Seiken Densetsu 2 © 1993 Square Company, Limited.
Set in a high fantasy universe, the game follows three heroes as they attempt to prevent an empire from conquering the world with the power of an ancient flying fortress.
Rather than using a turn-based battle system like contemporaneous role-playing games, Seiken Densetsu 2 features real-time battles with a power bar mechanic. The game has a unique Ring Command menu system, which pauses the action and allows the player to make decisions in the middle of battle. An innovative cooperative multiplayer system allows a second or third player to drop in and out of the game at any time.
GAME ID: SHVC-K2
SIZE: 2 Mb
Released on August 6, 1993 in Japan.
Seiken Densetsu 2 was directed and designed by Koichi Ishii, the creator of the game's Game Boy predecessor, Final Fantasy Adventure. He has stated that he feels Seiken Densetsu 2 is more 'his game' than other projects he has worked on, such as the Final Fantasy series. The game was programmed primarily by Nasir Gebelli and produced by veteran Square designer Hiromichi Tanaka. The team hoped to build on the foundation of Final Fantasy Adventure, and they included several modified elements from that game and from other popular Square titles in Seiken Densetsu 2. In addition to having better graphics and sound quality than its predecessor, the attack power gauge was changed to be more engaging, and the weapon leveling system replaced Final Fantasy Adventure's system of leveling up the speed of the attack gauge. The party system also received an upgrade from the first Mana game: instead of temporary companions who could not be upgraded, party members became permanent protagonists and could be controlled by other players. The multiplayer component was not a part of the original design, but was added when the developers realized that they could easily make all three characters human-controlled.
The real-time battle system used in Seiken Densetsu 2 has been described by its creators as an extension of the battle system used in the first three flagship Final Fantasy titles. The system for experience points and leveling up was taken from Final Fantasy III. According to Tanaka, the game's battle system features mechanics that had first been considered for Final Fantasy III. Similarly, unused features in Seiken Densetsu 2 were appropriated by the Chrono Trigger team, which (like Final Fantasy IV) was in production at the time. According to Tanaka, the project was originally intended to be Final Fantasy IV, with a "more action-based, dynamic overworld". However, it "wound up not being" Final Fantasy IV anymore, but instead became a separate project codenamed Chrono Trigger during development, before finally becoming Seiken Densetsu 2. Tanaka said that it "always felt like a sequel" to Final Fantasy III for him.
Seiken Densetsu 2 was originally planned to be a launch title for the SNES-CD add-on. After the contract between Nintendo and Sony to produce the add-on failed, and Sony repurposed its work on the SNES-CD into the competing PlayStation console, Square adapted the game for the cartridge format. The game had to be altered to fit the storage space of a game cartridge, which is much smaller than that of a CD-ROM. The developers initially resisted continuing the project without the CD add-on, believing that too much of the game would have to be cut, but they were overruled by company management. As a result of the hardware change, several features had to be cut from the game, and some completed work needed to be redone. One of the most significant changes was the removal of the option to take multiple routes through the game that led to several possible endings, in contrast to the linear journey in the final product. The plot that remained was different than the original conception, and Tanaka has said that the original story had a much darker tone. Ishii has estimated that up to forty percent of the planned game was dropped to meet the space limitations, and critics have suggested that the hardware change led to technical problems when too much happens at once in the game. In 2006, Level magazine claimed that Seiken Densetsu 2's rocky development was Square's main inspiration to move their games, such as the Final Fantasy series, from Nintendo consoles to Sony consoles in 1996.
* Hidden Credits: To see this, you have to hold down L + A on controller 1, press R 39 times, release L + A, then press R once. The game will freeze, NAS will appear on your status bar for less than two seconds, vanish, and the game will resume normally. The letters are a reference to Nasir Gebelli, the game's programmer. This can only be done when your character is wielding a weapon.
1. Seiken Densetsu - Final Fantasy Gaiden [Model DMG-FFJ] (1991, GB)
2. Seiken Densetsu 2 [Model SHVC-K2] (1993, SFC)
3. Seiken Densetsu 3 [Model SHVC-A3DJ-JPN] (1995, SFC)
PRODUCTION / DIRECTION
Executive Producers: Rich Silveira, Toshiyuki Horii, Junichi Yanagihara, Douglas E. Smith, Tetsuo Mizuno
Producer, Concept / System Design, Scenario Message Data: Hiromichi Tanaka
Director, Chief Game Design, Animation / Monster Design: Koichi Ishii
Battle System Design, Monster Logistics: Goro Ohashi
Map System Design / Data: Yasushi Matsumura
Map Data: Toshiyuki Inoue
Lead Programming: Nasir Gebelli
Monster Control Programming: Satoru Yoshieda
Boss Monster Programming: Taku Murata
Message Programming: Masaaki Saito
Ring Menu Programming: Ryo Muto
Calculation Programming: Yoshiyuki Miyagawa
Sound Programming: Minoru Akao
Demo Programming: Fumiaki Fukaya
Chief Map Graphic Design: Yasuhiko Kamata
Map Graphic Design: Tetsuya Takahashi, Manabu Daishima, Misako Tsutsui
World Map Graphic Design: Akira Ueda
Map Design: Hidetoshi Kezuka
Player Character Design: Shinichi Kameoka
Monster Character Design: Hiroyuki Narushima
Character Design: Shinichiro Okaniwa
Magic Animation: Shintaro Takai
Monster Animation: Noriko Sasaki
Music Composer: Hiroki Kikuta
Sound Effects Design: Yasunori Mitsuda, Kenji Ito
Main Visual Artwork: Hiroo Isono
Network Management: Keitarou Adachi
Debug Support: Tsukasa Fujita