Secret of Mana isn't merely some poor substitute for Chrono Trigger. Yeah, I mean, it kinda is now, but the game's a predecessor, a learning lesson, a crucial stepping stone that was necessary for the successful development of Chrono Trigger's successful success to succeed. Su-su-su sussudio. The battle system, the way your party travels across the world... with their feet, enemies with personality, and a story that is semi-serious. Actually, I bet there are a few light-hearted moments in the NES/SNES Final Fantasy titles, as well. I just can't really think of any, but I'm not a major fan of two of the four I've played thus far and I've suppressed most of those experiences ...or I've just forgotten. I forget stuff. I still need to play V and VI. They look promising.
As for SoM, it's fairly obvious how much of an influence this game has been for the genre.
Two years can make a difference. |
Sometimes in the wrong direction. |
Secret of Mana centers around a trio of relatively charismatic teenagers... sigh, it's an assumption for Popoi, since his mouth and attitude kinda fit the age group... who travel across a disconnected world to restore the balance of Mana being consumed by the resurrection of an ancient flying warship to help represent the might of the Empire. Villains love ancient flying warships AND calling their kingdom the Empire, don't they? The main character is kicked out of his hometown of Popos to.... Wait, was that its name? Popos? ...or was it Pobos? Poros, maybe?
No! STFU Sam! I didn't ask you! |
Hey, those swarms had waddling mushrooms and biting flowers too, you know! |
What becomes fairly obvious is that -spoiler alert- Randi is that chosen hero and he needs to visit each temple in order to restore the sword's power while being pursued by the Empire as they unseal each Mana Seed. It's not the sort of story to inspire much more than a page on the TV Tropes website, but this game does introduce co-op play in a genuine JRPG. Two additional players can join and leave as they please with the AI taking over when necessary, while player one may swap party members at any point with the AI. By comparison, Chrono Trigger sticks you with the red-headed southpaw until... well, until it's not able to. Two points for Mana, right? Wrong! I'm deducting one for scrapping the option to kill townsfolk. It's available with the first game, and that sold very well, so why remove the feature? The Fallout series is proof that one can never have too much freedom in a RPG.
Except when it involves children (hopefully). |
Oh well! |
For example, I appreciate how Primm spits in the face of the damsel-in-distress trope (she's still a princess, however), overcoming nearly every obstacle through sheer determination to save the man she loves (all while wearing a tiger bikini). Too bad that's about it for her. Same for Popoi. He/She has amnesia, because someone in Japan made it illegal to create a video game story without it, and acts like a clown. As for Randi, you could replace the central figure of roughly 90% of all JRPGs with him, and no one would spot the difference. The NPCs just kinda exist with exception to Thanatos, the main antagonist, and Jehk, the flimsy excuse-giver to travel across the globe. You'll grow to hate him more than Thanatos.
Magic levels up with continued use, especially during combat. The difference in damage is mostly irrelevant as one can just keep casting low-level spells to reach the 999 cap without allowing a boss to retaliate (like spamming gold knives into Dracula). The only spirit I'd recommend actively grinding is Dryad.
Weapons are like magic. They level up with use, but they don't actually become more useful. It takes forever to charge them, a second forever to watch your fighter spin a lot, and a much shorter forever to watch them vomit on themselves. Best of all, if one of the AI party members swings first, then that enemy will be in a state of shock and all that time you spent will result in a miss.
Enemies of all kinds are heavily recycled, and they respawn constantly. I'd suggest running past them to avoid getting suckered into a grind, but your AI members will frequently get stuck, if not repeatedly knocked down, in the attempt, and clearing the area becomes the faster alternative.
Finally, the world map sluggishly moves in its 2D form. You're better off memorizing locations in the default 3D form. I appreciate its inclusion nonetheless. Also, the necessity of cannon travel for the first half of the game does little to create the illusion of a single, unified world as I watched my party fly over so much empty terrain between areas.
Ok, so if the story and gameplay both suffered during its development, then why is Secret of Mana such a memorable game? Is it just nostalgia filling in the gaps of its mediocrity? Maybe a little, but it still reached a level of quality rarely seen in the industry at the time. The soundtrack is fan-fucking-tastic, but that was to be expected of Square. Here's the proof, and here's a free fanmade album, just in case you want some more. (Clearly, I did.) Again, I find it to be much more cheerful/colorful than its Final Fantasy counterpart, as is proven with moonwalking zombies, duck soldiers, lewd books, and Yatterman cosplayers, just to name a few. Ring menus and strict inventory limits are welcomed changes to the genre, along with the variety of weapons shared with the party (even if the whip is impractical in a fight). Up until the finally battle, I had Randi alternating between a spear and an axe. Popoi and Primm would swap bows, boomerangs, and javelins. They have magic. They didn't need to be in the fray.
Obviously, the box art is difficult to ignore. |
And he's so fluffy, too! Seriously, who needs an airship? |
Despite its flaws, I'm glad to have finally completed this game, and I only spent $43 on my SNES copy. I think the cheapest on Amazon right now is $58 with an additional $4 for shipping. Not a bad deal for me. Now, if I could just get my hands on a reasonably-priced cartridge of Earthbound.