Super Mario RPG: Legend of the Seven Stars
- Timed attacks also work for some other kinds of spells.
- There are two levels of timed hit accuracy. Both have identical audio/visual cues, but the more accurate one does 25% more damage.
- Never, EVER stop using Mario's basic Jump special, even when Superjump becomes available. Get the accessory that lets you damage spiked enemies with it. Spam it endlessly and repeatedly. NEVER EVER STOP. Every single time you use Jump Mario's base attack power goes up by 0.5. This caps at +127 attack after 254 jumps, which is roughly the amount you'll use if you play through the game without trying to powerlevel.
- If you're having trouble with the endgame or hidden bosses, take the Fertilizer from walking off the right edge of the clouds in Nimbus Land's main town area and the Seed from the shy-away in bean valley to the crazy guy who lives in the back of Rose Town for the best armor in the entire game. Put it on Peach and have her use Group Hug every turn and it becomes literally impossible to die.
- This is an RPG where you generally don't find gear, and need to buy it instead. The game throws money at you, though.
- The FP increasing items also fully replenish your FP. Keeping one or two of them in your inventory isn't a bad idea once your FP is high enough where you won't run through it in a single fight.
- When a character levels up all their stats go up a little bit, but you get to choose one of three stat groups that gets a bonus (HP, basic attack & defense, or special attack & defense). Every level has a "preferred" stat group. Selecting the preferred stat every level will give you the strongest characters. Every character shares the same preferred stat per level, and you can easily tell which one it is by looking at the attack/defense (leftmost) and special attack/defense (rightmost) stat. If the attacking stat goes up by more than one, it's the preferred stat. If not, HP is the preferred stat.
- Once you hit level 20, however, the HP bonus takes a steep nosedive. When it is preferred it only give +2 HP, which is not as powerful as +1 in either defense, even before you factor in the damage bonus you get selecting an alternative group. So treat the HP bonus as a free choice into standard or special after level 20. The level cap is 20, so you can't powergame this too much.