object at all to this change.
-Timing Chain/Ally Buffs - it's funny how this is the most significant change, while being the least noticed by the public. Long story short, it's great for transforming character gameplay and even has plenty of design space in addition to being a new mechanic as it is to not have to worry about being bogged down by demand for faithfulness. Even if there are shortcomings in the fine-tuning, the fact that Bowser gets an active buff that makes Bowser/Mallow and even Bowser/Geno quite a bit more functional at mid-level play is absolutely welcome. Mallow's MATK Ally Buff goes without saying in making Mallow Adaptational Awesome in general as well. Meanwhile, Geno and Peach's own Ally Buffs are kept tame enough. And all that is needed for maintaining the Ally Buffs is consistency that satisfies the Timing Chain. It absolutely sets a welcome standard for balancing ideas in other games, or possibly even other remakes.
-Special variant Enemies - here's ANOTHER mechanic that is welcome, and while it feels like a band-aid that ends up with some wasted +50% Best Power Stat bonuses (Snapdragon and Leuko, and arguably Shaman and Bluebird because their physical attacks suck), as well as potentially bloated defense enemies (Kriffid (WHO IS IMMUNE TO POISON AS WELL), Jawful, Orbison, and Forkies), when it works, it VERY MUCH works. Look no further than the Special variant Shogun, who is properly tense while never being unfair to somebody who doesn't have Mallow at Level 14, a far cry from the Shoguns in the original screaming at the player to have that much. I also note that Big Troopa and Enigma have their Special variants listed on vanilla TV Tropes as Demonic Spiders; I can see the case for Big Troopa just because of the Physical DEF bloat, though blocking his pseudo-Solar Beam attacks is not a hopeless absurdity, but Enigma in and of himself in the SNES version was just messily handled by Echofinder being unblockable and Enigma's being able to potentially 1HKO Mallow with the Wake-Up Pin and generally deal too much damage, where Special variant Enigma in the Switch version, while still scary, was possible to combat reasonably at the point where you could fully block the Echofinder damage, to say nothing of any auxiliary enemies for Mole Mines such as Sparky/Lava Bubble having their own attacks now unconditionally be blockable to reduce their own aggravation factor. I think you get the picture of how Special variant enemy involvement could be put into a Hard Mode, though without every enemy being Special variant because that would just invite tedium and overwhelming exploitation demand.
Oh, and yes, every single-target damage attack being blockable is an absolute improvement.
"Miyamoto considers the peace sign too childish"
THAT'S THE REASON? I'll admit Mario grabbing the sprite, stars, and moons has more personality, but that's still hilarious to me as the reason it got cut after Mario Golf
It's especially sad because Mario Odyssey was able to bring back to Peace Sign as Mario references past 3D mario game animations when he collects moons so everyone thought it might be back on the table but nope even in a mostly faithful remake it couldn't make the cut.
Miyamoto is a goon equally full of good and bad ideas
It's a bit more complicated than that. Back after Mario 64 came along, that's when Miyamoto decided he wanted to retire the "peace sign" as Mario's default action. He said it was considered pretty childish but the main reason is he didn't want that to be seen as "that thing Mario always does". Basically, he didn't want it to become an expected Mario pose cliche.
i like the peace sign more
The thing I miss from the original is the Card Symbols each character had just before performing a special move, for example Peach has the Heart ♥️ Symbol and Mario has the Spade ♠️ Symbol and Geno has the Star ⭐️ Symbol.
This has to be one of the best 16-bit remakes I have played. A near-perfect balance of modernizing without sacrificing what made the original good (both art and gameplay). Plus, party swapping and combo attacks are genuinely good systems that more turn-based RPGs should use.
"The peace sign is too childish"? Miyamoto going through his "War is good" arc? lmfao
Also odd considering that hand-sign once denoted "V" for Victory!
Japan's been pursuing a more independent path lately!
@@cyclos12Oh that's true! Huh, even more odd.
Ikr, dude makes Mario a children’s franchise and thought that
It was just done back in the era where Nintendo was trying to shake their 'childish' image when compared to their competition. These days, they've leaned into it and are more successful than ever.
@@0rnery0verwatch But this remake came out like... a year ago?
Great video! I've played through both and you can't go wrong with either. The remake was really faithful besides some of the new additions of the remake. This kind of made me want to see other Square classics remade. I would adore a Brave Fencer Musashi remake!
