Growing up a Squaresoft Fan - Part 10: Lost in Translation

Lost in Translation: SNES Edition, Part 1​



Late 1995 to 1996 was a frustrating time period for North American Squaresoft fans. Those of us who read gaming magazines on the regular would get reports from the Japanese trade shows about all sorts of games from the company. Many of these looked really impressive and caused all sorts of excitement and demand for a North American release. Alas, in many cases these games wouldn’t cross the ocean for a very, very long time, if at all. In order to communicate how frustrating of an experience it was to get blue balled by Squaresoft on the regular, I devised the patented, 100% objective and scientific “Strategist FOMO” rating (rights reserved). This rating describes, on a scale of 1 to 5 black mages, how disappointing it was to a young Squaresoft fan such as myself to not be able to play these games.



Seiken Densetsu 3/Secret of Mana 2​



We start out on strong with Seiken Densetsu 3, by far my most anticipated game of late 1995. I got excited about this one after reading a preview that prominently featured the new concept art for the game. It seemed like a no brainer to me for it to be brought overseas, given that Secret of Mana was one of the best selling Squaresoft franchises in the west. So I eagerly awaited this title to get a North American release. However, a report in one of the issues of Nintendo Power would put a damper on that idea. Apparently, there were technical issues with the code of Seiken Densetsu 3 that would make a localization cost prohibitive. It was devastating news to a young Strategist. Squaresoft USA would add insult to injury by spending development time they could’ve used to localize these orphaned SNES games to make “Secret of Evermore”. They took the core gameplay systems of Secret of Mana and designed a new game within that engine, with character designs meant to appeal to a young American audience. Unfortunately, their idea of appealing to a young American audience was as lame as hell. The last thing I wanted to be roleplaying was as a generic American kid and his dog and yet Squaresoft of America delivered exactly that. It was no replacement for Secret of Mana 2.

SeikenDensetsu3PreviewsCombined.jpg

Some of the previews that appeared on American magazines (EGM and Gamepro) teased us Squaresoft fans of the potential of a Secret of Mana sequel.

SeikenDensetsu3Update.png

The little blurb in a corner of Nintendo Power's Epic Center would crush my dreams of ever getting to play Secret of Mana 2

A few years down the road, I would learn of a localization project for Seiken Densetsu 3 by RPGe. Finally, a chance to play the game in English! Unfortunately, the project turned out to be one of the most challenging fan localization projects from a technical perspective and it stalled out for a while. That was until the hero known as Neill Corlett picked up the project and started working his magic. Neill had previously collaborated with Alex W. Jackson to translate NES Final Fantasy III, so he was well experienced in this task. His localization of Seiken Densetsu 3 is one of the cleanest, most professional fan localizations I’ve ever seen. It is even more impressive of a task considering it was deemed a technically challenging project by the developers at Squaresoft. Here’s a short interview with Neill I was able to find online, where he talks about the process of fan translation: https://lakupo.com/grblitz/brews corlett.htm

After playing the game, it was evident that Squaresoft make a mistake in not bringing the game over. Seiken Densetsu 3 is an upgrade over Secret of Mana in almost every possible way. The player gets to choose 3 out of 6 possible characters to start the game. The first character selected is the protagonist and that sets what the introductory chapter and ending will be. In addition there are 3 story paths with 3 different sets of antagonists depending on who the protagonist is. It seems like the idea of multiple endings thrown around during Secret of Mana’s development was finally used for the sequel. The stories themselves are nothing to write home about but they are presented with a lot of charm and have some fun moments sprinkled within.


SD3_DuranScenarioConcept.jpg

Seiken Densetsu 3’s concept artwork was created by manga/anime artist Nobuteru Yuki (Record of Lodoss War and Vision of Escaflowne) and his style is reflected well within the game's pixel art. Here we see Duran in his intro scenario facing off with his antagonist, the Red Wizard Koren.


Character progression is vastly different as well. Every character has two sets of promotions where they get to pick between “light” and “dark” classes. In total there are four possible final classes for every character, and each class can have drastically different special attacks and spell choices. For example: Duran can either become a Knight (light) and learn healing magic, or become a Gladiator (dark) and learn elemental saber magic and get a full screen special attack. The variety of options in builds and story paths adds a crazy amount of replay value into the game.

