Super Mario RPG: How Nintendo and Square Rebuilt Mario for a New Genre

By the middle of the 1990s, Mario had already raced go-karts, prescribed medicine, painted pictures, taught typing, and appeared in puzzles, sports games, and educational software. Yet the character remained defined above all by movement. Mario ran. Mario jumped. Mario bounced on enemies and crossed levels built around the immediate relationship between a player’s hands and what happened on the screen.

A role-playing game presented a very different problem.

Traditional Japanese RPGs asked players to read dialogue, explore towns, manage equipment, watch statistics rise, and select attacks from menus. Square had become one of the masters of that formula through games such as Final Fantasy, Romancing SaGa, and Secret of Mana. Nintendo, meanwhile, possessed perhaps the most recognizable action-game character in the world.

Putting the two together sounded obvious only after someone had done it.

When development of Super Mario RPG began around the start of 1994, Square and Nintendo had to determine what a Mario role-playing game actually was. The answer would eventually produce one of the strangest collaborations of the Super Nintendo era and establish ideas that continued through Paper Mario, Mario & Luigi, and nearly three decades of Mario RPGs.

Nintendo Had Mario and Square Had RPGs

Director Chihiro Fujioka later described the beginning of the project with remarkable simplicity. During discussions between Square and Nintendo, the possibility of working together arose. Nintendo had Mario. Square knew RPGs. The companies began asking what might happen if those strengths were combined.

The actual development process proved much harder than the premise.

Fujioka recalled that work began around the start of 1994 and that much of the early period was consumed by discussion. Square could not simply take the structure of one of its existing RPGs and place Mario sprites on top of it. The developers repeatedly questioned whether individual ideas actually felt like Mario, while Nintendo remained closely involved because Square was working with the company’s most important character.

Square handled much of the development itself, but Nintendo continually reviewed the work. Fujioka remembered the graphics staff completing designs only to discover that something about them did not match Nintendo’s conception of Mario. Shigeru Miyamoto participated directly, offering suggestions intended to make Square’s ideas feel more natural inside the Mario universe.

Miyamoto’s own account shows that Nintendo had already been thinking about the possibility. In a 1995 interview, he said he had wanted to make an RPG starring Mario before the Square project formally began. Square, meanwhile, was interested in creating an RPG with broader international appeal and characters that could appeal to both children and adults.

Their discussions eventually produced a shared objective. Square would contribute its experience constructing RPG systems, worlds, battles, and stories. Nintendo would contribute its understanding of Mario and action-oriented game design.

Miyamoto described the finished concept as an attempt to combine Mario’s action gameplay with turn-based role-playing mechanics. He also wanted something considerably less violent than the fantasy adventures associated with much of the genre, describing the project as an RPG where no blood would be shed.

The Question of What Mario Would Actually Do

One of the most revealing development debates concerned weapons.

Square approached RPG design with certain assumptions formed by years of making fantasy games. Characters carried swords, staffs, axes, and other equipment. Battles involved choosing weapons and attacking enemies with them.

Mario did not fit comfortably into that tradition.

Fujioka recalled that Square initially approached the game with an almost automatic association between RPG characters and weapons. Discussions with Miyamoto forced the developers to reconsider that assumption. Giving Mario a conventional sword might satisfy the expectations of an RPG, but it would violate the expectations of Mario.

The hammer survived.

According to Fujioka, Miyamoto specifically wanted Mario’s hammer retained, creating an amusing compromise in which a sword could feel too violent or inappropriate for Mario while smashing an opponent with a large hammer somehow remained perfectly acceptable.

Other equipment eventually reflected the same playful approach. Mario could fight with hammers, shells, and gloves. Princess Toadstool could wield parasols and frying pans. Bowser could use weapons that matched his exaggerated personality rather than turning into a conventional armored fantasy warrior.

The choices mattered because they established a principle that would guide the entire game. Super Mario RPG would use the structure of a role-playing game without allowing that structure to erase Mario.

Making Mario Move in Three Dimensions

The world itself presented another problem.

