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==Development== |
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''Secret of Mana'' was directed and designed by [[Kōichi Ishii]]. The game was programmed primarily by [[Nasir Gebelli]] and produced by veteran Square designer [[Hiromichi Tanaka]]. After the release of ''[[Final Fantasy III]]'', Tanaka wanted to help design a game with a more interactive battle system that is continuous with the field screen. Because this would not work with ''[[Final Fantasy IV]]'', he turned to ''Secret of Mana''.<ref>{{cite web | author=Nickel, Thomas | date=2006 | title=Hiromichi Tanaka - Final Fantasy III | url=http://g-wie-gorilla.de/index.php?option=com_content&task=view&id=218&Itemid=18 | publisher=G Wie Gorilla| accessdate=2008-10-24}}</ref> The real-time battle system used in ''Secret of Mana'' is described by its creators as an extension of the battle system used in the first three flagship ''Final Fantasy'' titles. The data tables for experience points and leveling up were taken from ''Final Fantasy III''.<ref>{{cite web | author=GamePro Staff | date=December 1, 2000 | title=Chrono Cross Development Team Interview and Contest | url=http://www.gamepro.com/article/features/6764/chrono-cross-development-team-interview-and-contest/ | publisher=[[GamePro]] | accessdate=2010-01-15}}</ref> ''Secret of Mana'' was originally going to be a launch title for the SNES CD add-on. After the project was dropped, the game had to be altered to fit onto a standard game cartridge.<ref name="1up">{{cite web | url=http://www.1up.com/do/feature?cId=3113932 | title=Classics Column #1: Desperately Seeking Seiken | accessdate=26 July 2007 | author=Jeremy Parish | coauthors=Frank Cifaldi, Kevin Gifford | month=December | year=2003 | publisher=[[1UP.com]] | publisher=Ziff Davis}}</ref> |
''Secret of Mana'' was directed and designed by [[Kōichi Ishii]]. The game was programmed primarily by [[Nasir Gebelli]] and produced by veteran Square designer [[Hiromichi Tanaka]]. After the release of ''[[Final Fantasy III]]'', Tanaka wanted to help design a game with a more interactive battle system that is continuous with the field screen. Because this would not work with ''[[Final Fantasy IV]]'', he turned to ''Secret of Mana''.<ref>{{cite web | author=Nickel, Thomas | date=2006 | title=Hiromichi Tanaka - Final Fantasy III | url=http://g-wie-gorilla.de/index.php?option=com_content&task=view&id=218&Itemid=18 | publisher=G Wie Gorilla| accessdate=2008-10-24}}</ref> The real-time battle system used in ''Secret of Mana'' is described by its creators as an extension of the battle system used in the first three flagship ''Final Fantasy'' titles. The data tables for experience points and leveling up were taken from ''Final Fantasy III''.<ref>{{cite web | author=GamePro Staff | date=December 1, 2000 | title=Chrono Cross Development Team Interview and Contest | url=http://www.gamepro.com/article/features/6764/chrono-cross-development-team-interview-and-contest/ | publisher=[[GamePro]] | accessdate=2010-01-15}}</ref> ''Secret of Mana'' was originally going to be a launch title for the [[PlayStation (console)|SNES CD]] add-on. After the project was dropped, the game had to be altered to fit onto a standard game cartridge.<ref name="1up">{{cite web | url=http://www.1up.com/do/feature?cId=3113932 | title=Classics Column #1: Desperately Seeking Seiken | accessdate=26 July 2007 | author=Jeremy Parish | coauthors=Frank Cifaldi, Kevin Gifford | month=December | year=2003 | publisher=[[1UP.com]] | publisher=Ziff Davis}}</ref> |