SD3_ScenarioChoice.png

Each character has his own playing style and personality. Duran (top left) is the sword fighter, slow, but hard hitting. Kevin (top middle) is the beastman grappler, fast and becomes a wolfman at night. Hawkeye (top right)is the dual wielding rogue, agile and quick hitting. Riesz/Lise (bottom right) is the spear maiden, Charlotte(bottom middle) is the childish elf(sprite?) priest and Angela (bottom left) is the sexy mage.


One of the biggest issues with Secret of Mana, the combat, has been drastically overhauled. There is no longer a charge meter to wait for in between attacks. Instead, after every attack, each character has a short cooldown animation before they can fight again. And there are two levels of special attacks based on promotion level and these charge up based on how many hits you get in on enemies. So there’s no more waiting around for multiple bars to fill up to unleash the special attacks. Also they made it more difficult to spam spells during combat, since the spell menu cannot be accessed while a character is in the casting animation. The game also dazzles in the graphics department. It is one of the best looking SNES games I've played. The attention to detail in the visuals is impressive. They added a day/night cycle to the game and not only do the environments change visually, it also affects the world in many ways. Shopkeepers and townsfolk may go to sleep, while other areas of the town (like the bars or black markets) may open up. The enemy spawns change during the night and werewolves change into their wolfman form. Also they added a new transportation method by sea in the form of Boskaboo, the turtle and the world map travel takes advantage of the special graphics mode of the SNES to create a horizon effect.

SD3_Night.jpg

Some enemies fall asleep at night, making them easy targets, while others (Werewolves) become more powerful. Fortunately, Kevin is a werewolf as well.

SD3Boskaboo.jpg

Boskaboo is the new transportation mascot, but don't worry Flammie the dragon is still around.

As far as music and sound goes, Hiroki Kikuka is back for the sequel and continues to dazzle with his SNES music mastery. He continues the high standard set in Secret of Mana for the sequel. He excels at capturing a variety of feelings in his music, which is well suited for an adventure that spans different locales and climates. You get desert music, tropical reggae tunes, wintry songs, festival music and sad, melancolic tunes.




Seiken Densetsu 3 gets the max FOMO rating from me. Squaresoft really screwed the pooch by not bringing this one over to North America back then. The technical issue excuse rings hollow when a computer science college student was able to hack the game and translate it by himself. Square Enix did eventually release it in 2019 as part of the Collection of Mana bundle for the Switch (almost 25 years after the fact!) with the localized title “Trials of Mana”. They also made a 3D remake of Trials for the uncultured swine who have difficulties appreciating pixel art. So they did redeem themselves a little bit.

Strategist FOMO Rating:
SadBlackMage.png
SadBlackMage.png
SadBlackMage.png
SadBlackMage.png
SadBlackMage.png
out of 5

Front Mission


Front Mission also came on my radar around 1995. It was a bit harder to find information about the game in American magazines. There was a small section dedicated to it in one of the issues of Nintendo Power. A mech strategy game developed by Squaresoft was definitely pertinent to my interests. It definitely seemed unique when compared to the other fantasy based properties Squaresoft was releasing at the time. It wouldn’t get an American release on the SNES but an incomplete translation patch was released in 2001. I did try it a few times, but I wouldn’t get invested in Front Mission until it got an official release on the DS in 2008. By then I had played Front Mission 3 and was more familiar with the series.

FrontMissionPreview.png

Nintendo Power is such a tease sometimes with their import game previews.


Front Mission felt different from the rest of the Squaresoft properties at the time because it was the first fully outsourced game for the company. G-Craft studio was looking to develop a mission based strategy game involving battle mechs and needed a publisher. Squaresoft showed some interest in the project and became the publisher. Hironobu Sakaguchi became involved in the design of the game, offering story/theme suggestions, pushing it in more of a historical war movie style and Yoshitaka Amano offered concept art and character designs for the game.

fm_conceptart.png

Yoshitaka Amano's character designs for Front Mission.

