Mario's RPG foray made an old villain a fresh character.
http://www.nintendoworldreport.com/blog/32426
Super Mario RPG was a refreshing take on the existing Mario formula. If nothing else, it was an example of stellar game design, and proof that a Mario adventure could not only survive transition into multiple genres, but also excel in doing so.
I remember when the game first released. It was not sold in Australia due to a falling out between Square and Nintendo, and the news that there was going to be a Mario game that I couldn't play was devastating. Luckily for me, a school friend happened to be traveling to USA for a vacation right around the time of the release, and was nice enough to pick up the game for me while he was there. I eagerly plugged it into my old Honeybee cartridge converter (I'd previously come across an imported copy of Pocky & Rocky) and powered up my SNES. Getting my hands on this game was so worth the extra effort.
From the very start, the gameplay was addictive and the story was entertaining, with a kooky cast of weirdos who slotted nicely into Mario's world. The plot was progressing nicely and the game was shaping up to be a pretty damn good entry into Mario's legacy—and then, roughly halfway through the adventure, possibly the greatest moment in the entire Mario series happened:
A large and powerful villain named Smithy had kicked Bowser out of his own castle, and Mario found him moping about without any minions to boss around or purpose to fulfill. Faced with a common enemy, the Koopa King decided to tag along with Mario on the quest to get his castle back.
This was something I'd wanted to see since I first played a Mario game, and thankfully it was written into the story in a believable way. Hilariously, Bowser thinks he let Mario's little party join the Koopa Troop, and seems unaware that Mario is calling the shots throughout the remainder of the adventure.
This was Bowser's first direct speaking role in the series, and he acted just as I'd expected. He was brutish, arrogant, and slightly dense, often ranting about wanting to beat up anyone in his way, or gloating about his superior strength in the team. The story development hinted at a kind of childish innocence, a soft side the Koopa King keeps hidden deep within his tough exterior—a trait that has carried across to future games, particularly Bowser's Inside Story.
And most importantly, Bowser was funny. He was easily the most entertaining member of the party, having some of the best moments in the game. After saving Toadstool from a strange little man named Booster, Mario has the option of refusing to return the Princess home to her castle. If you argued the point long enough, Bowser's pride is hurt and he exclaims that he's the only one who's allowed to kidnap her. And how about the time he accidentally kissed Mario on the cheek, or when, after being rudely and repeatedly ignored by some baddies, he suddenly displayed a surprising amount of artistic insight and wrote a haiku poem? I don't think anyone was expecting that!
His attacks were awesome as well—in the game he fought using live Chain Chomps and mechanical claw attachments, but my favourite weapon of all is the Hurly Gloves. With these war mitts equipped, Bowser foregoes any weaponry of his own and simply grabs Mario and throws him headfirst at the enemy. Best attack ever!