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The English translation for ''Secret of Mana'' was completed in only 30 days, mere weeks after the Japanese release,<ref name="Release">{{cite news |author=West, Neil | date=September 1994 | title=Interview with Ted Woolsey ([http://www.chronocompendium.com/wiki/index.php?title=Super_Play_Magazine_Woolsey_Interview full text]) | work=[[Super Play]]}}</ref> and was initially advertised as ''Final Fantasy Adventure 2''.<ref>{{cite journal |journal=[[Electronic Gaming Monthly]] |publisher=[[Ziff Davis]] |issue=45 |page=90 |month=April |year=1993 |title=Final Fantasy Adventure 2 |author=Staff}}</ref> The speed at which the translation was done was presumably so that the game could be released in North America for the 1993 holiday season.<ref name="1up"/> According to translator [[Ted Woolsey]], a large portion of the game's script was cut out in the English localization due to space limitations and a lack of sequential text.<ref name="McGrath">{{cite web | author=McGrath, Brendan | date=April 29, 1999 | title=Interview with Ted Woolsey | url=http://squarehaven.com/people/Ted-Woolsey/?interview=44 | publisher=Square Haven| accessdate=2007-09-12}}</ref> The English translation of ''Secret of Mana'' uses a fixed-width font to display text on the main gameplay screen. However, the choice of this font limits the amount of space available to display text, and as a result conversations are trimmed to their bare essentials, leaving a good portion of the game lost in translation. |
The English translation for ''Secret of Mana'' was completed in only 30 days, mere weeks after the Japanese release,<ref name="Release">{{cite news |author=West, Neil | date=September 1994 | title=Interview with Ted Woolsey ([http://www.chronocompendium.com/wiki/index.php?title=Super_Play_Magazine_Woolsey_Interview full text]) | work=[[Super Play]]}}</ref> and was initially advertised as ''Final Fantasy Adventure 2''.<ref>{{cite journal |journal=[[Electronic Gaming Monthly]] |publisher=[[Ziff Davis]] |issue=45 |page=90 |month=April |year=1993 |title=Final Fantasy Adventure 2 |author=Staff}}</ref> The speed at which the translation was done was presumably so that the game could be released in North America for the 1993 holiday season.<ref name="1up"/> According to translator [[Ted Woolsey]], a large portion of the game's script was cut out in the English localization due to space limitations and a lack of sequential text.<ref name="McGrath">{{cite web | author=McGrath, Brendan | date=April 29, 1999 | title=Interview with Ted Woolsey | url=http://squarehaven.com/people/Ted-Woolsey/?interview=44 | publisher=Square Haven| accessdate=2007-09-12}}</ref> The English translation of ''Secret of Mana'' uses a fixed-width font to display text on the main gameplay screen. However, the choice of this font limits the amount of space available to display text, and as a result conversations are trimmed to their bare essentials, leaving a good portion of the game lost in translation. |
Revision as of 01:33, 3 June 2010
Secret of Mana | |
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![]() | |
Developer(s) | Square |
Publisher(s) | Square (SNES) Square Enix (Virtual Console) |
Designer(s) | Kōichi Ishii (director, chief game design) Hiromichi Tanaka (producer, concept/system design) Nasir Gebelli (lead programming) |
Artist(s) | Yutaka Izubuchi (character design) Akira Ueda (background and map design) |
Composer(s) | Hiroki Kikuta |
Series | Mana |
Platform(s) | Super Nintendo Entertainment System, Virtual Console, Mobile phones |
Release | SNES Virtual Console Mobile phones |
Genre(s) | Action role-playing game |
Mode(s) | Single-player, multiplayer, cooperative |
Secret of Mana, known in Japan as Seiken Densetsu 2 (聖剣伝説2, Seiken Densetsu Tsū, lit. "The Legend of the Holy Sword 2"), is an action role-playing game (RPG) for the Super Nintendo Entertainment System developed and published by Square in 1993. The game was re-released for the Wii's Virtual Console in 2008, and was ported to Japanese mobile phones in 2009. Secret of Mana is the sequel to Final Fantasy Adventure for the Game Boy and the second installment in the Mana video game series.
Rather than using the traditional turn-based battle system of games like Final Fantasy, Secret of Mana utilizes real-time battles akin to the Legend of Zelda series, also employing typical RPG elements and a unique "Ring Command" menu system. With its brightly-colored graphics, expansive plot, innovative cooperative multiplayer gameplay, and acclaimed soundtrack by Hiroki Kikuta, Secret of Mana was an influential game in its time.