The remake was a dream come true honestly. It felt like I was reliving one of my favorite games of all time again. The cutscenes added (especially with the Geno being animated/risen cutscene) added some fresh experiences through the game. They did make the base game easier (the battle switching....but kinda makes sense the other party members should be able to) but like you said the game isn't too hard and its a perfect RPG for young Mario fans to get introduced to the style of game (the original was my first RPG). Besides the postgame battles are chef's kiss. Rewards you for knowing those thought peaks.
the most intriguing change between both da og and remake versions of SMRPG that I'm honestly surprised no one even became aware of or mentioned, aside from a few people having done an unbroken chain challenge(I did 999 chain carry challenge) is:
the remake has "chain challenges", self-imposed challenges unique to the remake where players can beat it either:
1. without the chain breaking(can be low-level or normal run) aka a unbroken chain challenge
2. "999 chain carry" from beginning of the game(mushroom way, grind 999 chain on 3 goombas by blocking) til the end of the game. can also be done low-level or normal.
in both versions obviously the normal runs can go through post-game no problem, but the low-level normal mode ends at Smithy, or theoretically 2D Culex on normal, if the rng can even align like that.
in the case of these chains being broken at any point, for "unbroken chain" its reset to the beginning of the game(mostly for speedrunners or those who want to suffer more) or last save(for those who don't have that much time)
for 999 chain carry it will always and shall always be reset to last save.
cuz it takes literally 4 hours of guarding the formation of 3 goombas in mushroom way to reach 999 so last save is just better for saving time on that challenge.
I've done the 999 chain carry challenge and its a fun one.
the low-level one is even harder cuz Exor's Carni-kiss(instant attack) and Cloaker especially are the hardest things to deal with, Cloaker cuz his knife throw and slash animations are the exact same thing.
I'm actually at smithy in the low-level version on normal mode, its quite literally a simple max mario's normal jump and farm items w/yoshi cookies.
mario's normal jump actually legit carries the whole low-level chain challenges up til smithy since it does as much if not sometimes more than rock candy's damage(vs certain bosses).
I actually think overall the remake is better than the original purely because aside the obvious post-game and much better time blocking certain attacks, you can block single-target spells,
it gives the remake more replayability, via exactly these chain challenges I explained above, it really spices up SMRPG remake a lot.
I recall someone actually did unbroken chain challenge and I hope more people can at least do the unbroken chain and 999 chain carry type challenges one day, as sadly very unlikely it'll be. I'm still waiting for a video of such challenges to show up one day
another interesting thing is, because the safety badge/ring was nerfed in the remake's normal mode, its probably impossible, if not needs some extremely absurd rng, to beat 2d Culex low-level. but it seems possible confirmation that breezy mode will solve that issue entirely.
at least Jinx is legit completely free blocks for all 4 of his fights
I’m glad you showed me what differences was made and changes because I never played the original game
I loved this remake a lot~
I even ended up playing against the super bosses after beating the game~
3D Culex is by far the most fun I actually had!
amazing video, the references blew me away. As a German I find the removal of "Shyster" to be quiet sad. Nonetheless this has motivated me to buy the game sooner than I thought :D
Amazing video; I have no idea how you're able to do such in-depth comparisons so frequently.
I just wanted to you say that your videos are a tremendous help, and I really appreciate what you do! 😊
I kinda wish the Final Fantasy Remasters went with this approach
I kinda think the 2D approach was better. Don't want to see everything being remade into 3D. Although many of the choices here are better
god no, id rather have the pixel games that took years to get good than shitty 3d
@@crestofhonor2349 my rationale was that the first six games have been remade in 2d many times. It just would have been nice to see something more creative similar to what was done for Mario RPG
@@Marnie_C the music in mario rpgs remake is awful (the battle themes mainly) the boss theme sounds like a yoshi new island reject
@@Marnie_C V and VI needed 3D remakes like III and IV got on the DS. Shame it never happened.
This was that game when I was a kid and growing up I never had because I never wanted to spend 75.00 so for years I wanted to play I love that a game like this got a remaster. I'm stoked to experience it with my kids for the first time.
The remake is fantastic. A lot like Crisis Core remaster except a full remake. Both stay incredibly faithful to the original. The upgrade to 3D looks great and really is like if the original game was made with modern graphics. More game remakes need to be as faithful as this one is with it's camera and character designs. Although a lot of older 2D 5th and 4th gen games remakes I think would benefit to staying in 2D instead of moving to 3D. Also Yoko's rearrangements are fantastic and once again she proves why she is such an incredible composer
unlike Crisis Core, this is a good game
Yeah right @@at0micl0bster
@@cliffturbo2146 crisis core has that "comp of ff7" stink on it (finished it on psp, never again)
Both this game and Live A Live remakes are perfect examples of how I want classic jrpgs to be remade. Keep the original style and gameplay but improve and balance it for modern audiences
Super Mario RPG remake wasn't balanced at all, in fact it was made even more unbalanced in favor of the player. I don't think I've ever played an easier RPG, and I've played hundreds of them.
