Not as crazy about this game as others. No denying the world and characters of the Beanbean Kingdom were highlights, but combat was so simplistic all throughout. Finding out the hidden variants of your Bros. Attacks was cool, but once you do it, you just rinse and repeat for the whole game. I think my main hangup with this game is remembering Joke's End. God, what a slog of a dungeon.
Mario & Luigi: Super Star Saga was notable for its fusion of RPG, platformer, Zelda, and light puzzle elements, with a timing-based combat system not too different from what SMRPG and Paper Mario had already done. Despite the minimal RPG aspects, weak new characters, and somewhat repetitive combat: its pleasant tone, creative minigames and quirky sense of humor contributed to a simply colorful, joyous experience.
Only flaws are that it's maybe a little bit too long and there's some difficulty spikes that feel out of place.
However this is a solid title. I love how interactive it is both in combat and the overworld. I love it's presentation and humour. I love it's uniqueness and that it doesn't rely on traditional Mario ideas and instead goes for a unique world to separate the game.
However this is a solid title. I love how interactive it is both in combat and the overworld. I love it's presentation and humour. I love it's uniqueness and that it doesn't rely on traditional Mario ideas and instead goes for a unique world to separate the game.
A new Mario RPG series is born, this time featuring the two bros. Similar to how you could block attacks in Mario RPG, in this one you can dodge them by jumping or deflect them with your hammers. In addition to the original gameplay, the dialogue is excellent and memorable at times as well, with plenty of good humor. This game has spawned a bunch of sequels, for good reason.
This is a really good intro RPG. It has a lot of mechanics that force you to stay attentive during battles, which I can imagine people who think that turn-based combat is pretty boring might enjoy. It also has a lot of memorable characters and witty dialogue; not to the extent of Undertale, but I laughed a lot regardless.
However, for as much as I enjoy these aspects of Superstar Saga, this is one of those games where the little inconveniences are so plentiful that it ultimately sours my enjoyment. The map isn't very detailed, you can wander into areas you're not supposed to be in yet and get demolished by enemies, button presses are often unresponsive, trying to create a 3D space in a 2D game doesn't work (especially when there is a lot of platforming), cycling through all of your overworld abilities is cumbersome, dying sets you back to your last save point instead of letting you restart the battle, and losing just one of the bros cripples you in combat and requires you to waste a turn healing them unless you can finish the battle immediately.
But my least favorite thing is the abundance of mini-games that are mandatory for progression. Some might see these a good change of pace, but I see them as filler since they often require a new control scheme and have nothing to do with the rest of the game.
I also have my problems with the combat system. Even though it keeps you on your toes by requiring precise button-press timing to maximize efficiency, it's never quite as satisfying as I would like. First of all, just like in the overworld, several attack animations try to use a nonexistent 3D space, making it difficult to avoid things on your first time encountering enemies. Second, the game does not teach you how to most effectively use your bros moves (essentially your special abilities that cost mp), and even with the slowed down versions to help you learn the timing, trying to get the hang of them is frustrating, especially the advanced versions which basically expect you to figure out how to perform them on your own. Third, the system itself is inherently flawed. By making a battle system that is reliant on precision, all it does is make you frustrated when you fail. It isn't satisfying to perform precise timing well because you have to do it in every single fight, and the only reward for performing precise actions well is not performing poorly. Compare this to the rhythm battle system in Mother 3; by learning the rhythm of the enemies you fight and timing your attacks in synch with the rhythm, you are rewarded with doing more damage and ending fights more quickly. Essentially this is the same idea but used in the opposite direction.
From what I understand, the 3DS remake improved a lot of these issues, and I kinda wish I played that version instead. Actually, the only reason I played the GBA original is because I really admire how this game looks. In fact, I'll praise the visuals for being my favorite part of the game; the entire world is colorful and vibrant, all the sprite work is really good, and I especially love the animation on Mario and Luigi themselves. The use of squash & stretch and exaggeration on their animation is endlessly entertaining, and at the very least that made the experience on GBA somewhat enjoyable.
I think that I will like this game more on a second playthrough, especially if I play the remake with all the quality of life improvements. I enjoyed what this game did well, but I'm really hoping that future titles don't have the same issues.
However, for as much as I enjoy these aspects of Superstar Saga, this is one of those games where the little inconveniences are so plentiful that it ultimately sours my enjoyment. The map isn't very detailed, you can wander into areas you're not supposed to be in yet and get demolished by enemies, button presses are often unresponsive, trying to create a 3D space in a 2D game doesn't work (especially when there is a lot of platforming), cycling through all of your overworld abilities is cumbersome, dying sets you back to your last save point instead of letting you restart the battle, and losing just one of the bros cripples you in combat and requires you to waste a turn healing them unless you can finish the battle immediately.
But my least favorite thing is the abundance of mini-games that are mandatory for progression. Some might see these a good change of pace, but I see them as filler since they often require a new control scheme and have nothing to do with the rest of the game.
I also have my problems with the combat system. Even though it keeps you on your toes by requiring precise button-press timing to maximize efficiency, it's never quite as satisfying as I would like. First of all, just like in the overworld, several attack animations try to use a nonexistent 3D space, making it difficult to avoid things on your first time encountering enemies. Second, the game does not teach you how to most effectively use your bros moves (essentially your special abilities that cost mp), and even with the slowed down versions to help you learn the timing, trying to get the hang of them is frustrating, especially the advanced versions which basically expect you to figure out how to perform them on your own. Third, the system itself is inherently flawed. By making a battle system that is reliant on precision, all it does is make you frustrated when you fail. It isn't satisfying to perform precise timing well because you have to do it in every single fight, and the only reward for performing precise actions well is not performing poorly. Compare this to the rhythm battle system in Mother 3; by learning the rhythm of the enemies you fight and timing your attacks in synch with the rhythm, you are rewarded with doing more damage and ending fights more quickly. Essentially this is the same idea but used in the opposite direction.
From what I understand, the 3DS remake improved a lot of these issues, and I kinda wish I played that version instead. Actually, the only reason I played the GBA original is because I really admire how this game looks. In fact, I'll praise the visuals for being my favorite part of the game; the entire world is colorful and vibrant, all the sprite work is really good, and I especially love the animation on Mario and Luigi themselves. The use of squash & stretch and exaggeration on their animation is endlessly entertaining, and at the very least that made the experience on GBA somewhat enjoyable.
I think that I will like this game more on a second playthrough, especially if I play the remake with all the quality of life improvements. I enjoyed what this game did well, but I'm really hoping that future titles don't have the same issues.
This game has extremely charming visuals, dialogue and music which perfectly craft a unique identity for this series. The gameplay mechanics are also great at keeping the player invested on a moment to moment basis, but the game is so easy and the balance so exploitable that the game just ends up becoming a snoozefest at the end.
Estreante da famosa franquia Mario & Luigi, Superstar Saga pega o bastão de Mario RPG, dividindo com os 2 primeiros Paper Mario o papel de "RPG do Mario".
As ideias criativas de mecânicas, além do básico de RPG, e o roteiro e os diálogos entregam uma experiência acima do normal para um jogo de portátil.
Infelizmente perdi meu save próximo do fim e não cheguei a concluir, mas pretendo corrigir isso.
As ideias criativas de mecânicas, além do básico de RPG, e o roteiro e os diálogos entregam uma experiência acima do normal para um jogo de portátil.
Infelizmente perdi meu save próximo do fim e não cheguei a concluir, mas pretendo corrigir isso.