Romancing Sa-Ga [Model SHVC-RS]

34 Years old Nintendo Super Famicom cart. Square Co., Ltd. [Japan]
Romancing Sa-Ga [Model SHVC-RS] screenshot

ロマンシング サ・ガ © 1992 Square Company, Limited.
(Romancing Sa-Ga)

Romancing Sa-Ga was a bold departure from the standard JRPG template of its time. Rather than forcing players along a strictly linear cinematic path, it introduced the "Free Scenario System," which allowed players to choose from eight distinct protagonists and navigate the world of Mardias with unprecedented freedom. The gameplay is characterized by its non-linear exploration, branching story quests, and a growth system where statistics and techniques are honed through active usage in combat rather than fixed level-ups.

Goodies for Romancing Sa-Ga [Model SHVC-RS]
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TECHNICAL

GAME ID: SHVC-RS
BARCODE: 4 961012 916030

Specifications: The software utilizes a specialized memory-mapping configuration on a 12-megabit ROM board.

TRIVIA

Released on January 28, 1992 (Tuesday) in Japan.

The Post-FFIV Corporate Restructuring: Following the completion of Final Fantasy IV in the spring of 1991, Square Tokyo underwent a massive internal reorganization. The development talent was strategically divided into four specialized units: the Final Fantasy V team, the Romancing Sa-Ga team, the "Simulation" team (directed by Kazuhiko Aoki of Hanjuku Hero fame), and the 'MaruTori' team, tasked with the experimental Toriyama Akira Project.

A Radical Mechanical Departure: In direct contrast to the highly curated, plot-driven 'active time battle' systems being perfected by the Final Fantasy team, the Romancing Sa-Ga team focused on emergent gameplay. Characters do not earn generic "experience points"; instead, they develop specialized weapon proficiencies and individual physical statistics based purely on the actions they perform during active combat encounters.

Non-Linear Narrative Constraints: The 'Free Scenario' design philosophy was a high-risk gamble. Because the story did not hold the player's hand, it was entirely possible to bypass major plot events or inadvertently lock oneself out of specific character recruitment paths, requiring players to communicate via gaming magazines and fanzines to map out the game's hidden logical branches.

Trivia Goodies
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STAFF
👥
Producer: Masafumi Miyamoto
Character Design: Tomomi Kobayashi

FIELD MAP SECTION
System Design: Akitoshi Kawazu
Field Map Program: Keizo Kokubo
Field Map Design: Toshiyuki Inoue, Yoshinori Kitase, Nobuyuki Inoue, Tetsuya Takahashi, Akira Ueda
Field OBJ Design: Kazuko Shibuya
Field BG Design: Hiromi Ito

BATTLE SECTION
Battle Design: Akitoshi Kawazu
Battle Program: Satoru Yoshieda
Effect Animation: Nobuyuki Inoue
Monster Design: Manabu Daishima, Hiroshi Takai
Battle OBJ Design: Kazuko Shibuya
Effect OBJ Design: Hiromi Ito
Battle BG Design: Hiroshi Takai

WORLD MAP SECTION
World Map Program: Tomoki Anazawa
World Map Graphics: Kazuko Shibuya

SYSTEM SECTION
Scenario: Akitoshi Kawazu
Menu Program: Tomoki Anazawa

SOUND SECTION
Music Compose: Kenji Ito
Music Program: Minoru Akao
Sound Effect: Youki Kikuta, Akira Ueda
"Heartful Tears" from SaGa 2 Originally Compose: Nobuo Uematsu

VISUAL SECTION
Opening Visual: Hiroshi Takai
Ending Visual: Manabu Daishima

Play Test: Toshiaki Suzuki, Naoki Goto, Ryusuke Kobayakawa, Hidetoshi Kezuka, Shinichi Sano
Advisers: Square Staff
Director: Akitoshi Kawazu
Presented by Square.
SOURCES
🔗
ROM dump (MAME).