Swinging My Dick In My Hand (Super Mario RPG)
One final guest post from Anna Wiggins. Also, just FYI, we’re currently $1 below the threshold for Class reviews on Patreon, so if you were enjoying those, you might want to toss me a buck.
It was always going to end like this. When life transforms into narrative, wyrd into orlog, endings become inevitable, foreshadowed in a way they never were at the time. This is the dread magic of stories. And tragedies, in particular, only ever end one way.
In the Spring of 1998, a fourteen year old trans girl, closeted even from herself, tried to end her life in a patch of woods in rural North Carolina. She had run out of hope, her every refuge invaded. No one came to save her, and she didn’t know how to save herself.
Super Mario RPG was released two years earlier, of course. She never even played it; in retrospect this is surprising. It was a Square-made RPG, manifestly her favorite software developer at this point. But it slipped past her radar, probably by being part of the Mario franchise. Playing it now, I think she probably wouldn’t have liked it. The combat system is turned-based, but with poorly cued proto-quick-time events thrown in. The RPG elements are pretty simplistic: three equipment slots, a handful of stats that monotonically increase, 4-6 magic attacks per character, a shared MP pool. It stays on the shallow end of the RPG pool, and feels more like ‘turn-based Mario’ than ‘Mario-themed Final Fantasy’.
By 1998, her older brother had a Playstation. The SNES was starting to collect dust, unused except for the occasional return to Secret of Mana, Chrono Trigger, or Final Fantasy III. She still preferred the old sprite-based art of the 16-bit era; the character and concept art of Final Fantasy III seeming entirely more palatable than the blocky polygons of Final Fantasy VII. More broadly, though, VII just felt less inviting to her. It had snowboarding and large-breasted characters serving explicitly as eye-candy for boys. These things feel out of place in her vision of what video games ‘for her’ are like.
So it would be facile to suggest that Super Mario RPG destroyed the refuge she had in video games, but it stands as an important symbol, at least. Video games fell distinctly into the categories ‘skill-focused’ and ‘narrative-focused’. RPGs were designed to be narrative-focused. It was ok to be bad at them, because the goal wasn’t to be the best, just good enough to watch the story unfold. Super Mario RPG had more narrative than most Mario games, certainly, but it was still part of a franchise that was solidly in the ‘skill-based’ category, the games her brother and cousins would play and boast about, loudly, to each other. She rejected it on principle. It was an invasion, this RPG from the other side of gaming, from the world of Mega Man and Ninja Gaiden and Sonic the Hedgehog. And arriving as it did at the end of the SNES era, it was like a death-knell for the sorts of games that had sustained her for so long.…