Most earlier Mario adventures had been viewed from the side. Super Mario RPG instead used an isometric three-quarter perspective that created the impression of a small three-dimensional world. Mario could travel in eight directions, leap onto platforms, strike blocks, climb, run, and interact with environments in ways that kept exploration from becoming little more than walking between RPG battles.

Fujioka believed movement was central to Mario’s identity. The pleasure of Mario games came not simply from reaching a destination but from controlling the character along the way. Even an ordinary jump carried meaning because players had spent years learning how Mario accelerated, landed, bounced, and reacted.

Square therefore faced a difficult balance. If jumping became too useful for avoiding every enemy, the game risked undermining the RPG systems. If the team removed jumping and simply asked players to walk through maps, Mario would cease to feel like Mario.

The development timeline preserved with Fujioka’s interview shows how seriously the team treated the issue. Development began near the start of 1994, but the basic system was not settled until late that year. Roughly three additional months were spent working on Mario’s movement within the isometric environment before much of 1995 was consumed by programming, event creation, graphics, and other production work.

That perspective also changed what the Mushroom Kingdom could look like.

Forests had depth. Towns could be entered from several directions. Towers rose through multiple levels. Rivers became courses to navigate rather than simple scenery. Platforms could extend toward and away from the viewer instead of only left and right.

Graphics designer Hideo Minaba later recalled that protecting Mario’s established appearance while simultaneously creating something new was one of the most difficult parts of the project. The isometric view, rendering technology, and hardware challenges made the work feel completely different from his earlier Final Fantasy experience.

Nintendo Power introduced American readers to the project in October 1995 with considerable excitement. The magazine reported that Nintendo and Square had already been quietly developing the game for more than a year and emphasized its rendered graphics, 32-megabit cartridge, three-quarter perspective, and graphics created on Silicon Graphics workstations. At a time when three-dimensional imagery had become one of the industry’s greatest selling points, Super Mario RPG was being presented as evidence that the aging Super NES still had technical surprises left.

Turning a Menu Into an Action Game

The battle system became the most important solution to the larger problem.

Super Mario RPG remained recognizably turn based. Players chose attacks, special abilities, items, and defensive actions from menus. Characters gained experience and levels. Equipment affected statistics. A party of three entered battles against enemies that appeared throughout the world.

Yet Square added another layer.

Pressing a button at the proper moment during an attack could increase the damage. Correct timing while receiving an attack could reduce the damage taken. Special moves also encouraged the player to remain actively involved instead of selecting a command and merely watching its animation.

Today these mechanics are closely associated with Mario RPGs, but in 1995 they directly addressed the developers’ biggest philosophical concern.

Fujioka said the team wanted the player to remain engaged with the controller. Conventional RPGs frequently contained moments in which players selected an action and then waited. Mario games were built around constant input.

Timed inputs allowed both ideas to coexist.

A player who simply wanted an RPG could still rely on levels, equipment, items, and conventional strategy. A player experienced with Mario could learn the timing windows and squeeze additional performance from each attack. Square had placed small bursts of action inside the turn-based structure rather than replacing one genre with the other.

Co-director Yoshihiko Maekawa later revealed an unusual inspiration for the system. He remembered a children’s electronic toy in Japan that resembled a small laptop and asked children to press buttons in time with music. The idea of rewarding precise button timing suggested a way to place action inside an RPG battle without abandoning turns entirely.

That decision became one of Super Mario RPG’s longest-lasting contributions. Paper Mario adopted its own versions of timed commands, while Mario & Luigi developed the concept further by making attacks and defensive actions increasingly interactive. Maekawa himself later directed Mario & Luigi: Superstar Saga, providing a direct personnel connection between Square’s original experiment and one of the major Mario RPG series that followed it.

A Mushroom Kingdom Larger Than Bowser

Making Mario into an RPG hero also required giving him an RPG-sized journey.

The opening initially appears familiar. Princess Toadstool has been kidnapped, Bowser is waiting in his castle, and Mario arrives for another confrontation.

Then a gigantic sword crashes through the castle.

The weapon, Exor, destroys Star Road and scatters seven Star Pieces across the world while opening the way for the Smithy Gang. Bowser is thrown from his own fortress. The traditional Mario conflict collapses almost immediately.