The series takes place in a pseudo historical setting, in an alternate version of Earth where there are two world powers: The Oceanic Cooperative Union (OCU) (which includes Japan and various other Asian countries) and the United States of the New Continent (USN, also referred to as UCS in certain localizations). In this universe giant robots called “Wanzers” are regularly used in military conflicts. The setting for the first game takes place on Huffman Island, a fictional island in the Pacific Ocean that had been a source of conflict between USN and OCU forces. The first Huffman conflict divided the island into two halves, one controlled by each power. The first Front Mission game covers the story of Royd (Lloyd in the fan translation) Clive and the second Huffman conflict. Royd/Lloyd and his fianceé Karen are OCU soldiers performing an undercover reconnaissance mission investigating a USN munitions base. Their scout team is unexpectedly ambushed by USN forces lead by officer Driscoll and he sets explosives in the base and frames the OCU forces for the attack. Royd/Lloyd survives the attack but Karen’s body is never found and is presumed dead in the attack. He is declared dead after the incident and discharged from his post. Royd/Lloyd becomes a gladiator fighting in the Wanzer Arena and is eventually approached by Olson, leader of the Canyon Crows mercenary group, aligned with OCU forces. He joins with the mercenary group in the interest of avenging Karen and the story progresses from there.


FM_Intro_Scenes.jpg

Front Mission's Karen is not an ordinary Karen. She sacrifices herself valiantly for her man and for her country.


Front Mission is not the most strategically deep tactics game, even for SNES standards. There's not a whole lot of mission variety when it comes to objectives. Every character rides a Wanzer, which is essentially identical to each other with the exception of the supply truck that can heal and resupply units. Despite having a variety of melee and ranged weapon types, most battles devolve into missile shootouts, as these weapons not only allow for far reaching attacks but they also cannot be counterattacked. The most interesting strategic element is the customization of the Wanzers. Wanzers can be outfitted with gear and weapons, but there is a weight/energy ratio stat that serves as a limiting factor. While a certain body type for a Wanzer may be very resistant to damage, it may not allow the pilot to carry as many heavy weapons or missile launchers. That keeps it from simply being an “install the best parts available at the shop” meta. There’s also an aesthetic element to the customization because the player can choose the color scheme and can be partial to a certain body style sorely for its look. That customization aspect is one of the most appealing elements of the game, other than the story.

FM_customizing.png

You can trick out your wanzer, Xzibit style, and that is half of the fun of this game.

The music in Front Mission also represents a departure from the norm for Squaresoft. The soundtrack was a collaboration between Noriko Matsueda and Yoko Shimomura. Shimomura was already becoming a Squaresoft regular, having worked on the soundtrack for Live a Live. Her soundtracks reflected a more modern, sophisticated sound with some jazz/lounge vibes. I really dug the theme for the Canyon Crows mercenary group.


Front Mission gets 2 black mages out of 5. Not because it is a bad game, mind you. Mostly because I didn’t suffer too much FOMO from missing out on Front Mission when it came out. The focus on mech warfare looked intriguing and I did become interested in the series as I played some of the later titles but FM1 didn’t exactly blow me away when I tried it the first time. Playing it now on the DS, I appreciate what it was trying to do and it is an important part of understanding the full narrative of the series. The DS version also includes an additional mission that shows the conflict from the perspective of the USN/UCS and includes characters from later games in the series that weren’t present in the SNES version. I recommend trying the DS version if you are interested in playing this game.

Strategist FOMO Rating:
SadBlackMage.png
SadBlackMage.png
out of 5


Front Mission: Gun Hazard



I remember reading a small blurb about Front Mission: Gun Hazard in a Gamepro magazine around late 1995. This game was a spinoff of the Front Mission series developed by Omiya Soft, a studio composed of the former Masaya devs who made Assault Suits Valken (also known as Cybernator in North America). I’ve downloaded Front Mission: Gun Hazard several times but I had never played it in too much depth. Well, it turns out I made a huge mistake. THIS GAME IS AWESOME! Not only that, I went and tried Assault Suits Valken and that’s another banger. These devs had a knack for mixing fun fast paced action gameplay and giant robot anime style storytelling. I could see why Squaresoft was interested in hiring them to make an action spinoff of the Front Mission franchise.

