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What is the Lowest Amount of Coins Needed to Beat Super Mario RPG?

Feb 23, 2022
We have all seen many videos covering how to get all

coins

or avoid all

coins

in Mario games. This adds a lot of challenge to the games and makes them much more difficult than usual. But the thing is that both situations can exist because we have the freedom to move where we want. If we want to avoid a coin, we can walk around it. Or we can defeat an enemy and simply dodge the coin that generates epilogues. But…

what

about unconventional Mario games? What about Super Mario RPG? Now, RPGs are in a whole different ball park because coins are currency and we get rewarded with them quite often.
what is the lowest amount of coins needed to beat super mario rpg
So given that, is it possible to

beat

Super Mario RPG without coins? No. We can answer this right away because some fights we have no choice but to participate in which rewards us with coins. But, making the challenge die right there would be no fun. So, given that...

what

is the minimum number of coins we need to collect to win the game? And this is where things get interesting. So first of all, we have to set some rules. But before I do, I have to say a huge thank you to DoomDragon6 for approaching me on this concept.
what is the lowest amount of coins needed to beat super mario rpg

More Interesting Facts About,

what is the lowest amount of coins needed to beat super mario rpg...

Honestly, everything you are about to experience is due to your hard work and dedication. I'm just the messenger here. So when the video is over, do me a favor and check out her work. He doesn't have a YouTube channel, but he does a webcomic called RPG World: Fan Revival that takes place inside a Playstation RPG. There will be more information at the end of the video, but you can find a link in the description below. Now, let's talk about the rules. Basically, anything goes. Glitches, exploits, etc., but no hacks or cheats. If coins can be avoided, they SHOULD be avoided.
what is the lowest amount of coins needed to beat super mario rpg
Coins cannot be obtained in any way if they are not required, such as when you cannot sell items, hit treasure chests with coins, collect coins on the stage, or defeat enemies that drop coins when you have the option to run away from them. they. . You are not allowed to drain coins through actions that remove them, such as falling into lava or getting hit by fish in the Midas River. We track total coin pickups, not reductions. You also can't use coins to buy items or equipment, unless the item allows you to avoid getting coins. This is just to make the race a bit more challenging.
what is the lowest amount of coins needed to beat super mario rpg
DoomDragon will also make this run as low level characters to make it more interesting. These are the basic rules for the race. And with that, we're off to our big adventure. Bowser's Keep at the beginning of the game doesn't give us much trouble. Since Terrapins don't give out EXP or coins at the start of the game, we can safely fight them off and move on. Bowser and Kinklink also don't reward us with anything, so we can get through Bowser's Keep completely without snagging any coins. Which brings us to Mushroom Way. While we're on Mushroom Way, we might as well grind up some Goombas.
Goombas don't drop coins when defeated, so we can certainly use them for EXP. However, we have to skip Toad when he is trapped by Sky Troopa, as we would receive coins from that encounter. We also don't want to hit the first two treasure boxes in the level, as they also produce coins. However, we find ourselves with our first inevitable coins in this run. The Hammer Bros sadly give us 20 in total, so we shamefully have to accept them. In the Mushroom Kingdom, it's important to get as many flower items as possible in this run, as we can't buy them, so we'll have to snag the ones in the item shop.
We go to the castle, talk with the king and go out to meet Mallow. Entering Bandit's Way, we are now in an unsecured combat area. Goombas are not alone in fights anymore, so we would get coins for defeating them. We also can't get partial EXP so we can't level up here initially. We have to avoid our first few coins from a level perspective in this area, but all item blocks are safe. However, we can use an Invincibility Star exploit in this region if we choose to. The star allows us to defeat enemies by touching them and gain EXP, but there is an exploit that if you die afterwards, you go back to your previous save point but still keep your EXP.
So if we die and do this again, we can double our experience and level up without earning coins. However, for this area we will only do this once and move on. The race is much more interesting when done with characters who only gain EXP when absolutely necessary. Think of it as another dynamic of this challenge. We jump onto Crocco, smash his face, and add another 10 coins to our total for 30. We also get Mallow's Frog Coin, but since it's more of a quest item that we drop later, we won't count it. It also does not add to our coin count.
At this point, we must now head back to the Mushroom Kingdom to deal with Mack and his thugs. First of all, we must avoid all shysters because here you can't run away from fights. However, we want to enter the castle and head to the treasure room. It is important to do this now during the attack because the treasure room is not protected. You can go in here later, but Toad usually won't let you go unless you take everything in there. One of these chests has coins in it, so we want to avoid that and just grab the items.
And this is where we start by skipping the Mack battle. So in Super Mario RPG, it's possible to skip Mack entirely and this obviously saves time on sprints. He also saves us from 20 deadly coins. We need to head to the left side of the room and jump under the Shyster, and then again to place Mario on top of him. It's actually hard to get the positioning right without starting the scene. We can then jump over the trigger scene and talk to the Chancellor. This skips everything and reproduces the resolution. It's actually quite funny to watch the scene while everyone is still in the room.
Immediately after this, we took off for Kero Sewers with 30 coins to our name. At Kero Sewers, once again we are pretty much running away from it all. The only thing we can fight are the Boos since they don't give coins, but since they usually spawn with other enemies, we must run away. We can't fight the mimic enemy to get a transformation pin because it produces coins, so we need to move on. Going into our fight with Belome, we need to keep in mind to keep our hp up so we don't get killed. However, upon defeating him, we get another 40 cursed coins, bringing our total so far to 70.
But now we have a unique challenge in front of us... The Midas River awaits us, and the coins are scattered all over the place. parts. Swimming against the current to avoid the coins is a bit strange, but it's what we have to do. We need to choose the cave that produces only flowers and no additional coins. When the barrel event starts, we basically don't jump. The first time you do this event the fish don't spawn either, so we don't have to worry about them. The Toad at the end of the Midas River is bummed that we didn't get any coins, but we did get a NokNok shell, which is great because it's a weapon we don't have to buy.
Forward to Tadpole Pond, and forward to never using this place as everything is coin operated. We got Mallow a gun and then headed up Rose Way. Rose Way is a bit annoying because getting into combat here while waiting for the platforms to move will eventually lead to death, as dodging the starfish can be a bit annoying. We don't want to use our healing items. All but one of the treasure chests here contain coins, and of course we can't fight anything. There are also independent currencies that we should avoid. With a few careful jumps, we will meet up with Bowser and continue towards Rose Town.
Upon entering Rose Town, we immediately want to head to the corner house without advancing the plot. If we reach the house before generating the ladder, the blocks will give us flowers that will increase our flower points. If we don't do this, they actually give us coins and kill Mario. Well, they don't kill Mario, but coins are bad in this race. So they might as well just kill him. We can also get another flower at a different house. With this, we introduce Geno and head to the forest with 70 coins still in hand. Inside the Forest Maze, we can spend a good