@@DrewDragoon Amazing how people will make things up to praise this remake. It doesn't have the original visual style and the difficulty is turned all the way down. I'll keep my $60, Nintendo. I'm happy to play the original in pixel perfect HD on my SNES mini, thanks.
@@UltraBearsFan LOL yeah, because the original was so brutally difficult. The only remotely hard thing in the original was culex (if you never played a rpg before). Now you have the super bosses who are all way harder than anything in the original + a culex 3d rematch which is about as hard as a retro FF super boss.
@@UltraBearsFan the original wasn't exactly known for its difficulty either.
The remake is one of my favorite games in existence. It was really fun considering I'm stuck at the Axem Rangers in the original, so the lower amount of difficulty really helped me
Been waiting for this video since the remake came out.
By a wide margin, you are the best content creator I've seen that deep dives comparison between versions. Big thanks from all of us to you
I loved the original "Super Mario RPG" when I was young, so I was _overjoyed_ when this remake was announced. If anything because it would give my young nephew a chance to play it, since he likes Mario, but hasn't had a chance to play many RPGs. I think this remake actually exceeded my expectations in that I wasn't really expecting much save for a remake that preserves the spirit of the original game, but updated with some modern touches. Which is all I really expected from Artepiazza, who also did the DS remakes of the Dragon Quest Zenithia Trilogy (4 through 6, for those wondering) as well as the remakes of the second and third "Romancing SaGa" games. The postgame boss rematches in the "Super Mario RPG" remake were a genuine challenge to me, even with the level cap being unchanged from the original. The Booster one was probably the one that game me the most trouble. Anyway, great video, Austin! Keep up the great work!
Welp, I tried using Thought Peek on all enemies I encountered but knowing there's a page out there with ALL the lines, new and old... I know what I'm doing for the next couple of hours!
The perfect starter RPG!
I wanna play and finish this game, but I dunno if I should wait till I get the remake first.😮
The juggling game is also slightly different, making it harder. In the SNES version, the balls move back and forth in an arc. Left, up, right, up, left, right, and so on. In the Switch version, it's a full counterclockwise circle, so at the bottom, it goes straight from his left hand to his right hand, making it far closer.
Amazing remake. Hopefully someday Mario and Luigi series get the same treatment. Yeah hopefully...
The original is absolutely fantastic. Although I had a fun time with the remake, it's just an inferior version that's significantly too easy. Lovely to see the updated graphics and some QOL fixes, but overall the splash damage, ability to change party members at any time, much higher item space, and combo percent wheel just make the game a cakewalk. Some people might like that, and that's okay! I just found that after a few hours I didn't even have to try anymore. Also Frogfucius is a CLEARLY better name.
Thanks for making this video! I always find it fascinating to see all the changes between versions and this was fun to watch. Great work as always!
Agreed. I played the original as a kid, it was my first RPG, and even so, it was incredably easy to beat. The fact that the remake is even easier is a big letdown. The remake desparatly needs a hard mode.
modern nintendo games are all cakewalks
The one thing that really holds the remake back for me is the game's presentation. The UI and text boxes are very bland and look like a cheap mobile game. I really wish they carried over the weathered paper boxes and hand-written style font.
Why do people hate the ui so much. I’d rather have simple ui rather than the original, which looked like ass.
@@MusuemBucket it looks like cheap phone game shit
@jayhughes3843 yes it does
@@at0micl0bster how? You can’t pretend like the original ui was better
I really disagree with this take, mainly because it's not like the original had the most unique presentation either, specially the battle UI, and the more unique things about it were kept, such as the dialogue boxes having that weathered look to them. I don't really "get" the complaint
Edit: And in regard to the font matter, being fair, the game is being localized to a whole lot of languages it wasn't in before, so the matter with keeping a font akin to the original would be finding one that can account for the unique characters in other languages (from stuff like tildes to properly supporting cyrilic), while still being readable across languages. It's harder to manage fonts for multiple languages than you'd expect...
I like the OST better than the modern arrangement.