FrontMissionGunHazardPreview.png

The Gamepro blurb that put Gun Hazard on my radar. Of course it was all a cruel tease by the gods as the game would never get a NA release.

Front Mission: Gun Hazard inherits a lot of ideas from ASV, but it stands as its own experience. Whereas ASV is more fast paced action/shooter oriented, Gun Hazard is more of a slower side scroller adventure game with RPG elements. It retains the Wanzer customization aspect from Front Mission and the weapon types are similar. The levels are semi-open ended with more of an exploration focus; one can retreat from each map and try another level if it is impossible to progress. The story is presented in a similar way to Assault Suits Valken, with dialogue boxes with portraits integrated into the action. While it is a charming way to present the story and it was unique compared to other action games at the time, it was slightly annoying that some of the dialogues happened while in the middle of combat. I missed a few lines when a villain monologued while trying to kill me. It was realistic, but annoying at the same time.

GunHazardGameplayFun.jpg

The wanzer can do all sorts of cool shit in this game. Fly around with jetpacks, block bullets with a shield and shoot shotgun blasts. What more could you want?

The story takes place in an alternate universe from Front Mission 1. The game starts with a text scroll about a space elevator that was decommissioned named Atlas. I haven’t reached the point in the story where this plot point becomes relevant, but I’m sure it becomes important later. The protagonist, Albert, is a soldier from Bergen and he assigned to an escort mission for the president of his country, named Moss Orwen. In the middle of his mission, one of his fellow soldiers named Ark Hellbrand stages a military coup and Albert is forced to escort him to safety. Orwen tries to reach the main military headquarters of Bergen and expose Ark’s coup but when he reaches the base, Ark kills all of the loyalists to the president and arrests both Albert and Orwen. Albert escapes with the help of Brenda Lockheart, a mercernary of the Kernelight mercenary organization. They escape to the Kernelight headquarters in New York City. Albert is dejected by his failure of protecting his president and worries about the state of his country and his family. He decides to join with the mercenary group and complete missions across the world in the hope of acquiring enough money and influence to free his country from the coup. The story opens up at that point the player can choose to travel to different regions of the world in conflict and complete their missions.


GunHazardMeetingBrenda.jpg

Brenda starts out hostile, but later helps you break out of prison. Any lady that helps a man evade incarceration is waifu material in my book.
A few Final Fantasy/Squaresoft regulars were involved in the development of Gun Hazard. Yoshitaka Amano was brought in to work with the Omiyasoft team and design the characters based on their specifications. The devs were impressed by Amano’s work and how closely his designs seemed to match their ideas. The soundtrack is a collaboration between the Chrono Trigger dream team of Nobuo Uematsu and Yasunori Mitsuda. Uemastu notes in interviews that he was trying to do something distinct from Final Fantasy and give it more of a metallic, industrial sound. I have to say, it is definitvely a different vibe, but not quite as catchy as Uematsu’s previous work. More of an acquired taste, in my opinion.


gunhazard02-1536x864.jpg


Amano's character designs for Albert (left), Brenda (next to Albert) and his other companions.


A sampling of Uematsu's and Mitsuda's work
Front Mission: Gun Hazard remains unreleased in North America. Fortunately, it was fan translated a long time ago by Aeon Genesis and we can all experience it thanks to their efforts. Gun Hazard gets a 4 black mage out 5 rating for being an excellent spinoff of the Front Mission franchise, marrying the best elements of Front Mission with ASV/Cybernator. I didn’t know what I was missing with Gun Hazard but I regret not having experienced the game sooner.

Strategist FOMO Rating:
SadBlackMage.png
SadBlackMage.png
SadBlackMage.png
SadBlackMage.png
out of 5


And that is all I have for now! Expect a part 2 coming soon covering more memorable Squaresoft SNES games stuck in limbo in Japan. It will include some Live a Live, Romancing Saga 2, RS3, Bahamut Lagoon and Rudora no Hihou/Treasure of the Rudras discussion. Thanks for reading. If you want to read the previous article in the series, click here.
 
