Super Mario RPG
Super Mario RPG: Remake Wiki Guide
Differences from the Original Game

Differences from the Original Game

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Super Mario RPG | Differences from the Original Game - GameWith

This article covers the new elements (additional features) in the Super Mario RPG Remake and the differences from the original game. See changes in game systems and combat.

Table of Contents

New Elements in the Combat System

  • Triple Moves for 3 characters introduced
  • Consecutive successful Action Commands boost stats
  • Successful actions change normal attacks to target all enemies
  • Swapping characters during battle is now possible
  • Combat screen UI has changed
  • Weaknesses and unblockable attacks are easier to understand
  • Rare "Tough Foe" monsters appear

Triple Moves for 3 characters introduced

Triple Moves (Team Attacks) Introduced

Successfully performing Action Commands fills a gauge, allowing you to use Triple Moves. The effect changes depending on the combination of the three characters, making it an important factor in party composition.

Consecutive successful Action Commands boost stats

Successful Action Commands Boost Stats

Successfully performing Action Commands consecutively builds up a "chain," and stats increase according to the chain count. The stats that increase are predetermined for each character.

Successful actions change normal attacks to target all enemies

Successful Actions Change Normal Attacks to Target All Enemies

When an Action Command is successfully performed with perfect timing, normal attacks can damage all enemies. Damage to enemies other than the targeted one is significantly reduced, but it's now possible to perform an all-target attack without using a Special Move.

Action timing is easier to understand

Timing is initially indicated by

When an Action Command occurs for a new move or enemy attack, the timing will be indicated by a "!" for a certain period. This helps you understand the timing even for actions you're seeing for the first time, so try to learn the timing while the "!" is displayed.

Swapping characters during battle is now possible

Image of new elements and differences from the original game

In this remake, it's now possible to swap with standby characters during battle. Additionally, even KO'd characters will get a turn, allowing you to swap them out.

Combat screen UI has changed

RemakeOriginal
Combat Screen UI Change
Combat Screen UI Change

The combat screen UI has changed and become easier to understand. Character HP is displayed at the bottom of the screen, and the FP required for Special Moves can now always be checked.

Button settings during battle added

Image of new elements and differences from the original game

In the original game, for example, when using a Special Move, you would press "Y" ⇒ select the Special Move and then press "Y" again to confirm, using the same button as the action button for confirmation. In this remake, confirming with the A button is the default setting, but it can be switched to the same settings as the original game.

Attacking weaknesses is easier to understand

Weaknesses are indicated when attacked

When an enemy's weakness is hit, a "Weak!" notification now appears along with the damage. This makes it easier to identify weaknesses even for enemies you're fighting for the first time.

Unblockable attacks are easier to understand

Unblockable attacks are easier to identify

When an enemy attacks, unblockable moves will now display "Action Command Ineffective!" in the top right. This makes it easier to identify attacks that cannot be blocked with Action Commands.

Rare "Tough Foe" monsters appear

Image of new elements and differences from the original game

In battles with monsters, creatures labeled "Tough Foe" will rarely appear. They are stronger than usual, and yield double experience points and coins, and also drop one Frog Coin.

New Elements in the Game System

  • Addition of Enjoy Mode
  • Autosave feature implemented
  • Dash settings can now be changed
  • Item carry limit system changed
  • Convenient area travel via map
  • Rematches with some bosses possible after clearing the game
  • Monster List added
  • Hidden treasure chests are easier to collect

Addition of Enjoy Mode

Addition of Enjoy Mode

Enjoy Mode has been added, allowing for difficulty selection. In Enjoy Mode, leveling up is easier, and enemies are easier to defeat. Also, the difficulty can be changed at any time.

Autosave feature implemented

Image of new elements and differences from the original game

This remake adds an "Autosave" feature that automatically saves when entering or exiting a map. In addition to the three save data slots available from Save Blocks, you can have one autosave data slot, for a total of four save data slots.

Dash settings can now be changed

Image of new elements and differences from the original game

In the original game, the default was walking, and holding the B button would make you dash. In this remake, in addition to default walking, a default dash setting has been added, and the button has also been changed to B or L/R.

Item carry limit system changed

Image of new elements and differences from the original game

In the original game, the total item carry limit was 20, but in this remake, a carry limit is set for each item*. Items exceeding the limit are automatically stored in the "Storage Box" at Mario's house.

*The carry limit increases when playing in Enjoy Mode.

Coin limit increased to 9999

In the original game, the maximum coin limit was 999, but this has been changed to 9999 in the remake.

Convenient area travel via map

Image of new elements and differences from the original game

In this remake, you can now travel between maps at any time by selecting "Map" from the menu. It's become very convenient as you can directly travel to other maps even from inside dungeons.

Rematches with some bosses possible after clearing the game

Rematches with some bosses are possible

Some bosses can be fought again after the ending if certain conditions are met. In these rematches, the bosses are significantly powered up, and defeating them yields rewards such as super powerful equipment.

Monster List added

Monster List Added

By fighting monsters, you can check their information in the Monster List. As you progress your research, their weaknesses and "Thoughts" will be recorded, and the descriptions have been newly written for the remake.

Hidden treasure chests are easier to collect

Image of new elements and differences from the original game

In the original game, there were hidden treasure chests that could be missed permanently if not found. However, in this remake, you can now obtain them later. Additionally, the "Signal Ring", which reveals the locations of hidden treasure chests in more detail, has been added, making them easier to collect.

Visual timing for Egg Guessing Game now possible

Visual timing for Egg Guessing Game now possible

In the Egg Guessing Game, which can be challenged when you draw a "lucky" flower, it was impossible to visually time your selection ("meoshi") in the original game, but it is now possible in this remake.

New Elements Related to Music/Presentation

  • Movies added to the story
  • All BGM has been newly arranged
  • Sound Player implemented

Movies added to the story

Movies Added

In the remake, movies have been added before boss battles and at other points. You can enjoy details like intricate boss designs that couldn't be expressed on the Super Famicom.

All BGM has been newly arranged

BGM Newly Arranged

All BGM in the remake has been newly arranged. In the game, it's possible to switch between the original SFC version BGM and the Switch version's arranged BGM.

All arrangements by Yoko Shimomura

All BGM arrangements were handled by Yoko Shimomura, who also composed the original game's BGM.

Sound Player implemented

Sound Player Implemented

After the ending, a Sound Player that allows you to listen to both the original and arranged versions of the BGM will be unlocked. However, some BGM tracks are marked as "Sealed", and there are tracks that have conditions for unlocking.

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Article Written by
Super Mario RPG Strategy Team

Super Mario RPG Strategy Team

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