Super Mario RPG was the first Japanese RPG I ever played at the tender age of eight. And what better way to introduce a young gamer to Japanese RPGs than a pre-established mascot character? Yes, Super Mario RPG was a very big part of my childhood gaming career and tons of fun when I was young. But does it hold up?
SMRPG was revolutionary in adding timed hits to its turn-based combat. While that's a great idea, the damage numbers often feel inconsistent. I'm still not sure if it's a factor how close a button press is to the “epicenter” of the timed hit, but it feels awkward anyway. One of the game's biggest problems is that you get no actual feel of strength when it comes to damage numbers, at least later on in the game.

Battles are further hindered by the spell system. The heroes share FP (magic points) and while that's a cool idea on paper, it doesn't serve as a cool mechanic in gameplay. Most will find a lot of spells useless, and there's no way to gauge how effective any spell generally is because there's no consistency to how enemies take to certain elements.
There's also a level up system that serves no real purpose aside from feeding min-maxers. The bonuses you get each level up are so minuscule there's no real point in having them.
Okay, so I just tore this game a new one. What's good with this game? Lots of things, actually. First, the level design is fantastic, some of the best in JRPGs (although JRPGs aren't known for their level design). SMRPG separates itself from other RPGs by including action elements on the field map like platforming including enemies appearing on the field that chase after you if they see you. But even better, the level design is just interesting and well-thought out. Levels don't feel too big or too small and they make use of height. Brilliant.
The graphics are great too. Pre-rendered 3D graphics is very gimmicky, but on these older system like the SNES, they had smaller colour palettes so they had to choose their colours carefully. And in Super Mario RPG, the colours are great. The use of tone and diversity is masterful. Items and sprites leap off the map while not looking alien. SMRPG has some of the best graphics out of the whole SNES lineup.
What about the music? Excellent. Yoko Shimomura, known for the Kingdom Hearts soundtracks and many other titles, took a lot of classic Mario themes and put a new spin on them (although I'm not entirely sure which ones are completely original since I haven't played all of the older Mario games). The soundtrack takes bouncy Mario themes and puts an epic spin on them, while still being charming. There are also a lot of tense songs. The tone is perfect.
The story isn't anything interesting but the journey is what a lot of these collect-X-number-of-thing plots are about. The characters and the pacing make this story. Classic villain Bowser joins Mario in his adventure and he's great. Peach (or “Toadstool”) joins the team as well. Two original characters (that sadly haven't had much a presence outside this game) are Mallow- a crybaby cloud humanoid- and Geno- a wise life-sized puppet. There's lots of cool characters you get to meet along the way like wise Frogfucius, the villainous Booster, and the Axem Rangers- fundamentally the coolest characters to ever grace the video game medium.

The pacing is pretty good. I like the wait you have to go through before you get your first Star Piece (the story-focused treasures you have to find). You're hunting for the sixth Star Piece the longest- the time it takes to get from the fifth Star Piece to the sixth is a good third of the game. However, you never feel like you're not doing something, so it wouldn't bug ya.
My favourite part of this game is the finale (spoilers!). Basically, everything after getting the sixth Star Piece. After asking King Nimbus permission to use the Royal Bus, Mario and Co. ride to Bowser's Keep, where the game began. Now overrun by the mind-controlled minions of Smithy, the player has to fight through legions of some very toughs monsters. This dungeon is huge and throws quite a bit at you. The most famous part is the middle where the player comes across a room with six doors. Each door leads to a special stage where the player has to either fight through wave after wave of enemies, do some challenging platforming, or complete a short series of mind-testing puzzles. After completing three of these six mini-stages, the player can continue.
Bowser's Keep is finished with a double boss-battle. After beating the two bosses, Mario enters the Factory. Now this very final dungeon is just brilliant. The level design is full of jumps, narrow platforms, and conveyor belts. Enemy clones of previous bosses fall from the sky. It's the boss clones that make this place feel really final. I also like the music. It's very neutral, in that it could just be any theme for any special place. However, because the theme doesn't sound like any other song, it's pretty dynamic. There's a few more boss fights before Mario finds himself in at the core of the Factory (the part of the location that actually looks like a factory).
Mario and Co. fight a few more rather uncomplicated boss fights in a straightforward hallway. I like the straight hallway because it serves as a warm-up to fight against Smithy at the end. At the end of the hall Mario jumps down a pipe and the gang confronts Smithy. The final boss battle begins.
The first stage of the Smithy fight is a little intimidating because of all the whole-party attacks Smithy has. Smithy also has a smelter ally that produces minions to pester the heroes. Smithy's HP amount is rather low, so if you focus on damaging only Smithy, the first stage will end quick. In the second part, Smithy has a lot more HP and switches between forms with differents strengths and weaknesses. This is a long battle and for some players, a difficult one. Unless you have Peach in your team, you will spend several turns dishing out healing items, which are limited. However, there's that moment of relief when you land a final hit on Smithy and the ground begins to shake. You won.
The denouement is as long as any other RPG at the time. However, I think SMRPG's denouement focused on the most important things- like what sort of homes the heroes went back to. And then there's the parade which acts as a casting call. The parade segues into nightfall and we get a nice starlit sky to end the game on.
Maybe it's nostalgia, but I think the ending chapter to SMRPG to be one of the best. Its pacing is great, but that goes for the video game as a whole.
In conclusion, although the battles and mechanics are poor, the game makes up for it in just about every other department. This was one RPG I feel holds up after the years, and I think I'll try this one again in the future.