Super Mario RPG: Legend of The Seven Stars - Development

Development

The game was officially unveiled by both Mario creator and producer Shigeru Miyamoto and co-director Chihiro Fujioka at the 1995 V-Jump Festival event in Japan. Miyamoto led teams at Nintendo and Square, who spent over a year developing the graphics. The story takes place in a newly rendered Mushroom Kingdom based on the Super Mario Bros. series. Square reported that the game was about 70% complete in October 1995. The developers created the interior elements such as columns, stairways, and exterior elements with advanced computer modeling techniques. Special lighting effects were used to create shadows and reflections that were meant to improve the 3D elements. With guidance from Miyamoto, Square developed the game, combining role-playing aspects of previous Square games like Final Fantasy VI and Chrono Trigger, with the platforming elements of Nintendo's games. Square's Final Fantasy series was the model for the battle sequences, while the tradition of Super Mario Bros. games demanded a lot of action. Mario's ability to jog in eight directions and jump up or down in three–quarter perspective gave him a (comparatively) large range of motion. At 70% complete, the mix of adventure and action game play elements placed it in a category closer to The Legend of Zelda: A Link to the Past.

When Nintendo of America received a 60% complete version in November, the staff were surprised at the inclusion of an RPG battle system. The battle screens, using pre-rendered sprites as in the rest of the game, included attack animations of equipped weapons. In December, further development and improvements to the gameplay delayed the translation of the game. For example, the Chancellor, who was named the Mushroom Retainer in Japan, was called the "Minister" in North America. Plans continued through February for the North American version, changing the release date forecast from winter to spring.

Super Mario RPG: Legend of the Seven Stars is one of only three SNES games released outside Japan to use the Nintendo SA-1 chip. Compared with standard SNES games, the additional microprocessor allows higher clock speeds; faster access to the random-access memory (RAM); greater memory mapping capabilities, data storage, and compression; new direct memory access (DMA) modes, such as bitmap to bit plane transfer; and built-in CIC lockout for piracy protection and regional marketing control.

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