Just started replaying this yesterday. I remember I liked the game a lot when it debuted, and I still like it now, but it's definitely aged. Moving around is more of a hassle than it should be due to the perspective, and it annoys me when Mario goes out of sight, or I miss a jump because of a funny angle. Times like that, when I'm struggling with the controls, are definitely the game's low points, and they're unfortunately common.
That said, I remain deeply impressed with some of the innovations it brought into RPGs. The battle system, which rewards you for hitting the proper input at the proper moment, does a lot more to keep me engaged in the fights than I do in most other RPGs, and as far as I can remember Mario RPG was the first game that did something like this. The "sequels" to this game adopted the idea, and I think they do it much better, but I give Mario RPG full credit for introducing this (still underutilized) mechanic. I also appreciate how the greater variety of weapons changes up the input: while the Paper Mario and Mario & Luigi games do a better job of increasing the risks and rewards for zoning out during combat, equipping a new hammer does not change up the timing for inflicting extra damage: here it does. I appreciate this game for having a battle system where I must do more than mash the A button until the victory song commences.
Another thing I really appreciated at the time was the lack of random battles. I don't think this game was the first to feature enemies that you could see (and avoid), but those RPGs were few and far between, so it felt like a breath of fresh air at the time. I still appreciate now, too. While we're on the subject of appreciation, I have to give Squaresoft full credit for the music; it's still great stuff, especially the boss and forest music. What's odd is that the songs seem to fit both Mario and Square, even though the two tend to have divergent music: it's not quite the jazzy-ness (?) that I associate with Mario, but the music's not really the classical orchestra I expect from Sqauresoft. Instead, there's a lot of upbeat, fast-paced brass peices, with a fair dollop of what sounds like a marimba. It's almost like Big Band/Swing fused with Latin. I love it! It really sets the mood, and it's nice to listen to even out of context. I wonder, is there some live performance tape of these songs out there somewhere?
One thing I found really interesting was the decision to lump all of the party's Flower Points together. To the best of my knowledge, this is yet another "first" for the genre. I think it introduces more strategy into battles; forcing you to choose between healing your party and using your special attacks gives tight battles an extra jolt. Of course, items are plentiful, and the game's not particularly difficult, so you rarely need to make such a choice, but it's another nice element that makes you pay attention to the battles without becoming overbearing.
The game's humor definitely needs mentioning. Back then, as today, RPGs tend to take themselves extremely seriously, and moments of real levity are few and far between. Mario RPG, on the other hand, never really plays it somberly, and I think the game as a whole benefits from that. It not only suits Mario like a glove, but it really helped to make the game stand out from the other "the end of the world is coming!" RPGs that have come before and since. The best part is that the story doesn't completely shy away from dramatic moments, but it always plays those off quickly and with charm. In particular, I'm remembering the part where Mallow is told that no, he is not in fact a frog: the developers spoof the "dramatic scene," and while it isn't Abbot and Costello it was an entertaining way to briskly move the plot along without seeming contrived, all while making you chuckle. Yes, Intelligent Systems and Alpha Dream have since done it much better, but full credit to Square for once more doing something completely different with the genre.
Finally, the mini-games. Their inclusion was brilliant: they stopped the main game from getting stale, they're universally short and simple, they tended to fit into the story fairly well, they offered the proper skill/reward ratio, and best of all, most of them were at least fairly fun diversions. I applaud the creativity and effort that clearly went into these brief moments. If they were removed, the game would be lessened. Plus, they were universally goofy affairs, which fit the tone of the game so perfectly.
At first, I was unenthused that this game was chosen for the Retroactive, (I wanted to do Startropics, a.k.a. The Other Zelda) but after a few hours I have to say I'm really glad it was. I've come to appreciate a lot more since the last time I played it, and this Retroactive makes me realize just how innovative the game really was. It's also generally well-executed: the plot's quick, the characters generally likeable (especially the villains), the mechanics are fun, the atmosphere is fantastic, it never really drags, and the overall package was a blast. Some day I'd like to hear how Squaresoft managed to do a 180 from their usual fare, but for now I'll just sit back and appreciate this classic.