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[FULL] Super Mario RPG: The Seven Sages (1.7.1)

Super Mario RPG: The Seven Sages
by U Division Games / C-Division Works
The once "canceled" Mario RPG makes it's return thanks to the help of a new team member.

Engine: RPG Maker 2003
Release Date: Saturday, August 8th, 2009
New Trailer

Get the latest version here!

For an updated list of known bugs and how to get by them, click here please.


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Background

Some of you may know that it's been 3 years since I began working on this project. Yeah, I was pretty sure I'd never work on it again until I caved in and allowed C-Division to help me out with it. Ever since then we've put in a lot a work into the game.


Story
A long time ago, when the word was still young, the lad was seperated into seven kingdoms. The Elders of Star Haven foresaw conflict between the kingdoms as the greediness of the people became aparent. These elders requested a meeting with the original rulers of each of the kingdoms. They became Sages, guardians of their respective lands, and were sent back to the world as representatives from Star Haven.

Now, the Sages are long gone but their spirits live on in Seven Monuments. Legend has it that the key to peace with the kingdoms lies in the power of the Sages.

Many have learned of the power that could be obtained by taking control of these objects, and therefore taking control of the Sages. Two unknown villains have been reported sneaking around recently...

Features
-Badge System
-Random battle power-ups a la SMRPG
-Power Suit System (Class changing) with 9 different suits, each with each own special abilities
-Sage Power moves
-Hammer, Jumping, and many other field skills from the Mario series
-Funny dialogue in the ballpark of the M&L and Paper Mario series
-A mash up of all the Mario RPG's, in a sense
-Bowser as a playable character


General Videos

Battle Video
Original Trailer
Super Mario Bros. EX W1-1
Scene Preview


Shroom Stuff

Battle Video
Even more videos!
#1 - Mario's Cloud Nine
#2 - Battle Showcase
#3 - Surfing Bros.
#4 - Track Tactics

Changelog
Fixed Bugs
 
Watching the demo, this game looks superbly done! You've really captured the world of Mario in this game, it almost looks like it's by Nintendo. Anyway, I'm downloading it right now and I'll post some more after I play it.
 
Glad to see this is finally out. Downloading now. :3

EDIT: Okay... maybe not. Every time I go to download it, it gets about halfway done, before the download gives up. :|
 

Jason

Awesome Bro

I'll download it sometime today methinks, since I was looking at it last night, and those videos look fucking ace !
 
This looks like one of the more solid fan games I've ever seen. Looks like you did a great job on this, I'll give it a play and see what I think. My only gripe is that some of the graphics are a bit inconsistent (e.g. Paper Mario enemy) but it's not major so I can overlook it.
 
I got a little into the game before I encountered a glitch. So far, it's pretty decent. Here are some comments.

-Ugh.. auto-full screen. It'd be nicer if we get a choice or something to turn it off (I know alt-tab works, but I'd rather have an option that always keeps it off/on in the menu).

-There are a couple of minor bugs throughout the game. If you get a critical hit and finish the enemy in one hit, you'll still perform the next even though no enemies are there. Also, one of the toads spelled "maintenance" wrong. The final one I discovered (effectively ending my game) was when you encounter the 3 Gloombas in the Coniferous Confusion area. I killed all 3; two of 'em gave me the "wrong gloomba" message, but the third didn't say anything or get rid of the blocks, so I was stuck. (I killed the "correct" gloomba second, if that helps.)

-I was a little disappointed at gameplay. There were a few good puzzles, but it seemed to revolve mainly around battle, which isn't necessarily a bad thing, but they tended to get a little boring. With so few skills to start out, strategy in the beginning was basically mashing "Attack." Once you got skills, I felt they used a lot of FP (drained about half of your max FP in one skill) but with the abundance of healing items it didn't matter.

Enemies were decently balanced (I thought the Piranha's chomp skill did a lot, but otherwise it was okay). One thing I would've liked to see was more.. action. For example, pressing 'Z' when landing a hit would deal more damage, and same with defending, like in the Mario Bros games. Without it, it seemed a little flavorless.

-Another thing I would've liked to see, outside of battle, is jumping on the map. Sure, you do it once in awhile to hit blocks or advance the plot, but an actual evented "press Z on the map to jump" would be cooler. You wouldn't necessarily have to alter elevation stuff (you still go up and down areas by ladders), but a simple jump-on-the-spot to strike blocks or get a preemptive strike on enemies would be cooler than pressing Space.

-The second menu was a little annoying to access (having to choose an item just to call it). One huge menu would be nicer than two.

Now I know some things I suggested may not be entirely feasible, they're just ideas. Your game has a lot of potential. I've seen some good puzzles, and I'm sure there will be more to come. And I liked all the extra effort you put in (Arcade games, collecting those star piece things). I'll continue once you fix that Gloomba glitch and see how it turns out.
 
Actually, Regi, if you go to the blog site, you'll see some of the known bugs already posted there. The Part where you at is easily solved by not getting into a pre emptive battle during that event. He noted this on his site.

But I agree on the "action" part. It's Mario, so people expect more action. And with RPG Maker, that's limited. In my opinion, I think you would have benefited a lot more with using a freeform making system such as Game Maker so you could have more gameplay options to offer. But like a lot of us, RPG Maker allows for us to not have to do a lot of work just to make the game function on the base level. Plus, it's a hobby, so we aren't expected to be making commercial games here.
 
We're uploading it to megaupload now. We think media fire may have gotten too much traffic and started messing up.

EDIT: It's now on mega upload and it's updated with some stuff fixed. Download it in the opening post.
 
Got a little further. Gameplay seems to be picking up; it's fun hammering rocks and jumping around, though I'd still suggest being able to do so everywhere.

I encountered another bug. When searching for the spy as Peach and the star, you can't walk through your little follower, so if you walk into a dead end (i.e. right after you find the spy the second time) you're stuck. This was in the old demo though, it may have already been fixed. Just a question: if I download a new version, would I still be able to use my old save file?
 
Talk to Twink to move him, the newest version points that out. And yes, your save file is kept if you download a new one. We are currently uploading 1.1b, which will get rid of all the known bugs so far, including a game-crashing one late in the game. I'll edit this post when it finishes uploading.

EDIT: It's up, give it a DL.
 
WHERE DID YOU FIND THESE MATERIALS! I've been wanting to make something like this for so long, but i never thought something like this was possible! Please tell me how you made this!
 
This looks amazing, I love how the cannon ball got larger as it got closer when they ship cannon attacked. lol.

Looks great, Can't wait to try it :)
 
Okay playing through for an ezine review but uh... Is there supposed to be no bgm music? All the sound is working fine. Just no music.
 

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