Gameplay
Like many other role-playing games of the 16-bit era, Secret of Mana is comprised entirely of a top-down perspective, in which three player characters — the hero, the girl, and the sprite — navigate the terrain and fight off hostile creatures. Control may be passed between each of the characters at any time; if the hero is currently selected, his two companions are controlled via artificial intelligence, and vice-versa. The game may be played simultaneously by two or three players.[5][6] In order to support three players, a Super Multitap accessory must be plugged into the second controller port of the Super Nintendo console.[7] The Virtual Console version of the game supports three-player gameplay with the use of additional GameCube controllers or Classic Controllers.[8]
Each character possesses individual strengths and weaknesses. The hero, while unable to use magic, excels at fighting and masters weapons at a quicker rate; the girl functions as healer, able to cast restorative and support spells but with less physical attack power than the hero; and lastly, the sprite's magic is almost entirely offensive, but he is physically the weakest.[8] Upon collecting enough experience points in battle, each character can increase in level to gain improved stats such as strength and evasion. The trio can find refuge in a town, where they can regain hit points or purchase restorative items and equipment. Options such as changing equipment, casting spells, or checking status are performed by cycling through the game's Ring Commands, a circular menu which hovers over the currently-controlled party member.[6][7][8] The game is momentarily paused whenever the Ring Commands appear.
Combat takes place in real-time.[6] Located below each character's hit points is a percentage gauge that determines the amount of damage done to an enemy. Swinging a weapon causes the gauge to fall to zero percent and then quickly recharge, allowing that character to attack at full strength. The party wields eight different styles of weapons throughout the game: sword, spear, bow, axe, boomerang, glove, whip, and javelin. With the exception of the sword, all weapons can be upgraded eight times, and repeated use increases their Skill Levels to a maximum of eight, unlocking a new charged attack with each level. Weapons are upgraded through the use of Weapon Orbs, generally obtained after defeating a boss or found as a treasure in dungeons.[6] Once an Orb is collected, the weapon can be brought to a blacksmith (located in most towns) to be reforged.[5][9]
Magic in Secret of Mana operates in much the same way as weapon skill progression, with the exception that magic points are consumed each time a spell is cast. In order to learn magic, the party must rescue spirits known as Elementals. The eight Elementals represent different elements (Fire, Water, Earth, etc.), and each provides the player with specific spells. Magic skill can only be as high as the party's current Mana Power, which increases automatically over the course of the game.[5]
![](http://upload.wikimedia.org/wikipedia/en/thumb/5/5c/Flammie_Flying.gif/220px-Flammie_Flying.gif)
At the start of the game, players must traverse an enemy-infested countryside in order to reach their next destination. Travel may be expedited through use of Cannon Travel Centers, where non-player characters offer to launch the party to far-away destinations via a giant cannon. Cannon Travel usually requires a fee, but is mandatory to visit other continents early on.[7] Later, the party is given access to Flammie, a miniature dragon which is controlled by the player and able to fly freely across the world, represented by an overworld map.[10] These sequences make use of the Super Nintendo's Mode 7 capability to create a rotatable background, giving the illusion that the ground beneath Flammie is rendered in three dimensions. While riding Flammie, the player may access either the "rotated map", which presents the world as a globe, or the "world map," a two-dimensional view of the overworld.
Plot
Setting
The story takes place in a fictional world, during an unspecified period following a war between a civilization and god-like beasts concerning the use of mana to fuel the "Mana Fortress", a flying warship. During this war, a hero used the power of the Mana Sword to destroy the fortress and appease the angered gods, returning peace to the world.
Story
Disobeying their Elder's instructions, three boys from the small Potos village trespass into a local waterfall where a treasure is said to be kept. One of the boys, the game's protagonist, stumbles and falls into the lake, where he finds a rusty sword embedded in a stone. Guided by a disembodied voice, he pulls the sword free, inadvertently unleashing monsters in the surrounding countryside of the village. The villagers interpret the sword's removal as a bad omen and banish the boy from Potos forever. An elderly knight named Jema recognizes the blade as the legendary Mana Sword, and encourages the hero to re-energize it by visiting the eight Mana Temples.