amount

of time growing mushrooms that we will surely need to heal ourselves.
With our stats low, they will keep us alive while we run away from fights. Amanita's enemies, which are the mushrooms, are coinless enemies, but they rarely come alone. So using them for EXP isn't extremely viable. Forest bees are a big problem because they are fast and can practically hit you. So your dodge game needs to be maxed out. We want to take some time to get the hidden Kerokerocola and Red Essence here, as they will come in handy in the challenges we will face later. When entering the real part of the maze, we first want to head to the secret treasure stash and grab four of the five boxes.
Three flowers that increase our FP, a full heal, and the last chest is a frog coin that we didn't take. On with Bowyer, we're in for a decently annoying fight. Since our hp is so low and we can't buy any armor, Mario and Mallow will only have a little health left after each attack. This is where our mushroom cultivation comes into play. However, if Bowyer uses Static, his group is in for a world of pain. Geno Beam will be your main offensive move in this fight, assuming the button isn't locked, and hopefully we can take down Bowyer, unfortunately getting a few more coins. 50 in fact.
So, up to this point, we've gotten a total of 120 coins in the entire game. And you might be thinking, well, with every boss, you'll have to get coins from here on out. But soon things will be different… And the dynamics of this race will change completely. With Bowyer defeated, we move on to the Pipe Vault after being shot by Gaz in Rose Town. There are coinless Goombas here that we could work with, giving us a whopping 1 exp per fight, but let's move on. We grab a flower and head to Yo'ster Isle. On Yo'ster Island, we need to farm Yoshi Cookies to basically max out our inventory.
Since we can't spend coins on equipment or items for fights, so we will get the items we need. Through manipulation of save through reload, we can manipulate the betting process so that it always allows us to win. It's annoying, but it works. With a maximum set of cookies, we head to moleville. Upon entering the mine, we'll want to use some Yoshi Cookies on Clusters to get Pick Me Ups. Then we eventually run into Croco, who steals all our coins, which is honestly a blessing, but only until we defeat him. Doing this at low level is pretty hard, and it gets twice as hard once he takes the items from you.
Until then, you can use your Pick Me Ups that you got from Yoshi Cookies to pick up your downed allies. Upon defeat, we get our items and coins back, plus 50 more coins, bringing our total to 170. We then head deeper into the mine, dodge a free frog coin courtesy of a Shyguy, and run into another invincibility star. . If we wanted to level up a lot, we could do that star exploit here, but we're just going to carry on as normal. This is where we want to stock up on Pick Me Ups again, because Punchinello is next. Fortunately, he doesn't give any coins when he's defeated, and if we play our cards right, we can easily

