[SNES] Super Mario RPG: Non-matching exp/coin yields?

Started by McKnight, November 25, 2022, 02:57:54 PM

Previous topic - Next topic


I have just noticed today that the amounts of experience and/or coins that enemies yield do not match what is stated in the player's guide and even in the game code itself it turns out.

Like, I originally noticed that the Axem Rangers yield only 17 exp upon defeat, even though they should logically yield 210 exp, cut as follows:

Black: 40
Green: 20
Pink: 10
Red: 50
Yellow: 40

Blade: 50

Total: 210

Other examples:

Croco (1): 16 exp > 8 exp
Mack: 24 > 12
Belome (1): 30 exp > 15 exp

Bowyer: 60 exp > 30 exp

And then there's Exor:

Exor: 100 exp
Left Eye: 30
Right Eye: 30
Neosquid: 40

Presumed total: 200
Actual payout: 34

Now that I think of it, though, I suppose there might be some kind of algorithm at work, since a whole trio of Goombas yields 2 exp even when Mario is alone.

Could anyone tell me what the game does to modify exp. or coin payouts, and especially for such late-game bosses as the Axem Rangers and Exor?


In some games is related to the enemy formation possibly divided by number of party members, not the sum of experience from every enemy in the battle. Should be possible to test on in-battle respawns, or by looking at the relevant data in Lazy Shell.

Also I read a discussion on this elsewhere recently but I can't for the life of me remember where.