GBC Final Fantasy Legend II DX (USA) GB ROM

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Final Fantasy Legend II DX.png

(Custom boxart by @GammaPhonic)​

A full colorization hack of the second Sa-Ga game, localized in the west as Final Fantasy Legend 2.

Author(s): Adam
Type: Improvement
Version: 1.0.0
Date: 30th of August, 2025
Status: Fully Playable
Source: https://romhack.ing/database/content/entry/tgG1NSn3S_ukHBuenAq9pQ

Download from Repo​

 
Last edited:
I loved playing Final Fantasy Legends II on my Super Gameboy. I would use one of my old Nintendo Power magazines with a walkthrough guide for FFL2. This kinda' makes me want to do that again.
 
I think I'll stick with the regular version. The colors kind of clash imo. Might be nostalgia talking since I love FFL2.
 
If by some chance there is a way to get a patch/version for these DX´s, then I would prefer those over the FF-Legens. I heard a couple of times now that these games are the Sa-Ga - games. It would make the whole thing perfect in my opinion. Mr. Moderator, please get in touch if possible with the magician that provided these color-versions. =)
 
Legendary game/hardware designer Gunpei Yokoi on the topic of how black and white (or 4-shade monochrome, etc) is fine, which is true:


Yokoi: Do these playworlds really need to be that photorealistic, I wonder? I actually consider it more of a minus if the graphics are too realistic. There’s a similar line of thinking in the entertainment world—using soft focus lenses when women are filmed, for instance. When that is done, each person can project their own conception of “beautiful” onto the woman being filmed, and everyone will see their own personal Venus.

If things are too realistic, there’s no room for your imagination, and the reality of those faces you thought were beautiful will be revealed. Or to use another common expression, it’s actually more erotic when a woman leaves some skin covered. Even if a video game doesn’t have the power to display very complex graphics, I believe your imagination has the power to transform that perhaps-unrecognizable sprite called a “rocket” into an amazing, powerful, “real” rocket.

Morikawa: We must not steal from players the ability to add their own imagination to what they see. As designers, we show them the dotted lines where they’re supposed to cut, but we must leave it to the player to do the cutting. If we take that away then there’s no room for imagination. Unfortunately the trend today does just that. There’s too much fanservice and catering to the player, doing everything for them. RPGs are especially bad about this: they’re like those all-in-one vacations people take, where every last detail is neatly tied up and taken care of for you. They set you on one linear path and there’s no room for your imagination to roam.

Yokoi: Television has gone from black and white to color, and now that we’re seeing high-definition tv it’s almost too detailed. You get that problem I mentioned, of seeing wrinkles of beautiful faces. Since television is mainly a medium for information, I think it’s better for it to be more clear, but games don’t require that. I think the world of a game feels larger when you can use your own imagination.

Designing the Game Boy​


Morikawa: Hearing you say that, I feel like I understand a little better why you chose to make the Game Boy monochrome. And it wasn’t a technological problem that made you choose a monochrome screen, right?

Yokoi: The technology was there to do color. But I wanted us to do black and white anyway. If you draw two circles on a blackboard, and say “that’s a snowman”, everyone who sees it will sense the white color of the snow, and everyone will intuitively recognize it’s a snowman. That’s because we live in a world of information, and when you see that drawing of the snowman, the mind knows this color has to be white. I became confident of this after I tried playing some Famicom games on a black and white TV. Once you start playing the game, the colors aren’t important. You get drawn, mentally, into the world of the game.

Morikawa: That’s a very bold decision. It reminds me of the first Macintoshes with monochrome screens.

Yokoi: Actually, it was difficult to get Nintendo to understand. Partly, I used my status in the company to push them into it. (laughs)
Yeah but he didn't see that bus coming
Post automatically merged:

Well, I suppose now is as good of a time as ever to finally play the Sa•Ga series... Or, at least, the few that have been translated into English.
Saga frontier on the ps1 is probably the best game in the series. The PS2 remake is pretty okay too
 
I played this Final Fantasy game for the Game Boy once and it's fine for the Second Final Fantasy game on a Big N handheld and improves somewhat over the previous game but I didn't know that this game also had a Color version and it feels colorful like the game has a new life.
 
