Want to know what an item or key item does? Want to know what there is to do in a location under any conditions? Want to learn any of the quirks about this game’s spells and battle system? Use Ctrl+F in here to your heart’s content! Old and new players of SMRPG alike may find something useful in here.
The open mode randomizer starts off with the majority of map locations unlocked. You must find all the Star Pieces, guarded by random area bosses and mimic chests (and the empty space on Star Hill), to unlock the final dungeon and complete the game. Some boss fights are locked behind Key Items (progression items).
Most cutscenes and text are removed. You do not do the initial version of Bowser’s Keep at the start.
You start off in Mario’s Pad with 3 characters, and can recruit 2 characters by completing Forest Maze and Marrymore. You can use up to 3 characters in battle at a time.
This game is a platformer-rpg, and there are no random encounters. Most areas have platforming/navigation segments with enemies scattered throughout; collide with an enemy to start a battle or dodge them to progress.
This guide will sometimes reference “frame windows”. SMRPG is a 60 FPS game, so a 3-frame window for instance would be a 1/20th of a second time interval in which an input can be accepted.
You can only save your game by jumping onto a Save Box. These are available in all inns, and are also scattered around the world generously.
Your characters have 4 options: A (regular attack), X (items), Y (magic attack), or B (defend or run).
Y-attacks require FP (Flower Points, this game’s version of Magic Points). In SMRPG, Flower Points are shared between your entire party, individual characters do not have their own reserves of FP.
All damage is calculated based on the following values:
There is no ATB system in this game. All actors on the field go once during a turn (if an enemy attacks more than once, they used a counter-attack). Your speed stats determine the order in which everyone goes.
In the event of a speed tie between party members, the turn order goes as follows:
There are seven status effects, all of which disappear after 3 turns:
Status effects are also cured at the end of a battle. KO is also cured at the end of the battle (character is revived with 1 hp). KO is also cured during battles where the party moves from one battlefield to another (King Calamari, Cloaker/Domino, Smithy).
Mute, Poison, Fear, and Sleep can be cast on some enemies. The spell Psychopath will show you what status effects can be used on an enemy. Scroll to the Spells section for information on how to read the symbols in these descriptions.
When using any single-use item in battle, there is a chance the item will “Freebie”. This means that you get an extra copy of that item put back in your inventory after you use it. Most items have a 25% chance of this happening, but some (like the Red Essence) are lower.
The EXP shown at the end of the battle is the amount given to each recruited character (including any who were not used in the fight).
EXP can only be manipulated by using the Exp. Booster accessory, which doubles the amount the wearer receives.
Battles can also grant you coins, and drop up to 1 item shown in the EXP/coin dialog.
This is a list of all the spells your party can learn, and what they do. The base power and FP cost of a spell can be randomized, and therefore will not be listed here.
You can use EXP stars to have party members learn spells that belong to another party member's spell set. This is something of an "advanced" tech, but is good to know about.
Press X while you are jumping under an EXP star chest to hit it, and open your menu. Go to the Switch menu, and swap the character who you want to teach a spell to, with the character that already knows the spell. If the first character is about to hit the level that the second character learned the spell at, they will learn that spell during the EXP star.
Example: If Mallow naturally learns Shocker at Level 10, and Peach hits level 10 during an EXP star, you can swap Peach and Mallow to have Peach learn Shocker at Level 10.
This isn't often used during the randomizer as it takes some setup, but can be quite useful in the right circumstances.
For more information, this page includes a video demonstration.
This is a list of all the spells enemies can use. The base power and status afflictions can be randomized, and therefore will not be listed here. Damage is calculated based on their Magic attack and your Magic defense.
Single-target damage spells:
Multi-target damage spells:
This is a list of all the special attacks enemies can use. The base power and status afflictions can be randomized, and therefore will not be listed here. All of these are single-target only. Damage is calculated based on their their Attack and your Defense.
NOTE: Some of the attacks here that don’t cast statuses have a small chance of casting a status if enemy effects are randomized.