During his journey, the hero is joined by an amnesiac sprite child and the daughter of a nobleman from Pandora. The orphaned sprite initially tries to con the hero out of his money, but later accompanies him in hope of recovering his lost memory. The girl joins the party in search of her lost love, Dyluck, an officer in Pandora's army who has gone missing. Throughout their travels, the trio is pursued by the Empire, which seeks to unseal the eight Mana Seeds and revive the Mana Fortress. Unbeknownst to the Emperor or his subordinates, they are being manipulated by Thanatos, an ancient sorcerer who has designs on creating a "new, peaceful world".[11] Due to his own body's deterioration, Thanatos is in need of a suitable body to possess. After placing the entire kingdom of Pandora under a trance, he abducts two candidates: Dyluck, now enslaved, and a young Pandoran girl named Phanna. Over time, however, Thanatos narrows his selection to Dyluck.[12]
The Empire succeeds in unsealing all eight Mana Seeds. However, Thanatos betrays the Emperor and his henchmen, killing them and seizing control of the Mana Fortress for himself. The hero and his party journey to the Pure Land to locate the Mana Tree, the focal point of the world's life energy. Anticipating their arrival, Thanatos positions the Mana Fortress over the Tree and destroys it. The charred remains of the Tree speak to the heroes, explaining that a giant creature called the Mana Beast will soon be summoned to combat the Fortress. However, the Beast has little control over its rage and will likely destroy the world as well.[13] The Mana Tree also reveals that it was once the human wife of Serin, the original Mana Knight and the hero's father.[14] The voice heard at Potos' waterfall was that of Serin's ghost.
The trio flies to the Mana Fortress and confronts Thanatos, who is preparing to transfer his mind into Dyluck. With the last of his strength, Dyluck warns that Thanatos has sold his soul to the underworld and must not be allowed to have the Fortress.[15] Dyluck kills himself, forcing Thanatos to revert to a skeletal lich form which is defeated in battle. The Mana Beast finally reveals itself and attacks the Fortress. The hero expresses reluctance to kill the Beast, fearing that with the dispersal of Mana from the world, the sprite child will vanish.[16] With the sprite's encouragement, the hero uses the fully-energized Mana Sword to slay the Beast, causing it to explode and transform into snow. At the conclusion of the game, the hero is seen returning the Mana Sword to its place beneath the Potos waterfall.
Characters
Heroes
The hero (ランディ, Randi),[17] a young boy, is adopted by the Elder of Potos after his mother disappears. After pulling the Mana Sword from a stone, monsters invade Potos and the villagers persuade the Elder to banish him. The hero then embarks on a quest to re-energize the sword.
The girl (プリム, Purimu)[17] meets the hero briefly when he's ambushed by Goblins. After helping him escape, she leaves, only to appear again outside Elinee's Castle. The girl is in love with a warrior named Dyluck, who was ordered by the King to attack Elinee's Castle, which is considered a virtual suicide mission. Angry with the king for this, as well as with her father for setting her up for an arranged marriage, she rebels and leaves the castle to join the hero in his quest, hoping to save Dyluck as well. She is capable of casting support and healing spells.
The heroes meet the sprite child (ポポイ, Popoi)[17] at the Dwarf Village. The sprite makes a living by scamming people at the dwarves' freak show. He doesn't remember anything about his past, so he joins the team to try to recover his memories. The sprite comes from a village in the Upper Land. He was washed away by a flood to Gaia's Navel, where the Dwarf Elder found him. The flood caused the sprite to suffer from amnesia, making him unable to remember anything of his past. While the sprite may seem childish at times, he has courage equal to that of the other two heroes. As an orphan, he understands how the hero feels not growing up with his parents. The sprite's gender has never officially been stated; however, in the Japanese version's script, he uses the first-person pronoun "oira" (おいら) that is mostly used by male speakers. He is capable of casting attack spells.
Development
Secret of Mana was directed and designed by Kōichi Ishii. The game was programmed primarily by Nasir Gebelli and produced by veteran Square designer Hiromichi Tanaka. After the release of Final Fantasy III, Tanaka wanted to help design a game with a more interactive battle system that is continuous with the field screen. Because this would not work with Final Fantasy IV, he turned to Secret of Mana.[18] The real-time battle system used in Secret of Mana is described by its creators as an extension of the battle system used in the first three flagship Final Fantasy titles. The data tables for experience points and leveling up were taken from Final Fantasy III.[19] Secret of Mana was originally going to be a launch title for the SNES CD add-on. After the project was dropped, the game had to be altered to fit onto a standard game cartridge.[20]
The English translation for Secret of Mana was completed in only 30 days, mere weeks after the Japanese release,[21] and was initially advertised as Final Fantasy Adventure 2.[22] The speed at which the translation was done was presumably so that the game could be released in North America for the 1993 holiday season.[20] According to translator Ted Woolsey, a large portion of the game's script was cut out in the English localization due to space limitations and a lack of sequential text.[23] The English translation of Secret of Mana uses a fixed-width font to display text on the main gameplay screen. However, the choice of this font limits the amount of space available to display text, and as a result conversations are trimmed to their bare essentials, leaving a good portion of the game lost in translation.
