Seiken Densetsu 2 [Model SHVC-K2]

Seiken Densetsu 2 [Model SHVC-K2] screenshot
33 Years old Nintendo Super Famicom cart. Square Co., Ltd. [Japan]

Seiken Densetsu 2 © 1993 Square Company, Limited.

Seiken Densetsu 2 is a milestone action role-playing game. Set in a vibrant high-fantasy universe, the narrative follows Randi, Primm, and Popoi as they quest to revitalize the legendary Mana Sword and prevent an ambitious empire from resurrecting the ancient, world-threatening Mana Fortress.

Departing from the traditional turn-based combat of contemporary RPGs, the game introduced seamless real-time battles governed by an active power percentage bar. It is universally celebrated for its iconic "Ring Command" menu system—which intuitively pauses action for quick spell and item management—as well as its revolutionary seamless 3-player drop-in/drop-out cooperative multiplayer mode.

Goodies for Seiken Densetsu 2 [Model SHVC-K2]
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TECHNICAL

GAME ID: SHVC-K2

Specifications: The game was shipped on a 16-megabit cartridge utilizing battery-backed SRAM.

TRIVIA

Released on August 6, 1993 in Japan.

Development Pedigree: 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.

The Broken CD-ROM Promise: The game was originally conceived as the flagship launch title for Nintendo's planned "SFC-CD" CD-ROM peripheral. When the partnership between Nintendo and Sony collapsed, Square was forced to drastically compress the project to fit onto a standard cartridge. Director Koichi Ishii and producer Hiromichi Tanaka estimated that roughly 40% of the planned content—including multiple distinct branches, a much darker narrative tone, and several alternate endings—had to be completely cut from the final build to fit the storage limitations.

TIPS AND TRICKS
* 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.
SERIES
STAFF
👥
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

GAME DESIGN
Battle System Design, Monster Logistics: Goro Ohashi
Map System Design / Data: Yasushi Matsumura
Map Data: Toshiyuki Inoue

PROGRAMMERS
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

GRAPHIC DESIGN
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

CHARACTER DESIGN
Player Character Design: Shinichi Kameoka
Monster Character Design: Hiroyuki Narushima
Character Design: Shinichiro Okaniwa
Magic Animation: Shintaro Takai
Monster Animation: Noriko Sasaki

SOUND DESIGN
Music Composer: Hiroki Kikuta
Sound Effects Design: Yasunori Mitsuda, Kenji Ito

OTHER
Main Visual Artwork: Hiroo Isono
Network Management: Keitarou Adachi
Debug Support: Tsukasa Fujita
SOURCES
🔗
ROM dump (MAME).