beat

him.
We pick up our star and head to the wagon ride. Now, part 1 of this area is not a problem because there are no coins, but the side-scrolling part 2 has coins, so we have to be careful. Unless you memorize the path in advance, it's really hard to react to avoid the coins here because of the lighting situation. It is possible to dodge all the coins in this section, but there are some really hard coins to dodge in the final side scrolling section because there are no platforms to help you. You pretty much have to do near-perfect jumps and use your speed to propel yourself over groups of coins that you'd normally collect otherwise.
Surprisingly, we can get through here without getting any coins, even though one was initially thought to be inevitable. After dodging our coins we crash into the city and now the race becomes quite interesting. Given our rule set, we can spend coins only on things that will prevent us from getting coins. And so, this is where the Lucky Jewel comes into play. Using Lucky Jewel allows us to bet our winnings on a fight with the possibility of doubling them. Invokes the minigame Where is Yoshi, that if we lose, we lose everything. We can use it ten times before it turns to dust, but this gives us the power to prevent potential gains.
But what fights do we use it in and whatfights we absorb it and accept our coins in the future? That's the challenging part. Either way, this item costs us 100 coins, but our total coin collection is still set at 170. Next, we're going to farm for more Yoshi Cookies and Pick Me Ups, and head over to the Booster Pass. At Booster's Pass, we're running away from it all. We grab a hidden flower box and Rock Candy, along with another flower on our travels, which increases our max FP. While in Booster's Pass, we want to avoid hitting the switch that destroys all enemies, because it automatically gives us their coins.
After clearing the passage, we break into Booster's tower and avoid all the Sniffets in the palace. If you touch a Sniffet, you have to reload because you can't run away from the fight. We want to grab a shredder on our way to Booster, as well as a new weapon for Bowser. In the blue fireball room, we want to avoid all the coins on the floor, but luckily the blue fireballs don't give us coins, so we can fight them for EXP if we want. One of the most evil items in this race also exists in this tower, which is the Goodie Bag.
A bag that produces infinite coins in battle. We don't want that, so we should banish him to the shadow realm. After an anxiety-inducing game of curtains, we find ourselves in a boss battle against Grate Guy and Knife Guy. But this is where things get problematic. You see, Lucky Jewel is not a guaranteed solution to avoiding the spoils of war. When you use Lucky Jewel in battle, it's a coin toss. No pun. Immediately after using it, it will decide whether you will receive double EXP or coins... But you won't know until the boss is defeated. This means you may find yourself reloading your previous saves to fight bosses again if that doesn't work.
However, with luck on our side, we can wipe out the 25 coins we would have earned from this fight. This reduces our Lucky Jewel uses to a remaining 9 out of 10. After this fight, we take off on a run up Booster Hill, return to Booster's Pass for a Kerokerocola/flower, and then it's time for Marrymore! Basically, we break into the church, grab some props, and take on the Bundt, the most evil cake that ever lived. Fortunately, Bundt doesn't give us any coins, which means we can save our Lucky Jewel for another fight. We check into the Mushroom Kingdom, then Tadpole Pond and head to Star Hill, which is one of my favorite places in this game.
It's honestly such a magical feeling. The time we spend here is quite short and we must avoid all the fights we can. We take our star and head to Seaside Town still with 170 coins to our name. There isn't much to do in Seaside Town, so we just go and talk to the creepy Old Man and then head out to sea to find our star. We can use the invincibility star perk here if we want to, but for the sake of the race, we'll do it one more time. Bloopers don't drop coins in this area, but they rarely spawn alone in fights, so it's a bit of a pain to train them.
However, before heading to the ship, we must restock at least 15 Yoshi Cookies to avoid inevitable fights. If Yoshi Cookie is used on an enemy, the enemy is defeated but no coins are given. Once we are on the ship, we can mostly avoid enemies, but we will have to fight King Calamari. We need to use the Lucky Jewel in this fight, because if we don't, we'll walk away with 100 coins. This brings us to 8 uses left as we move towards the sunken ship. Everything else remains pretty much the same until the end of the level. However, we want to hook the Lock Ring onto the ship, as it's an awesome item that will protect us from taking a KO hit.