Audio
Seiken Densetsu 2 Original Sound Version (聖剣伝説2 オリジナル・サウンド・ヴァージョン) is the soundtrack to Secret of Mana, originally released in 1993 in Japan by NTT Publishing and Squaresoft. Its US debut under the name Secret of Mana Original Soundtrack followed the next year due to the game's commercial and critical success. The US release is identical to the Japanese version, aside from the packaging and localized English song titles.[24] It was re-released in Japan in both 1995 and 2004.
The game's soundtrack was composed by Hiroki Kikuta. It is known for its variety of tunes which tend to focus on the use of percussion and woodwind instruments, ranging from a lighthearted dwarves' polka to a somber, wistful snow melody to a tribal-like dance. Kikuta states that he had a particularly difficult time composing the score, which required him to combine his own style of popular music with the "game music" that is accompanied by the hardware and software limitation of the Super Famicom.[25]
Secret of Mana's title theme, "Angel's Fear" is well known by video game music aficionados for its haunting, echoing piano melody, and was featured in the third of the Orchestral Game Music Concerts[26], the fifth of the Symphonic Game Music Concerts[27], as well as serving as the base for many remixes. In 2008, ScrewAttack.com's users ranked the song number seven on the website's "Top 10 Video Game Themes Ever".[28] Music from Secret of Mana was an important part of the Symphonic Fantasies concerts in September 2009 which was produced by the creators of the Symphonic Game Music Concert series and conducted by Arnie Roth. In Secret of Mana section, the featured titles are "Fear of the Heavens", "Into the Thick of It" and "The Oracle".[29]
Parts of the game's soundtrack, as well as some music from Seiken Densetsu 3, were incorporated into the Secret of Mana+ compilation arrangement CD, an image album containing one 50-minute track.[30]
Secret of Mana Original Soundtrack Tracklist |
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Disc 1 (54:42)
|
Reception and legacy
Aggregator | Score |
---|---|
GameRankings | 86.8% (based on 8 reviews)[34] |
Publication | Score |
---|---|
Dragon | 5 out of 5[31] |
Edge | 9 out of 10[36] |
Electronic Gaming Monthly | 8.75 out of 10[32] |
Game Informer | 9.5 out of 10[35] |
IGN | 9.0[33] |
M! Games | 90 of 100[35] |
Nintendo Power | 4.1 out of 5[34] |
Mean Machines | 93%[37] |
Cubed3 | 9 out of 10[38] |
Super Play | 94%[39] |
Publication | Award |
---|---|
GameSpy: Hall of Fame[40] |
As of February 2004, Secret of Mana has shipped 1.83 million copies worldwide, with 1.5 million of those copies being shipped in Japan and 330,000 abroad.[41]
Secret of Mana was awarded "Game of the Month" in December of 1993 and "Best Role-Playing Game" of 1993 by Electronic Gaming Monthly.[32][42] Secret of Mana has since been on numerous "best games" lists. It was listed at number 42 on Nintendo Power magazine's Top 200 Nintendo Games Of All Time[43], as well as the 86th best game made on a Nintendo System.[44] It was also rated number 48 on the "IGN's Top 100 Games" in 2005[45], number 49 in 2006[46], and number 79 in 2007.[47] Also in 2006, Secret of Mana was voted the 97th best game of all time by the readers of the well-known Japanese magazine Famitsu.[48] ScrewAttack.com ranked the game number six in its "Top 20 SNES Games" list in 2008.[49] In February 2009, Official Nintendo Magazine listed the game at number 82 on its "100 Best Nintendo Games" feature.[50] Super Play ranked the game eighth on its list of the best 100 SNES games of all time in 1996.[39]
In 1999, as part of their planned nine game lineup, Square announced they would be porting Secret of Mana to Bandai's handheld system WonderSwan Color.[51] Similarly to the planned remake of Final Fantasy III, no news of the port ever surfaced outside the announcement. Secret of Mana was ported to Japanese mobile phones (specifically, the NTT DoCoMo FOMA 903i).[52] Originally announced for release in June 2009, was been pushed back to October 26, 2009.[4] It made a playable appearance at the 2009 Tokyo Game Show.[53]
See also
References
- ^ "VC 聖剣伝説2" (in Japanese). Nintendo. Retrieved 2009-11-14.