They need to do this with Earthbound, and Crono Trigger.
earthbound animation has a lot of charm tho. the only way i would like it done is if they made it claymation like the strategy guide and keep the same isometric view
Leave Chrono alone, they've done enough.
Can't wait to (eventually) play this remake. Only problem is, I don't own a switch, and I can't justify dropping that kind of money for a 10-15hr game😅
What about a video on the different versions of No More Heroes? (the whole series)
I wish Digimon World 3 got this kind of love 😢
I really enjoyed the remake. There were a few things I wish were better.
Floaty controls. The movement didn’t feel as smooth as the original. I’m not sure if it was the wireless controls though. The new Zelda games had similar floaty controls.
The UI. It’s not the most important aspect but seeing the generic text and background compared to the weathered papered from the original was a bit of a downgrade. Also the switch to battle stars in blue screen was a bit much.
Characters. This is tricky to put into words but the original had a unique look and charm to them. The current designs are similar to what we’d see in Mario Party or other Mario spin offs. It’s not bad or anything but I wish they tried something different like how they went a different style in Links Awakening. Also not having the peace sign was a bummer.
Music. The music was great. I decided to listen to new music unless it wasn’t as good as the original. The only time I found changing back was Beware of the mushroom forest and regular battles. Some of the additions added in didn’t hit as good.
Difficulty. While the original wasn’t hard. It was more difficult than the remake. Since they added a breezy mode, I wish they included a hard mode.
Post game. I enjoyed the hard boss battles but I wish there was more or a new dungeon. Winning the best weapons from the hard bosses was great but there was nothing to really use them for.
It looks like they handled the remake pretty well, giving it some care and building it from the ground up.
But those sterile menus, oof.
I wish someone explained how the hell you’re supposed to time Geno Beam/Blast. Even the remake is confusing
I think it’s beautiful the way they say, “comparable”
Kingdom Hearts is another interesting game to be compared.
The original is my favourite game of all time and the remake is my 2nd favourite game of all time. We're so lucky to live in a world where we have two amazing versions of SMRPG. ❤
This is an awesome video, and thank you so much for the plug at the beginning!!!
Miyamoto thinks peace sign is childish... obviously it contradicts the mature topics and deep characters that we usually see in the opera like adventures that Mario always has
Why did you HAVE to mention the *GOD AWFUL* SoM Remake on PS4..?
Such a disgrace!
Apart from that it was a really neat SMRPG Comparsion Video
This shouldn't even be a question. You play BOTH of them. Period. Ideally play the SNES version first, then the remake.
Any plans for a versions video on Lunar?
Their both good in their own way but even the Remake too me as long as the SNES game even with the POST game bosses killed so barely 10 to 15 hours.
anyone else miss the board game-esque settings?
The peace sign was demed "too childish"? For Super mario rpg? FFS
Apparently in Japan, it's mainly associated with kids taking photos.
Tbh I KINDA understand
The big thing I'm noticing modern games totally miss is the lighting. Every singly cartoony-styled 3D game today uses the exact same, realistic-ish lighting, and I feel that's the big thing that makes the visuals look so jarring and weird. If the lighting were simpler or even some form of cel-shaded, I feel it would be both closer to the original game's visuals, plus would make the chibi models look less silly.
And yeah, the menus suck.
Overall, I'm just hoping that the newer localization (preferably without the censorship, or a completely brand-new fan-translation entirely) will get back-ported to the SNES/SFC original via romhacks. Or a source port so the text limit could be more easily overcome - whichever option comes first.
There's already a fan translation for the SNES version. It's called "Super Mario RPG Relocalized."
@@justuswhite924I won't get fully into it, but that one is far from ideal. CoolCatBomberMan didn't approach it in quite the most professional way, and he already went out to say he's no longer updating the hack, so it's basically a dead-end. Debatable whether or not it's preferable to the SNES original.
@@fanb1536 In what way does it seem "unprofessional?" The description said he consulted with an actual JP translator, and she wrote a review giving the hack high praise. Furthermore, CoolCatBomberMan said his latest update (2.0) was made to be as "professional" as possible after Chicken Knife called him out on his writing style. The only thing he abandoned was backporting remake changes, and that was because they were mostly playing off of Woolsey's mistranslations.
it would be great if Nintendo started adding Hard modes
The remake certainly looks appealing but too different for me not to play the SNES version first.
How do you know about all this?
This remake makes the original completely obsolete. No reason to return to it ever again if you have the option to chose.
Taking out Koopa Troop was a big fail!