NOTE: The timed hits database is incomplete, please contact Pidge/BOX BOY if you would like to help with it. No special equipment is needed to contribute; just a computer.
With the addition of the boss randomization feature, boss stats and locations will not be listed here. See the Spells/Attacks section for more information on what these spells and attacks do.
NOTE: Not all timed hits are documented, please contact Pidge/BOX BOY if you would like to help with it. No special equipment is needed to contribute; just a computer.
Battles will give you EXP, but there is a definite tradeoff between skipping fights for speed and being too weak to complete the final dungeon.
If you have access to the factory and fast/high damage output, you can fight Ameboids before they multiply for ~17 exp.
The game also offers invincibility stars in chests, which allow you to run around an area knocking out as many enemies as you can in a time limit. Every hit will give you an EXP amount determined by the chest itself.
By default (without the EXP challenge turned on), chests generally trend toward giving you more EXP the further along the world map you progress. Anyone with the EXP booster equipped of course will receive 2x the experience from these stars.
The game also has a technique called Death Abuse. When you game over, as long as you don’t reset your console, once you respawn at your last save, everything will be reloaded according to the state of the world at your last save -- except your party members will still have the levels and EXP they had when you died. This means you can remove all your equipment, save before a star, do the star, get into an encounter, intentionally lose, and respawn to do the star again, in order to farm levels. This is known as “Death Abusing”.
At each level, your character will be granted stat bonuses. On top of that, you can choose one of three stat sets (attack & defense, HP, or magic attack & magic defense) to give an additional bonus to.
There are a total of 22 shop locations. 14-15 are fully available from the start (1 of which is permanently missable), 6-7 are locked behind quests, and 1 progressively changes based on your key items.
The cap on normal coins has been increased to 9999.
Some chests are hidden. Chests may have an item, coins, a frog coin, a free party heal, an EXP-granting invincibility star, a boss battle, or increase your total Flower Points. (Or, they may be empty...)
Some items are also presented to you from sidequests (defeating certain bosses, returning key items, etc).
Some items are granted to you at the end of a battle when dismissing the EXP window. These are usually consumables (will not be a key item).
Equipment can either be a Weapon, Armor, or Accessory.
Hovering over a piece of equipment in a menu will show you information about what that equip does. All menu descriptions for weapons, armor, and accessories will look like something like this:
Lists elements that the equip makes you immune () to, and elements that you will take half damage () from. If this row is blank, that means the equipment does not offer any fire/ice/lightning protections.
Lists the amount by which your agility increases () or decreases (), and status effects that the equip provides immunity to. If this row only shows the agility stat, that means the equipment does not offer any status immunities.
Physical attack increase () or decrease (), and physical defense increase () or decrease ().
indicates that the stat is also given a boost multiplier (like what Geno Boost, Bracer, Power Blast, etc. gives you).
Magic attack increase () or decrease (), and magic defense increase () or decrease ().
Like with the third row, indicates that the stat is also given a boost multiplier.
Some equipment can only be equipped to certain characters. This can be randomized. However, you will not be able to see if a character can or cannot equip an item if they have not been recruited yet.
The sum of your equip stats can sometimes put your character's stat below 0. This will look glitched, like Peach's Magic Defense in this screenshot:
Effectively, while this is supposed to convey a negative number, their stat is functionally treated as 0.
While the game will tell you most of the effects that each piece of equipment has, there are some that have inherent special effects that are never randomized. These are:
These can be used in battle or on the field. Cannot be used on enemies.
These can be used in battle only. Cannot be used on enemies.
These can be used on enemies. All damage-dealing items are affected by boost multipliers as well as elemental weaknesses and resistances, the numbers here are the base amount assuming no multipliers.
Items that are not used in battle, but are not Key Items.
Key items can be found in a set number of locations, and are randomized within each other. See the “Where Key Items Are” section to find out where to find them.
Click on a location name for a map showing navigation, chests, and boss fights.