That opening was important because Super Mario RPG could not sustain a lengthy adventure simply by repeating Mario’s familiar rescue structure. The game needed towns, companions, villains, mysteries, and changing objectives.

It also needed characters who had never existed in Mario’s world.

Mallow first appears believing himself to be a tadpole, despite resembling nothing of the sort. His search for his identity gradually becomes part of the larger adventure. Geno begins as a wooden doll before being inhabited by a star spirit sent to repair Star Road. These were not slightly modified Koopas or Toads. Square was expanding Mario’s cast with characters designed around the needs of a story-driven RPG.

Even familiar characters changed roles.

Bowser, normally the obstacle between Mario and the ending, becomes a party member. His humiliation after losing his castle provides some of the game’s funniest scenes, particularly because he repeatedly tries to present cooperation as though Mario has somehow joined him rather than the reverse.

Princess Toadstool eventually joins the party as well, turning a character traditionally positioned at the end of Mario’s journey into an active participant in it.

The original Nintendo instruction manual introduced American players to this expanded structure in 1996, describing a journey built around restoring the seven pieces of Star Road and presenting Mario’s companions as part of a much larger adventure than the traditional run toward Bowser’s castle.

Humor Became Part of Mario’s RPG Identity

Square also discovered that dialogue could do something Mario’s earlier adventures rarely had room to accomplish.

It could make the Mushroom Kingdom funny.

Not simply visually funny, but funny through character behavior, conversations, misunderstandings, and small scenes.

Mario himself remained largely silent, so the game repeatedly turned pantomime into a joke. He reenacted events by transforming his movements into miniature performances. Other characters interpreted those performances and responded. Bowser attempted to preserve his dignity while obviously depending on Mario. Booster approached romance with the logic of someone who barely understood what a wedding was. Minor characters behaved as though they had lives beyond waiting for Mario to arrive.

The result gave the Mushroom Kingdom a different personality.

This was not merely a sequence of stages. It was a place where people lived, complained, celebrated, lied, became frightened, ran businesses, held weddings, composed music, raced Yoshis, and worried about events beyond their front doors.

Fujioka said the developers wanted players to find places where they might linger instead of immediately proceeding to the next objective. That philosophy helped explain the abundance of minigames, secrets, optional conversations, hidden treasure boxes, environmental puzzles, and strange side activities scattered through the adventure.

Yoko Shimomura Had to Find the Sound of Mario Living His Life

The musical challenge was almost as unusual as the design challenge.

Yoko Shimomura had joined Square after working at Capcom, where her credits included Street Fighter II. Super Mario RPG became one of her earliest major Square projects.

In 1995, while the game was still being developed, Shimomura explained that Super Mario Bros. had been her first major encounter with video games and that she already loved Mario’s music. Her assignment required her to imagine something different from the music accompanying Mario running through a platforming stage. Now she needed music for Mario walking through towns, talking with people, sleeping, exploring forests, fighting enemies, and simply existing within a larger world.

That distinction shaped the soundtrack.

The score had to sound like Mario without becoming a collection of old Mario themes. Shimomura composed new music while arranging existing material by Koji Kondo, creating musical links between the familiar Mushroom Kingdom and the expanded world Square had built.

The original soundtrack was released in Japan by NTT Publishing on March 25, 1996. Its two discs documented 61 tracks associated with the game and credited Shimomura alongside source compositions by Kondo and Final Fantasy composer Nobuo Uematsu.

Decades later, Shimomura explained that using earlier Mario music had actually been her suggestion. She felt that if Mario was going to enter an RPG, recognizable Mario melodies needed to exist somewhere inside it. The game’s hidden Culex encounter went in the opposite direction by deliberately bringing Final Fantasy into Mario’s world, including music connected to Final Fantasy IV.

The result became one of the clearest examples of what the entire project was attempting. Nintendo’s history and Square’s history were not merely placed beside one another. They were rearranged until the boundaries began to overlap.

A Super Nintendo Game Arriving at the End of an Era

Super Mario RPG reached Japan on March 9, 1996.