Last edited:
Super Back to the Future on the SNES is a bizarre situation where a game based on Western movie is only available for Japan region. It wasn't particularly a great platforming game but it was a hell lot better Back to the Future game that the West will ever get during 16 bit era

Oh sorry for being out of topic, didn't realise that it is Square specific LOL
 
As a squaresoft fan growing up in Europe, we really didn't get much for the most part till after 2006.

We got a few final fantasies and a few other things, but we didn't get most square games till later in the playstation era, and after the sales of Final fantasy X, square started releasing everything, everywhere.

I'm finally playing xenogears after reading so much about it in american games mags as a kid. I also had to import the american version of parasite eve at the time. We got parasite eve 2 over here because Eidos published it, square really didn't want translate their games into anything other than English from Japanese for a very long time.

Most Japanese companies really didn't want to translate all that text into English, spanish, german, french and italian. So if a game didn't have too much text, we usually got it.
 
Good article. I'm especially interested in that Secret of Mana sequel, now.

Why don;t you check out Star Ocean: Blue Sphere next? Enix did a phenomenal job translating SO's gameplay to GBC.
 
As a squaresoft fan growing up in Europe, we really didn't get much for the most part till after 2006.

We got a few final fantasies and a few other things, but we didn't get most square games till later in the playstation era, and after the sales of Final fantasy X, square started releasing everything, everywhere.

I'm finally playing xenogears after reading so much about it in american games mags as a kid. I also had to import the american version of parasite eve at the time. We got parasite eve 2 over here because Eidos published it, square really didn't want translate their games into anything other than English from Japanese for a very long time.

Most Japanese companies really didn't want to translate all that text into English, spanish, german, french and italian. So if a game didn't have too much text, we usually got it.

Yeah, Europe got royally hosed by Squaresoft in the 90s. At least you guys got Terranigma and we didn't.
 
When first playing Seiken Densetsu 3 I realized that Secret of Mana really is overrated. The fact it doesn't have that stamina meter makes it so much better.
 
Good article. I'm especially interested in that Secret of Mana sequel, now.

Why don;t you check out Star Ocean: Blue Sphere next? Enix did a phenomenal job translating SO's gameplay to GBC.

Glad I could convince at least one person to try the game, lol. The Seiken Densetsu/Mana series is a bit different from Zelda and other top down adventure games but SNES SD3 is the best iteration of the series, in my opinion. And the art style is extremely charming, like a fairy tale but anime style.

Star Ocean is not my area of expertise, I've only finished Star Ocean 3. I definitively need to try more Enix games.
 
Last edited:
Glad I could convince at least one person to try the game, lol. The Seiken Densetsu/Mana series is a bit different from Zelda and other top down adventure games but SNES SD3 is the best iteration of the series, in my opinion. And the art style is extremely charming, like a fairy tale but anime style.

Star Ocean is not my area of expertise, I've only finished Star Ocean 3. I definitively need to try more Enix games.
I've played Blue Sphere, The Divine Force and First Departure.
 
Some images that didn't fit in the article:

Seiken Densetsu 3 Concept art:

SeikenDensetsu3-HolyFairy.jpg


SeikenDensetsu3-Angela.png


SeikenDensetsu3-NobuteruYuuki-5.jpg
29_14157493213_o.jpg
15_12567067133_o.jpg

21_12567416594_o.jpg


Front Mission concept art:

frontmission00.jpg


fm01-thumb.jpg


fm03-1.jpg


Front Mission on the NDS:

IMG_1031.jpg


IMG_1011.jpg

Front Mission Gun Hazard Concept Art:

gunhazard06.jpg


Gun Hazard stage map:

GunhazardMap.png


Gun Hazard Wanzer setup screen:

GunHazard_MechOutfit.png


More Gameplay:

GunHazardGameplay4.png
 
Last edited:
Good article. I didn't know Front Mission had a DS version!
Just a correction, Secret of Evermore doesn't use the Secret of Mana/Seiken Densetsu 2 engine - it was made from the ground up. There's a very interesting interview with the lead programmer: https://www.timeextension.com/featu...et-of-evermore-squares-western-secret-of-mana

That's a pretty insightful article, thanks for sharing. For a game that didn't reuse code from Secret of Mana, they did replicate the mechanics pretty well. I'm surprised that they decided to copy the slow charge meters from SoM, though. It was a common criticism from my friend group and something that was addressed in Seiken Densetsu 3.
 
