
Mario and Mallow have 18/10 and 18/9 armors available, and their 24/12 armors are the next set they’ll have access to after this point. This is your first chance to get armor for Geno, and Bowser’s first armor won’t be for quite some time. When the Work Pants first become available, you have Mario, Mallow, and Geno in your group, and Bowser is not too far off in the future. Once you hit the 24/12 mark though, your sacrificing significant defense for a comparatively small amount of offensive power.

If your armor grants +18 defense and +10 magic defense, you could take that little extra defense power or opt for the speed and attack increase-that’s your choice as the player. These stats are significant enough that it’s clearly a better defensive choice than Work Pants, where smaller values can be argued either way. So how useful is this for each character with their different builds?Įveryone has some kind of armor that gives them +24 defense and +12 magic defense. It also increases the wearer’s speed (hard to do in this game, and any amount is significant), and it increases offensive power by +10 attack and +10 magic attack. The Work Pants offer a reasonable defense increase of +15 defense and +5 magic defense (which we’ll be comparing to other things in a minute). The game has three-the Lazy Shell, which reduces offensive capability but basically makes the character invincible, the Super Suit, nearly impossible to obtain but makes the wearer godly powerful, and the Work Pants, our subject for today. That tuning of stats is what makes it interesting to see what happens with an armor that anyone can equip. (You can see in depth looks at the specifics of character stats here.) This is fine though, because he starts with significantly high attack power and stays on curve from there-it’s as though his natural attack is a weapon with +40 power and his weapons get stronger from there. Bowser’s weapons are significantly weaker than anyone else’s, such as giving him +10 attack when anyone else has +40 with theirs. That much is normal for RPGs, but since they don’t share any kinds of equipment, their levels and equipment can be tuned for each other.


Characters also have individual stat growths that dictate how strong they’ll be as they level up. Mario is the only one who can use hammers, Mallow is the only one who can wear pants, and so forth. This game’s weapons and armor are specifically tuned to each character. I’ll be going through an interesting case with the game’s equipment that I don’t see that frequently. I’ve played through it enough times over the years that I can get through it in a weekend (though I’ve still never managed the 100 Super Jump challenge). Super Mario RPG is one of my favorite games. This might be the weirdest title I’ve written in a while, but there might be something interesting to be gleaned here.
