

"Before we even started making Mario RPG specifically, we had this pre-conception at Square that RPGs = weapons. Like a traditional JRPG, players would select options like "Attack" from a menu during turn-based combat - but most of the Mario characters didn't carry weapons, and their action would be affected by whether or not the player successfully performed timed button presses during the attack. When the game was released in 1996, it was a strange beast: players would move through the world with a party of characters, just like a traditional Final Fantasy game - but it was an isometric portrayal of characters and landscapes from Mario games. "The main concern for all involved was that we didn’t want to make a 'normal' RPG that simply substituted in Mario characters, like some cheap Final Fantasy sprite-swap." Nintendo has Mario, and Square has RPGs… well, why not simply stick the two together?" Super Mario RPG director Chihiro Fujioka said in a 1995 interview with FamiCom Magazine. "During a business meeting with Nintendo, the topic came up of us working on something together. Notably, in the '90s Nintendo partnered with Square to make Super Mario RPG for the SNES, and now you can read a bit more about how that came about thanks to a few newly-translated interviews with the dev team published by Shmuplations. The fact that Ubisoft convinced Nintendo to give Mario a gun was surprising, but it wasn't the first time Nintendo partnered with an external company to put Mario in a new kind of game. Ubisoft earned a wave of attention last year when it announced it was partnering with Nintendo to make a turn-based tactical strategy game featuring the cast and locales of the Mario games.