Its timing was extraordinary.

The Super Famicom generation was nearing its end. Sony’s PlayStation and Sega’s Saturn had already changed expectations for console technology, while Nintendo was preparing the Nintendo 64. Square itself was simultaneously making one of the most important corporate transitions in video game history.

Final Fantasy VII was moving to PlayStation.

That meant one of Nintendo and Square’s most distinctive collaborations was arriving at almost the exact moment their paths were separating.

Fujioka later remembered Super Mario RPG as something of an overlooked child inside Square because the company had already shifted its attention toward PlayStation by the time the game reached stores. He nevertheless continued to regard it as one of the best projects he had worked on.

The wider industry transition was already visible in contemporary reporting. In early 1996, Nintendo president Hiroshi Yamauchi publicly addressed Square’s decision to move Final Fantasy toward Sony hardware as Nintendo prepared its own 64-bit system. The relationship between Nintendo, Square, cartridges, CDs, and the next console generation would soon become one of the defining business stories of the decade.

Super Mario RPG therefore became more than a late Super Nintendo release. It was a snapshot of a partnership at a historical turning point.

Mario Arrives in North America

Nintendo released Super Mario RPG: Legend of the Seven Stars in North America on May 13, 1996.

The title itself immediately explained the product. This was Mario, but this time the letters RPG belonged directly beside his name.

Nintendo’s packaging emphasized the rendered characters, three-quarter perspective, large cartridge capacity, and the unfamiliar idea of Mario undertaking a genuine role-playing adventure. The company had the unusual task of selling a genre associated with lengthy menus and statistics to an audience that might primarily know Mario for jumping on Goombas.

The design had been built for exactly that situation.

Super Mario RPG introduced RPG concepts gently. Enemies were visible in the environment rather than appearing through constant random encounters. Battles were readable and colorful. Timed attacks gave action players something familiar to do. The story was humorous rather than oppressive. Level progression rewarded players without demanding mastery of enormously complicated systems.

Miyamoto had said during development that an RPG could allow people who struggled with traditional Mario action games to experience an adventure without every missed jump immediately ending their progress. Super Mario RPG was therefore not merely Mario translated into another genre. It was also an attempt to use Mario as a doorway into that genre.

American critics noticed.

GamePro described it as colorful, lighthearted, and approachable while still satisfying the expectations of an RPG. The Washington Post, reviewing the game during the height of the new 32-bit console competition, treated it as a surprising reason to return to the older 16-bit Super NES, praising the combination of Mario action and Square-style role-playing systems.

That context is crucial. Super Mario RPG did not arrive when the Super NES was young and dominant. It arrived when the industry was already looking toward a new generation.

It demanded attention anyway.

The Mario RPG That Did Not Receive a Direct Sequel

Under different circumstances, Super Mario RPG might have become the beginning of a straightforward series developed by Nintendo and Square.

History took another direction.

Square moved much of its major development toward PlayStation, and Final Fantasy VII became one of Sony’s defining games. Nintendo entered the Nintendo 64 generation without the Square relationship that had helped define part of the Super Nintendo’s RPG library. Later oral histories from Square personnel describe the separation as a major break between companies that had once worked extraordinarily closely.

Mario RPGs nevertheless continued.

Intelligent Systems developed Mario Story for Nintendo 64, released internationally as Paper Mario. It did not continue Super Mario RPG’s storyline or retain Mallow and Geno as its central characters, but it carried forward several of the earlier game’s ideas: turn-based combat, partners, humor, story-driven exploration, and interactive battle commands.

Then came Mario & Luigi: Superstar Saga in 2003.

Its connection was even more direct. Yoshihiko Maekawa, one of Super Mario RPG’s directors, went on to direct Superstar Saga, while its battle system expanded the earlier timed-input philosophy by assigning actions to Mario and Luigi individually.

Super Mario RPG had therefore created something larger than a single series.

It had demonstrated that Mario could sustain an RPG identity.

Mallow, Geno, and a Game That Refused to Disappear

The original characters also developed a life that exceeded their limited number of appearances.