- ^ Manalang, John (October 13, 2008). "'Secret Of Mana', 'World Of Goo' Hits The Wii". G4. Retrieved 2009-04-01.
{{cite web}}
: Text "G4TV.com" ignored (help) - ^ East, Tom (December 26, 2008). "Virtual Console News: Secret Of Mana Hits The VC - Official Nintendo Magazine". Official Nintendo Magazine. Retrieved 2009-04-01.
- ^ a b "聖剣伝説2" (in Japanese). Square Enix. Retrieved 2009-11-14.
- ^ a b c Dancin' Homer. "RPGFan Reviews - Secret of Mana". RPGFan. Retrieved 2008-12-24.
- ^ a b c d Campbell, Greg. "Secret of Mana - Retroview". RPGamer. Retrieved 2008-12-24.
- ^ a b c "Secret of Mana". Nintendo Power (54). May 1994.
- ^ a b c Thomas, Lucas M. "Secret of Mana Review". IGN. Retrieved 2008-12-24.
- ^ Nintendo Power Vol 62, 1994-07
- ^ "Secret of Mana". Nintendo Power (64). August 1994.
- ^ Square Co (1993-10-03). Secret of Mana (Super Nintendo Entertainment System). Square.
Thanatos: I need life energy to create a new, peaceful world, understand? Soon, the Mana Fortress will bring the people of the world together!
- ^ Square Co (1993-10-03). Secret of Mana (Super Nintendo Entertainment System). Square.
Thanatos: For ages I have been searching...for a human with the power to conquer this world... ...one born in the shadow of darkness, and raised in the light of Mana. Dyluck is the one. I cannot wait any longer. My body has grown weak! It is time! Using his body I will take the Mana Fortress, and rule the world!
- ^ Square Co (1993-10-03). Secret of Mana (Super Nintendo Entertainment System). Square.
Mana Tree: The Mana Fortress is using up most of the world's Mana. Soon all the beasts of will be transformed into one giant creature. Only the great Mana Beast can bring back Mana. But the Beast has little control over its rage. If it were to attack the fortress, the world would be finished.
- ^ Square Co (1993-10-03). Secret of Mana (Super Nintendo Entertainment System). Square.
Mana Tree: That was your father, Serin. I was his wife...and am your mother. We are of the Mana Tribe. The women of our kind become the Tree, and the protectors of the world. The men wield the Sword, and protect against evil!
- ^ Square Co (1993-10-03). Secret of Mana (Super Nintendo Entertainment System). Square.
Dyluck: Princess...can you hear me? It's me, Dyluck... He's too strong...I'm finished, but I can help you... Thanatos is an ancient sorcerer who sold his heart to the underworld. Though his life force is eternal, he hasn't his own body. His life force is growing darker. He feeds on hatred and destruction!
- ^ Square Co (1993-10-03). Secret of Mana (Super Nintendo Entertainment System). Square.
Protagonist: ...I can't... I won't hurt a Mana Beast! I can't! They are only trying to restore Mana! And......sprite! If you use up all your Mana power, you'll disappear!
- ^ a b c "VC 聖剣伝説2" (in Japanese). Nintendo. Retrieved 2010-01-17.
- ^ Nickel, Thomas (2006). "Hiromichi Tanaka - Final Fantasy III". G Wie Gorilla. Retrieved 2008-10-24.
- ^ GamePro Staff (December 1, 2000). "Chrono Cross Development Team Interview and Contest". GamePro. Retrieved 2010-01-15.
- ^ a b Jeremy Parish (2003). "Classics Column #1: Desperately Seeking Seiken". Ziff Davis. Retrieved 26 July 2007.
{{cite web}}
: Unknown parameter|coauthors=
ignored (|author=
suggested) (help); Unknown parameter|month=
ignored (help) - ^ West, Neil (September 1994). "Interview with Ted Woolsey (full text)". Super Play.
{{cite news}}
: External link in
(help)|title=
- ^ Staff (1993). "Final Fantasy Adventure 2". Electronic Gaming Monthly (45). Ziff Davis: 90.
{{cite journal}}
: Unknown parameter|month=
ignored (help) - ^ McGrath, Brendan (April 29, 1999). "Interview with Ted Woolsey". Square Haven. Retrieved 2007-09-12.
- ^ Ramza (March 23, 2001). "14 Years of Square Music: 14 Soundtracks to Celebrate". RPGFan. Retrieved 2007-06-27.