Next, we have a bit of risk... We have two inevitable fighting games with Bandana Reds. The first fight has four, and the second fight has five. Since these are scheduled encounters, we can't run away. So we have to use Yoshi Cookies to defeat them all. The problem is that the Yoshi Cookies are only effective 75% of the time on Bandana Reds. So you might be unlucky and use up all your cookies and not clear the fights. This probably won't happen since we brought 15, but it's definitely possible. When we meet Johnny, the final boss of the ship, he is accompanied by 4 blue handkerchiefs.
However, we don't need to use Lucky Jewel in this fight because there is a high chance that a Blue Bandana will drop a lucky one when we defeat it. We want to leave a Bandana Blue alive so Johnny doesn't challenge us to a 1v1, because we would certainly lose him. If we keep one of his lackeys alive, we can take Johnny down. Let's hope that luck lands in our favor and try to double our coins, because if not, we will have to reload. If all goes well, we can go back to Seaside Town to smash Yaridovich's face.
We want to use a lucky jewel in this fight, since we will surely get coins. Something interesting to note is that with Yaridovich's clones, you can tell which one is a clone because the attack cursor will always stay on the original, but beyond that, the original takes much less damage. Just a fun fact that Doomdragon decided to point out. If we're lucky, we dodge getting 50 coins from the fight and move on with 170 total collected so far. Forward to Land's End! I always loved the feel of this level because it really felt like the edge of the world.
It is what I also called one of the final chapters of my book, because it had such an impact on me as a child. At Land's End, we're doing more or less business as usual. Running away from everything But before we get too deep, we need more Yoshi Cookies. Boost and Shred! Back at Land's End, there is a secret cave in the middle of the level, which we must avoid simply because we have to pay coins to access it. When we get to the desert part of the stage, we have to follow the Shoguns to the correct sand pools.
Unfortunately, in order to use those sand puddles, we have to defeat them. That's why we need those Yoshi Cookies, so we can avoid collecting coins from battle. We can snag an invincibility star later on, but we can't buy the second one because we can't spend coins on it. We dodge the remaining monsters and head to the Temple of Belome. Inside the Temple of Belome, we have to pay to have our fortune read. This must be done to progress in the game, making it viable for execution. This brings us to 20 coins in our inventory, but our counter is still at 170.
We want left, right, center for fortune because it only gives us one Yoshi cookie, while all other combinations lead to coins. Treasure chests contain coins in the area, so we need to avoid them, and before long we'll be facing Belome once more. This is a fight where we give up using our Lucky Jewel. This means that by winning we will receive coins, but we are doing this because we need to use the remaining 8 uses in boss fights that produce more coins. With this, we secure 20 more coins, bringing our total acquired count to 190. Onward to Monstro Town.
While you're in Monster Town, we're going to remove some side events. We'll find all three moldy fears to get the Ghost Medal, have the Thwomp shake a key at us, revisit the horde of Belome Temple treasures with the key we just got, and then head back to do the Sky Troopa challenge at Land's End. to give us the Pin Troopa. And with this, we headed towards Bean Valley. Within Bean Valley, bees are going to be the bane of our existence due to their speed and movement patterns. If we can dodge them, we can get to the boss area with no problem.
We face Megasmilax and we can defeat the boss without using Lucky Jewel as this fight yields 0 coins. After that, we collect our seed that we will need for the Lazy Shells later on, and make our way up the beanstalk. Now this next area is a bit tricky because it involves having to jump in weird ways to avoid the coins. The coins are between the vines in this area, so we need to jump out and turn 90 degrees around the coins to avoid them. It's quite annoying to do as if you fall you have to dodge the set of coins again.
If you take any coins during any of these jumps, you have to reload your save. Mind you, this run was originally done on an actual Super Nintendo with no save states... So yeah, it's pretty brutal. We'll want to explore all the routes here to make sure we grab the rare scarf, and with some careful climbing we'll make it to Nimbus Land without getting any new coins. After our first meeting with Valentina and Dodo, Mallow finds out that he is a prince and we go straight into the castle. We dodge Dodo's pecking frenzy, snag some items in the castle, and turn the pinwheels into some much-