Geno in particular became one of the most persistent cult favorites in Mario history. Fans continued asking for his return years after Super Mario RPG had become difficult to purchase in its original form. Mallow retained a similarly devoted following despite remaining closely associated with a single adventure.

Their endurance says something about how unusual the 1996 game was.

Square had been permitted to add permanent pieces to Mario’s world at a moment when the franchise was still establishing what kinds of stories it could tell. These characters were not merely temporary costumes for familiar Mario roles. They had identities, histories, motives, and relationships built specifically for the RPG.

That made their absence conspicuous.

Super Mario RPG itself gradually became a historical artifact. The original Super NES version had been released only in Japan and North America, leaving European players without an original 1990s release. Nintendo later brought the game to newer audiences through rereleases and the Super NES Classic Edition.

Still, for decades there was no true return to the original world.

The Return of Super Mario RPG

Then, in June 2023, Nintendo announced Super Mario RPG for Nintendo Switch.

The new version was not a distant sequel or a game merely inspired by the original. It recreated the 1996 adventure with new graphics while retaining Mario, Mallow, Geno, Bowser, Peach, the Smithy Gang, the Star Pieces, and the structure that had made the original collaboration distinctive.

Nintendo’s announcement called Super Mario RPG the first RPG in the Super Mario series, a description that made explicit what the 1996 experiment had become in retrospect. It was no longer simply an unusual late-generation collaboration. It was the starting point of an entire branch of Mario’s history.

Yoko Shimomura returned as well, arranging her original score for the remake while allowing players to choose the Super Nintendo music. Square Enix later issued an Original Sound Box preserving both the 1996 and 2023 versions of the soundtrack, along with Shimomura’s commentary.

For a project born from uncertainty, that survival is remarkable.

In 1994, Square and Nintendo did not know what a Mario RPG should be.

By 2023, Nintendo could remake it almost scene for scene and trust that players would recognize exactly what it was.

What Super Mario RPG Changed

The historical importance of Super Mario RPG is not simply that Mario appeared in a role-playing game.

The important part is how carefully Nintendo and Square questioned what that sentence meant.

Could Mario carry a sword?

Should he jump inside an RPG?

Could turn-based battles still feel active?

Could Bowser become an ally without ceasing to be Bowser?

Could the Mushroom Kingdom contain original characters with their own histories?

Could Mario stand still long enough to have a story without losing the pleasure of controlling him?

The developers answered those questions through dozens of small compromises between two different traditions of game design. Square brought character progression, party battles, exploration, dialogue, and RPG structure. Nintendo protected the rhythm, movement, humor, and recognizable personality surrounding Mario.

The result did not feel exactly like Final Fantasy.

It did not feel exactly like Super Mario World either.

That was the point.

When Fujioka was asked during development to summarize the attraction of Super Mario RPG, his answer was only three words: “Fun to control.”

Nearly everything the game accomplished can be found inside that answer.

Square and Nintendo had taken a genre built around numbers, menus, and turns and asked what would happen if Mario entered it without giving up the thing that had always defined him.

The player still had to press the button.

And Mario still had to jump.

Sources & Further Reading

Fujioka, Chihiro, Shigeru Miyamoto, Hideo Minaba, and Yoko Shimomura. “Super Mario RPG: 1995 Developer Interviews.” Shmuplations. Translated from interviews originally published in Family Computer Magazine, Haou, Game-on!, and other Japanese publications. Accessed October 30, 2026. https://shmuplations.com/supermariorpg/

Nintendo of America. Super Mario RPG: Legend of the Seven Stars Instruction Booklet. Redmond, WA: Nintendo of America, 1996. https://mikesrpgcenter.com/manuals/snes/Super_Mario_RPG.pdf

Nintendo of America. “Mario Plays a New Role.” Nintendo Power, no. 77, October 1995. https://www.lolsuite.org/npower/Nintendo%20Power%20Issue%20077%20%28October%201995%29.pdf

Nintendo of America. “Super Mario RPG.” Nintendo Power, no. 82, March 1996. https://www.lolsuite.org/npower/Nintendo%20Power%20Issue%20082%20%28March%201996%29.pdf