I don't onow if the lack of a speed up option is good, the boosters are hit or miss, but I feel like nowadays all games should have the option of speeding up everything, _especially_ open world obe or those with annoyingly huge maps full of mostry nothing or useless crap.
shame they ruined a bunch of the battle themes (the boss theme sounds like its on the verge of being a yoshi new island track)
You can still switch to the original OST in the remake.
Miyamoto thinks the peace sign is CRINGE and won't let his ocs do it anymore! lol
I'd think Mallow atleast fits it still if that's the case, but I also really love the weird wide-open mouth pose.
It's way overused in Japan. People do it in every photo.
actually in 1900 it was offtive gesture in some commonwealth countries than during world 2 it it became the gesture for victory for the allies only the usa made a sign for peace
I like all the new changes EXCEPT the music! It lost it's "punchiness." There should be an option to use the OST.
There is
The game made me emotional. Dunkey said it perfectly, it's perfect length - not too long, not too short.
game length gets me emotional too
LOVED the remake, and initially thought j wouldn’t like it because it was so faithful. But for someone who grew up with the original, it just feels like an enhanced version of the SNES game. That being said, I think all the animations and stuff do work better and make more sense with the original graphics. The original very much kind of feels like a parody of the old Square games, but the remake doesn’t evoke that same feel.
Why the heck does miyamoto still have a say in what Mario does? The peace sign doesn't look childish imo
wasnt content with ruining paper mario he sets his eyes on the OG (probably cause HE didnt make it)
@@at0micl0bsteri was imagining how he ruined paper mario when i wrote that too. miyamoto and his weird ass ideas..
its actually the victory sign not peace
@@Steven9567victory sign*
@@waverazor "no new characters... i saw what you fuckers did last time" :^)
Sadly, I do not own a Switch...but a game like this, among others of course, makes me really consider it eventually. This is the type remake that I think Chrono Trigger and Final Fantasy 6 need, vs the way over done FF7 remake.
FF7: Remake is a sequel with the story subtitle “remake” covering a time travel plot. Not a remake of FF7. That would be Ever Crisis- which is great!
@@andrewwilliams9063isn't ever crisis a mobile app?
@@dsshocktrooper7523 unfortunately for now it’s mobile exclusive, but it’s the best version of MOST of the games in its collection. + the only real version of AC, and those old FFVII universe games to be actual RPGs
@andrewwilliams9063 so it's the same situation like Sonic Dream Team being stuck on a single platform most people don't want to deal with?
the comp of ff7 was a mistake
is the remake easier or harder than the original? yes.
LOVE IT
The Remake is very faithful and besides a few minor additions most of which can be ignored the remake really just is the original with better sound and graphics so I'd say go with the remake
I think they generally did a really good job with the remake. I wish there had been some sort of hard mode, though. Also, I think the way the characters move some of the time is less charming with the 3D models. I don't think that's any fault of the remake devs, it's just that no matter how good and faithful to the original the models look, it's just not quite the same charm to me.
"peace sign is too childish" ok thats it, i genuinely believe miyamoto is going senile
snes version looks better
Original is better. For TTYD, the remake is better.
The new soundtrack sounds like something out of a Kingdom Hearts game
Same person.
Soundtrack is made by the same composter. Funny enough, i think one of the inspirations for KH1 was mario 64.
Played Switch once and it was the same just ✨️modernized✨️ not a keeper game so if you played the Snes version there's no actual reason to play the new one. The added "content" is infimal and totally not worth the price unless it massively drops to your liking.
Not the cancer anime reference 🤮
Actually watching this video had me wondering what was even the point of this the entire time the more you described the "changes/updates". Sounded like "i remade the old game so i can patch up pieces of the old game". Kinda think remakes that take this approach are worthless
i feel like IGN should have gave thie remake of the game a 9/10 because it was much deserving of it than an 8/10
IGN's rating system is seen as terrible anyways, plus the reviewers they get are always for some reason people who don't like the type of game they are reviewing. That, and they always play it way too safe like will have a bunch of negatives for some games but still give it a 7 or 8 out of 10 because they are scared of not getting review copies or something. except for COD games, they always give them a 9 or 10 for some unknown reason -cough money cough cough-. I remember when they gave the Xenoblade Chronicles switch remaster a lower score than the 3DS version. Oh they also, mispronounced a lot of the names really badly and somehow didn't like any of the locations, still gave it a 7 or 8 I think. IGN be weird sometimes. lol
Neither. The game is boring as sin.
The best mario rpg version is not playing it at all. Garbage overrated game, wasn't worth the pirate
The music is so much worse its unreal