Last edited:
Yeah, Europe got royally hosed by Squaresoft in the 90s. At least you guys got Terranigma and we didn't.
I did not have access to a super nintendo at the time so I couldn't have even tried the game if I wanted to.

We got Tobal no.1 though, that was sort of surprising looking back on it, we didn't get the FF7 demo either, it was released by itself and I loved it but I was horrified at a how amazing the second one looked when I saw it in a magazine article and neither of us got that one.

Also, awesome article btw, it just reminded of how many fans of squares works weren't really able to indulge in most of their classics till more recently and only through "illegitimate means", square really shot themselves in the foot back then but they considered xenogears million sales a "disappointment", no keeping them happy and was likely why the often shelved western releases.

I'll buy all games if square put them on the stores, I'll buy Tobal 2, twice, in 2 regions.
Post automatically merged:

Good article. I didn't know Front Mission had a DS version!
Just a correction, Secret of Evermore doesn't use the Secret of Mana/Seiken Densetsu 2 engine - it was made from the ground up. There's a very interesting interview with the lead programmer: https://www.timeextension.com/featu...et-of-evermore-squares-western-secret-of-mana
Not only does it have a DS version, it also got patched by someone, I forget by whom and it was uploaded on here recently and is definitely the definitive version of the game.

How fast the battles load compared to the retail release, needs to be seen to be believed.
 
I did not have access to a super nintendo at the time so I couldn't have even tried the game if I wanted to.

We got Tobal no.1 though, that was sort of surprising looking back on it, we didn't get the FF7 demo either, it was released by itself and I loved it but I was horrified at a how amazing the second one looked when I saw it in a magazine article and neither of us got that one.

Also, awesome article btw, it just reminded of how many fans of squares works weren't really able to indulge in most of their classics till more recently and only through "illegitimate means", square really shot themselves in the foot back then but they considered xenogears million sales a "disappointment", no keeping them happy and was likely why the often shelved western releases.

You should read more of my articles then. Searching for unreleased Squaresoft games is how I discovered emulation. When Final Fantasy V's English translation was released online it opened a door to a magnificent world of Japanese games and translation rom hacks. I've been following that scene ever since. I write these articles to share all the obscure knowledge I accumulated over the years.

I will defend Emulation and piracy till the end of my days because without it we would have never experienced many of these games.
 
Last edited:
You should read more of my articles then. Searching for unreleased Squaresoft games is how I discovered emulation. When Final Fantasy V's English translation was released online it opened a door to a magnificent world of Japanese games and translation rom hacks. I've been following that scene ever since. I write these articles to share all the obscure knowledge I accumulated over the years.

I will defend Emulation and piracy till the end of my days because without it we would have never experienced many of these games.
I'll be sure to check out your other articles. I've got a similar mindset towards the fans of games actively preserving them over the megacorps, that keep losing source codes for their games or worse, just sitting on games, not allowing them to be bought on a modern digital storefront.

Tobal no.2 in my opinion, is much better than tekken 3 and actually deserves to be recognised as one of, if not the best 3d fighter on the playstation, plays as smoothly as soul calibre with an astounding soundtrack, this is also one of the games under squaresoft, that fans translated over a decade later, including the entire RPG segment, all in english, which allows us to assume that Square was lying when they claimed there wasn't enough room on the disc for it to be released in English.

I read of this in a magazine around the time it was released in Japan, Western journalists were enquiring about a western as there was hype gathering around a potential western release, as just having squaresoft on the box at that point would boost sales as it's when all squaresoft games sold well in general.
 

Users who are viewing this thread

Online statistics

Members online
99
Guests online
280
Total visitors
379

Forum statistics

Threads
8,195
Messages
206,348
Members
622,115
Latest member
AllwaddPS2

Support us

Back
Top