needed

stimulants via Yoshi Cookies.
Shortly after wandering the halls, we meet up with Birdo for a rather interesting fight. Because we are still

super

weak in this run, we can only deal 1-5 damage per hit against Birdo. Given this, we'll need to fend off Birdo's Eggberts and then focus on them once they're added to the battle. When defeated they deal 80 damage to her, and given his 777 hp we need around 10 to knock her out. His attacks deal massive damage, so we'll definitely need those reinforcements we got earlier in case we get shot. We use our Lucky Jewel again to dodge its 30-coin reward, and move on with 190 coins still.
There are six uses left for the jewel. In the next few rooms, we want to grab the invincibility star and kill all the enemies, including Dodo. After falling, it's time for Valentina. For this fight, it makes a lot of sense to have Geno as our character, who gets sucked into the 1v1 with Dodo. Because of Geno's special attacks and being able to buff Geno, we can level the playing field stat-wise since we're still at a lower level. If we play our cards right, we can defeat him and get back to Valentina. We use Lucky Jewel, knock her out and dodge 200 coins as the battle comes to an end.
Five uses for Lucky Jewel Remain. After this, we grab the Fertilizer, travel back to Rose Town and get our dynamic duo – The Lazy Shells. We throw the weapon to Mario, the armor to Peach, and we pass the safety ring to Mario, since it has the same effect as the Lazy Shell. With our new equipment, we dive into a volcano and run towards the star. Here we can fight against some enemies since they do not give us coins, and there is more than one type that does not. Czar Dragon, the volcano mini-boss, gives us some trouble due to his high multi-hit attacks.
However, with Peach protected, we can continually revive our party. Fortunately he doesn't drop any coins. The time has come to face the Axem Rangers... who are literally crushing our group. Mario and Geno are constantly dying, but we focused on Pink to disable the heal and then Black Ranger to remove the double attacks. Then green, yellow and red. Axem Rangers don't give out coins, so we're all set once we smash Blade into the ground and walk to Bowser's Keep via our Sky Uber. Home stretch! Bowser's Keep is like any other place. Run, run and run until you can't anymore.
However, there is an issue that will cause you to have to reload here if luck is not on your side. In this level, there is a six room challenge that is randomly generated. Two puzzle challenges, two action challenges, and two battle challenges. If we get a battle challenge, we must reload. The puzzle room with the coin box can be completed because we don't actually get the coins that come out of the box, it's just a game to make someone take out the last coin. In the Action Rooms, we cannot fall into the lava because it removes coins from our inventory.
So make sure you jump safely without doing it. We need to avoid loose change while navigating the castle. After all the tests, we came face to face with Magikoopa for a fight where we didn't use our Lucky Jewel. This gives us an additional 10 coins, bringing our total to 200 coins collected so far. Upon defeating Magikoopa, we must take an oath never to return to this room again, as he drops a treasure chest full of infinite coins. We continue back to where it all began and confront Boomer. Boomer is another character where we forgo having to use our Lucky Jewel because there are bigger fish to fry.
We defeat him and add another 9 coins, bringing us to a total of 209 coins with 5 Lucky Jewel uses remaining. On with Exor...he looks pretty tough, but we just poke his eye and blast him into the next dimension for 9999 damage. Yes, we can do that here due to developer