- ^ Kikuta, Horoki and Capowski, Rebecca. "Seiken Densetsu 2 Original Sound Version: Liner Notes". Chudah's Corner. Retrieved 2008-11-23.
{{cite web}}
: CS1 maint: multiple names: authors list (link) - ^ Jon Turner (September 2, 2000). "Game Music Concert 3 by Symphony Orchestra". Soundtrack Central. Retrieved 3 September 2006.
- ^ "The Concert Programs". VGMConcerts. Retrieved 2008-11-23.
- ^ "ScrewAttack: Top 10 Video Game Themes Ever". Game Trailers. October 17, 2008. Retrieved 2008-11-23.
- ^ "Third video greeting online" (Document). Symphonic Fantasies. January 22, 2009.
{{cite document}}
: Unknown parameter|accessdate=
ignored (help); Unknown parameter|url=
ignored (help) - ^ "Secret of Mana Plus; Soundtrack Central". Soundtrack Cental. Retrieved 2008-11-23.
- ^ Petersen, Sandy (August 1994). "Eye of the Monitor". Dragon (208): 61–66.
- ^ a b "Five and Ten Years Ago in EGM". Electronic Gaming Monthly (173). 2003.
{{cite journal}}
:|access-date=
requires|url=
(help); Unknown parameter|month=
ignored (help) - ^ Thomas, Lucas M. (October 13, 2008). "Secret of Mana Review". IGN. Retrieved 2008-11-23.
- ^ a b "Secret of Mana Reviews". Game Rankings. Retrieved 2008-11-23.
- ^ a b "Secret of Mana for SNES". MobyGames. Retrieved 2008-04-28.
- ^ "Edge Reviews Database". Edge. Retrieved 2008-09-13.
- ^ "Secret of Mana - Super Nintendo - Mean Machines review". Mean Machines. Retrieved 2008-04-28.
- ^ Riley, Adam (February 2, 2003). "Secret of Mana". Cubed3. Retrieved 2008-11-23.
- ^ a b "The Super Play All-time top 100 SNES games". Super Play (42). Future Publishing: 39. 1996.
{{cite journal}}
:|access-date=
requires|url=
(help); Unknown parameter|month=
ignored (help) - ^ Lee, Justin (2004-02-15). "GameSpy.com - Hall of Fame". GameSpy. pp. 1–2. Retrieved 2008-04-28.
- ^ "February 2, 2004 - February 4, 2004" (PDF). Square Enix. 2004-02-09. p. 27. Retrieved 2008-04-07.
- ^ "Electronic Gaming Monthly's Buyer's Guide". Electronic Gaming Monthly. 1994.
{{cite journal}}
:|access-date=
requires|url=
(help); Cite has empty unknown parameter:|month=
(help) - ^ "NP Top 200". Nintendo Power (199). 2006.
{{cite journal}}
: Unknown parameter|month=
ignored (help) - ^ "NP Top 200". Nintendo Power (200): 58–66. February 2006.
{{cite journal}}
: CS1 maint: year (link). - ^ IGN staff. "IGN's Top 100 Games". IGN. Retrieved 2006-05-08.
- ^ IGN staff. "IGN's Top 100 Games". IGN. Retrieved 2007-09-12.
- ^ IGN staff. "IGN's Top 100 Games". IGN. Retrieved 2008-11-23.
- ^ Campbell, Colin (2006). "Japan Votes on All Time Top 100". Edge. Retrieved 2009-07-26.
- ^ "ScrewAttack: Top 20 SNES Games (10-1)". Game Trailers. April 7, 2008. Retrieved 2008-11-23.
- ^ East, Tom (February 24, 2009). "100 Best Nintendo Games - Part One". Official Nintendo Magazine. Retrieved 2009-11-29.
- ^ Yukiyoshi Ike Sato (1999). "Square Wonderswan games update". GameSpot.
{{cite web}}
: Unknown parameter|month=
ignored (help) - ^ Kassidy Kearey (May 29, 2009). "Secret of Mana on Mobile". Seikens. Retrieved 2010-01-16.
- ^ "東京ゲームショウ2009" (in Japanese). Square Enix. Retrieved 2010-01-17.
External links
![](http://upload.wikimedia.org/wikipedia/commons/thumb/f/fa/Wikiquote-logo.svg/34px-Wikiquote-logo.svg.png)