Nintendo of America. “Super Mario RPG: Legend of the Seven Stars.” Nintendo Power, no. 83, April 1996. https://superluigibros.com/nintendo-power-83-super-mario-rpg/

Electronic Gaming Monthly. “Super Mario RPG.” “Review Crew.” No. 82, May 1996, 30. Sendai Publishing. Retromags archive. https://www.retromags.com/magazines/usa/electronic-gaming-monthly/electronic-gaming-monthly-issue-82/

Gaudiosi, John, and Tom Ham. “Buy It, Rent It, Forget It.” Washington Post, July 30, 1996. https://www.washingtonpost.com/archive/business/technology/1996/07/31/buy-it-rent-it-forget-it/5026ba23-24e4-4fc5-8463-518a7727a031/

Nintendo. “Super Mario RPG.” Mario Portal: History. Original Japanese release March 9, 1996. Accessed October 30, 2026. https://www.nintendo.com/jp/character/mario/en/history/super_rpg/index.html

Nintendo. “Nintendo Classic Mini: Super Nintendo Entertainment System Games List.” Accessed October 30, 2026. https://www.nintendo.com/en-gb/Support/Nintendo-Classic-Mini-Super-Nintendo-Entertainment-System/Usage/Nintendo-Classic-Mini-Super-Nintendo-Entertainment-System-Games-List-1314299.html

Shimomura, Yoko. “Super Mario RPG Soundtrack Interview with Yoko Shimomura.” Square Enix Music, 2025. https://www.jp.square-enix.com/music/sem/page/supermariorpg/en/interview/

Square Enix. Super Mario RPG Original Soundtrack. Square Enix Music, 2025. https://www.jp.square-enix.com/music/sem/page/supermariorpg/en/soundtrack/

Nintendo. “Super Mario Bros. Wonder, Super Mario RPG, and Many More Games Announced for Nintendo Switch.” June 21, 2023. https://www.nintendo.com/us/whatsnew/nintendo-direct-june-2023-recap/

Nintendo. “Super Mario RPG, the First RPG in the Super Mario Series, Returning with New Graphics on November 17, 2023.” June 23, 2023. https://www.nintendo.com/ph/news/article/oeG8mRqbwnCpqeZEWoWey

Nintendo. “Super Mario RPG Comes Down the Pipe on Nintendo Switch November 17, 2023.” September 15, 2023. https://www.nintendo.com/ph/news/article/4yw9FsdoUzaT26dNxQ9oTB

Nintendo. “Super Mario RPG.” Nintendo Switch Games. Accessed October 30, 2026. https://www.nintendo.com/en-gb/Games/Nintendo-Switch-games/Super-Mario-RPG-2403952.html

Wawro, Alex. “How Square Struggled to Fit Mario into an RPG for Super Mario RPG.” Game Developer, April 5, 2018. https://www.gamedeveloper.com/design/how-square-struggled-to-fit-mario-into-an-rpg-for-i-super-mario-rpg-i-

Mejia, Ozzie. “This Is No Platformer: Super Mario RPG Turns 25, Part 1.” Shacknews, March 8, 2021. https://www.shacknews.com/article/123098/this-is-no-platformer-super-mario-rpg-turns-25-part-1

Mejia, Ozzie. “Beyond the Mushroom Kingdom: Super Mario RPG Turns 25, Part 2.” Shacknews, March 9, 2021. https://www.shacknews.com/article/123162/beyond-the-mushroom-kingdom-super-mario-rpg-turns-25-part-2

Mejia, Ozzie. “Two Divergent Paths: Super Mario RPG Turns 25, Part 5.” Shacknews, March 12, 2021. https://www.shacknews.com/article/123226/two-divergent-paths-super-mario-rpg-turns-25-part-5

RJ. “A Look Back at the Development of Super Mario RPG: Legend of the Seven Stars.” Retbit, July 20, 2020. https://www.retbit.com/2020/07/20/a-look-back-at-the-development-of-super-mario-rpg-legend-of-the-seven-stars/

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