super

vision. We split the skies with our skill and forced Exor to swallow us. Once in the factory kingdom, we have time to realize that Exor does not give us any coins, so we move on. The amoeboids here do not give us any coins, forso we can finally fight some enemies for EXP if we want.
And now this is where we meet Count Down... Now this fight presents us with a really strange situation. You normally get 100 coins for this fight, but if you just aim for the clock face first and then take out the Dingalings last, you actually get 0 coins for the fight. This saves us a use of Lucky Jewel for later. However, we come across a machine-made Yaridovich. We need to defeat him in order to move on, and we need to use our Lucky Jewel here to dodge the 50 reward coins for winning. 4 uses left. We head straight into the battle with Cloaker and Domino, but since they don't give us coins, we just kill them with Lazy Shell.
His pet snakes also don't give coins, though they do hit pretty hard given our total health. Now that we've entered the actual manufacturing plant, this is where those 4 remaining Lucky Jewel uses come into play. The first fight is against the Clerk, who only drops 20 coins. After that we fight the Manager and the Director. If we didn't have a lucky gem, it would be best to use Yoshi Cookies in the decks that come with them. But since we have them, we dodge another 40 and 80 coins added to our portfolio. Toad appears as a useless shop that we can't use due to the challenge rules, and then we head off to fight the Boss and Gunyolk.
With Mario's Lazy Shell and Geno's special abilities, we can wither Gunyolk's health and then break our Lucky Jewel to dodge 100 coins from the fight. We immediately head to Smithy to close this show out, assuming we can beat him. The only way to get items is from Yoshi Cookie farming, which is a tedious process. In the fight with Smithy, due to constantly getting frustrated, we let the Shypers run out of FP so they waste their turns. We need to focus all of our damage output on just Smithy himself. Smithy's second phase is a disaster though, and we're looking at around 45 minutes per attempt to beat him.
With a bit of luck and a thorough study of his timing, we can beat him… And just like that, we finished the game with 209 coins to our name. The minimum

amount

of coins required to beat Super Mario RPG: Legend of the Seven stars is 209 coins. Now, to quickly rule something out, some people may discuss the route of trying to get the Lucky Hammer, which also allows us to perform Lucky actions. The problem is that in order to afford the Lucky Hammer, we would need to intentionally get around 103 coins after the Belome temple (which we need to use 50 to open the door).
These 103 coins would allow us to buy the hammer which would allow us to avoid an additional 19 coins (from Boomer and Magikoopa), which means that we will actually get 83 more coins in the long run than if we didn't get the hammer. . If we didn't get the lucky jewel, we'd collect 175 more coins before we even got to the hammer. This is why the hammer is not used in the run. However, even though DoomDragon cleared this up with 209 coins, that doesn't mean there aren't other strategies that could work to further lower this coin count. For example, the Count Down fluke where battle can give you zero coins was discovered on a whim, and was normally a place where Lucky Jewel had to be used.
If you can think of other situations or ideas like this, please share them in the comments below. And once again a big thanks to Doomdragon6 for helping out with this video. If you enjoyed this video, please do me a favor and check out his webcomic RPG World: Fan Revival. RPG World: Fan Revival takes place inside a Japanese Playstation RPG and makes fun of all the RPG tropes while maintaining a compelling story and characters. It is written by DoomDragon6 and the artwork is by AtariBetch. This video wouldn't even exist without Doom's help, so head over to the description below and check out his comic to show him some support.
It was amazing to make this video and I couldn't have done it without him. And with that... Thanks for tuning in to this coin dodging spree! If you love all things Mario, why not check out some of these videos? I'm sure you'll enjoy them! Thanks for watching guys and gals, and until my next video, cheers!

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