Well, herro there. Welcome back to Save File plays Super Mario RPG: Legend of the Seven Stars. Last time, we made it into the Sunken Ship, got some swag, figured out a puzzle, and fried up some Calamari. I think it’s about time to finish off this dungeon. So let’s hop to it!
MUSIC: Sunken Ship
This is where the party gets dropped off after roasting King Calamari.
There was a Dry Bones here. It’s dead (again) now.
The next area has some rat-mounted cannons. I don’t know either.
The Bullet Bills in this room don’t cause encounters, they just shove you down to the lower area, causing you to have to climb back up again. More of an inconvenience than anything else.
You can just assume that I obliterate every visible enemy in the game.
And I am justly rewarded for it. Ultra Jump is Mario’s last Jump attack, and he bounces from enemy to enemy. Basically, it’s a Super Jump that has potential to hit every enemy. In a nice touch though, it’s randomized how much he lands on each enemy, and if he lands on a certain enemy more, that one will take more damage.
MUSIC: Fight Against Monsters
I also realized I forgot to show off Geno Whirl, the most OP spell in the game (behind Geno Boost, of course)
It brings to mind the Destructo Disc from Dragonball Z.
Yeah, that’s right, Geno Whirl does 9,999 damage if you hit the timed attack right. Unfortunately… it doesn’t work against bosses. Still, it feels pretty cool to blast enemies for 10k damage in a game where you’re lucky to hit for about 300 at the highest level.
MUSIC: Sunken Ship
Now you see them…
Now, you don’t.
Oh, goody, more enemies to slaughter. And remember kids, you can’t spell slaughter without laughter*!
*(I only apply this rule to video games).
Geno scoops up a level and also learns Geno Blast. I know that Mallow is supposed to be the Black Mage archetype, but Geno is just such an all-around badass, that it’s hard to sub out Geno for anyone, much less Mallow.
Anyway, I believe I see some pirate loot up there.
But first, Toadstool gains another level! She’s starting to get ahead of everyone now, that Exp. Booster is really doin’ thangs. Mute is a pretty useless spell though. It attempts to keep enemies from casting spells. But like any debuff spell that would actually be of any sort of use, it rarely works on bosses.
I think the Alley Rat is supposed to be able to sneak under those crates, but it never does.
And out the other side.
Hmmm… that Dry Bones looks a little suspicious.
And it’s got the best encounter on the ship? Time for Geno to THROW DOWN!!!
MUSIC: DANCE PARTY!!!
MUSIC: Sunken Ship
Ohhhhh, it’s a trapped box! Haven’t seen one of these in a long while! I think the last one was in the Kero Sewers.
It’s an accessory that does a thing. I don’t remember exactly what. I think it’s pretty good though.
This is where we’re SUPPOSED to be going though.
The next room has a family of Bloobers!
huh… I seem to remember when you killed the big one, the little ones scatter (but are still regular encounters). Didn’t happen this time though.
There’s another cool accessory in a semi-hidden room. If you look in the Bloober screenshots, you can kind of see a door behind the barrel stacks.
Whoa. Sharks. Pirates! Shark Pirates? Pirate Sharks!
Don’t think I really needed that, but I’ll take it!
They plow right through Mario on their way back down the stairs.
OH, CRAP! CHEESE IT!
GREAT GOOGLY MOOGLY!!!
I don’t know why, but this is one of the best lines in the game to me. Probably just because of how incredulous they seem at the fact that Mario just… ducked under the barrel.
How… how did he get up here so hast? It was like 10 steps, and you clearly just saw him dodge your barrel. Why are you so surprised?
Time to meet this Johnny they keep going on about.
LET’S DO IT.
MUSIC: Fight Against an Armed Boss
Johnny comes with a quartet of Bandanna Blues, who are slightly tougher than their red bandanna toting compatriots.
They can at least clear double-digit damage.
Lucky?? A CHANCE TO DOUBLE MY EXP FROM A BOSS BATTLE?!?!?!
Anyways, there are two ways to take this fight. You could just focus on Johnny, and take him down. Or you could take down all of his flunkies.
But as I was saying, if you take down all of the flunkies…
Mario steps forward in the affirmative.
Two more Bandanna Blues show up for Johnny. Geno and Toadstool move off to the sidelines to become cheerleaders. Johnny calls them his backup, but make no mistake, if you lose here, it’s game over. And you have to start over.
Unfortunately, the Lucky Flower only gave us chance to double our coins, which is worthless to me since we’re already maxed out.
Music: Got a Star Piece
You’re all right, Johnny.
And out we go!
NEXT TIME: The Return to Seaside Town!
But really quickly, I just want to say that everyone gained at least 2 levels in this episode. Pretty nice!