Legendary game/hardware designer Gunpei Yokoi on the topic of how black and white (or 4-shade monochrome, etc) is fine, which is true:


Yokoi: Do these playworlds really need to be that photorealistic, I wonder? I actually consider it more of a minus if the graphics are too realistic. There’s a similar line of thinking in the entertainment world—using soft focus lenses when women are filmed, for instance. When that is done, each person can project their own conception of “beautiful” onto the woman being filmed, and everyone will see their own personal Venus.

If things are too realistic, there’s no room for your imagination, and the reality of those faces you thought were beautiful will be revealed. Or to use another common expression, it’s actually more erotic when a woman leaves some skin covered. Even if a video game doesn’t have the power to display very complex graphics, I believe your imagination has the power to transform that perhaps-unrecognizable sprite called a “rocket” into an amazing, powerful, “real” rocket.

Morikawa: We must not steal from players the ability to add their own imagination to what they see. As designers, we show them the dotted lines where they’re supposed to cut, but we must leave it to the player to do the cutting. If we take that away then there’s no room for imagination. Unfortunately the trend today does just that. There’s too much fanservice and catering to the player, doing everything for them. RPGs are especially bad about this: they’re like those all-in-one vacations people take, where every last detail is neatly tied up and taken care of for you. They set you on one linear path and there’s no room for your imagination to roam.

Yokoi: Television has gone from black and white to color, and now that we’re seeing high-definition tv it’s almost too detailed. You get that problem I mentioned, of seeing wrinkles of beautiful faces. Since television is mainly a medium for information, I think it’s better for it to be more clear, but games don’t require that. I think the world of a game feels larger when you can use your own imagination.

Designing the Game Boy​


Morikawa: Hearing you say that, I feel like I understand a little better why you chose to make the Game Boy monochrome. And it wasn’t a technological problem that made you choose a monochrome screen, right?

Yokoi: The technology was there to do color. But I wanted us to do black and white anyway. If you draw two circles on a blackboard, and say “that’s a snowman”, everyone who sees it will sense the white color of the snow, and everyone will intuitively recognize it’s a snowman. That’s because we live in a world of information, and when you see that drawing of the snowman, the mind knows this color has to be white. I became confident of this after I tried playing some Famicom games on a black and white TV. Once you start playing the game, the colors aren’t important. You get drawn, mentally, into the world of the game.

Morikawa: That’s a very bold decision. It reminds me of the first Macintoshes with monochrome screens.

Yokoi: Actually, it was difficult to get Nintendo to understand. Partly, I used my status in the company to push them into it. (laughs)
 
Really? Last time I checked, only a few of them were translated. Have I been living under a rock or something?
Over the last ten years or so all the ones we didn't get (which was about half) had been officially remastered or remade and localized in the process. We often didn't get them in English at launch, but have since been given access to them all.
 
At this point every mainline entry is in English with official releases, and fan translations exist for the remakes that weren't officially released. The only entries that haven't been translated were cellphone and web browser games which no longer exist.
Really? Last time I checked, only a few of them were translated. Have I been living under a rock or something?
 
Well, I suppose now is as good of a time as ever to finally play the Sa•Ga series... Or, at least, the few that have been translated into English.
At this point every mainline entry is in English with official releases, and fan translations exist for the remakes that weren't officially released. The only entries that haven't been translated were cellphone and web browser games which no longer exist.
 
SaGa 2 and 3 also have DS versions, interestingly enough. Full on remakes. But I've always been curious about the originals; just can't stand playing GB monochrome games (literally hurts my eyes).
 
Well, I suppose now is as good of a time as ever to finally play the Sa•Ga series... Or, at least, the few that have been translated into English.
 
Beware: There have been no replies in this thread for 90 days.
Keep that in mind when expecting a reply from the people on it,
You can also start a new thread instead. This is just a heads-up, bumping is allowed in this forum.

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