The original version was released for the Wii's Virtual Console in Japan by Square's successor Square Enix in September 2008, and for the Wii U's Virtual Console in June 2013. The game was ported to mobile phones in Japan in 2009, and an enhanced port of the game was released for iOS in 2010 and Android in 2014. It was included in the Collection of Mana release for the Nintendo Switch in Japan in June 2017 and North America in June 2019. Nintendo also re-released Secret of Mana in September 2017 as part of the company's Super NES Classic Edition. A full 3D remake was released for the PlayStation 4, PlayStation Vita and Windows in February 2018.

The story takes place in a high fantasy world, which contains an ethereal energy source named "mana". An ancient, technologically advanced civilization exploited mana to construct the "Mana Fortress", a flying warship. This angered the world's gods, who sent giant beasts to war with the civilization. The conflict was globally destructive and nearly exhausted all signs of mana in the world, until a hero used the power of the Mana Sword to destroy the fortress and the civilization. The world began to recover in peace. As the game opens, an empire seeks eight Mana Seeds, which when "unsealed" will restore mana to the world and allow the empire to restore the Mana Fortress.[12]


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Secret of Mana was originally planned to be a launch title for the SNES-CD add-on.[28][29] After the contract between Nintendo and Sony to produce the add-on failed, and Sony repurposed its work on the SNES-CD into the competing PlayStation console, Square adapted the game for the SNES cartridge format. The game had to be altered to fit the storage space of a SNES game cartridge, which is much smaller than that of a CD-ROM.[30] The developers initially resisted continuing the project without the CD add-on, believing that too much of the game would have to be cut, but they were overruled by company management. As a result of the hardware change, several features had to be cut from the game, and some completed work needed to be redone.[25][29] One of the most significant changes was the removal of the option to take multiple routes through the game that led to several possible endings, in contrast to the linear journey in the final product.[8] The plot that remained was different from the original conception, and Tanaka has said that the original story had a much darker tone.[25] Ishii has estimated that up to forty percent of the planned game was dropped to meet the space limitations, and critics have suggested that the hardware change led to technical problems when too much happens at once in the game.[25][31] Secret of Mana was announced as being released in July 1993 as recently as that April, marketed as a "Party Action RPG", before eventually being released in August instead for the Japanese market.[32] In South Korea, it was released the same month in August 1993.[33]

An official soundtrack album, Seiken Densetsu 2 Original Sound Version, was released in Japan in August 1993, containing 44 musical tracks from the game. An English version, identical to the Japanese original aside from its localized packaging and track titles, was later released in North America in December 1994 as Secret of Mana Original Soundtrack, making Secret of Mana one of the first Japanese games to inspire a localized soundtrack release outside of Japan.[44] An album of arranged music from Secret of Mana and its sequel Seiken Densetsu 3 was produced in 1993 as Secret of Mana+. The music in the album was all composed and arranged by Kikuta. Secret of Mana+ contains a single track, titled "Secret of Mana", that incorporates themes from the music of both Secret of Mana and Seiken Densetsu 3, which was still under development at the time.[47] The style of the album has been described by critics as "experimental", using "strange sounds" such as waterfalls, bird calls, cell phone sounds, and "typing" sounds.[48] The music has also been described by critics as covering many different musical styles, such as "Debussian impressionist styles, his own heavy electronic and synth ideas, and even ideas of popular musicians".[47] The latest album of music from the game is a 2012 arranged album titled Secret of Mana Genesis / Seiken Densetsu 2 Arrange Album. The 16 tracks are upgraded versions of the original Super NES tracks, and Kikuta said in the liner notes for the album that they are "how he wanted the music to sound when he wrote it", without the limitations of the Super NES hardware. Critics such as Patrick Gann of RPGFan, however, noted that the differences were minor.[49] Music for the 2018 remake, which features remastered versions of the original soundtrack, was overseen by Kikuta and arranged by numerous game composers, such as Yuzo Koshiro and Tsuyoshi Sekito.[50] The soundtrack was released as an album, also titled Secret of Mana Original Soundtrack, shortly after the remake's release in February 2018.[51] A rendition of the soundtrack was commissioned for the first ever BBC Proms gaming music concert in 2022.[52]

In August 2017, a 3D remake of the game was announced for PlayStation 4, PlayStation Vita and Windows and was released on February 15, 2018.[61] The remake was developed by Q Studios for Square Enix.[62]

Anyone played the new remakes (as well as the originals they were based on, aka Seiken Densetsu 3 for Trials of Mana)? Are they worth playing? Which did you like more? Just curious to see how the SNES diehards feel about these shiny new coats of paint.

I have never played the original and I'm very interested in the remake but all I keep hearing is that it doesn't do the original justice. But none of the reviews have talked about if the remake is actually good or not.

I'm a first time player of Secret of Mana. I'd heard bad things about the remake, so I have been playing the original and loving it. That said, is the remake actually bad? I'd like to hear the opinions of some real fans instead if big review companies. I'm only like 4 hours in the original, so if the remake is well done I'd honestly buy that and play it instead, as the old school style is a bit daunting for some of my friends/family that I'd like to play with.

Secret of Mana's HD remake is set to release in just a few weeks on PS4, Vita, and PC, but one of the more puzzling aspects of the upcoming game is the fact that it's not on Nintendo Switch. After all, the Japanese version of the original trilogy was released on Switch last year. So, with this new version's graphical upgrade, added sound and voice options, and gameplay improvements, why isn't it getting a wider console release? To get the answer to that and a wide range of other Mana-related questions, we talked recently with Masaru Oyamada, the game's producer, during a demo session in San Francisco.

If you don't want to dig into the full discussion, the answer to the headline question is: the Nintendo Switch wasn't a known quantity when this remake started development. However, that doesn't rule out the possibility of a Switch remake in the future. Read on for our full interview.

The visuals are now in 3D, and so bringing it into that kind of 3D visual world was a little bit of a challenge. That said, looking into the future and where we need to take the series, we felt like it was the necessary approach, which is why we converted the visuals into 3-D for the remake.

So, it does feel like there is a lot added to this version of the game. Does it feel like you're getting to do as much as you wanted, or did you wish you had more time? Does this open up the idea of, if you did another remake, maybe you could expand the scope even further?

When you remake a game like this which, did you have a lot of access to the original concept art? Did you know exactly what you wanted each object to look like, or did you have to figure some things out based on just the 16-bit sprite?

Some areas of this remake have become insanely difficult in ways that they never were before. As I mentioned in my review for Polygon, Mana now allows characters to attack in all directions, which makes it more challenging to line up attacks against enemies while also giving bad guys a lot more latitude to hit you. Monsters with ranged attacks are just the worst now; those cute like Ewok-like archers (Chobin Hoods, Robin Foots, etc.) are possibly the most horrible enemies in the game now that they can attack in 360. It doesn't help that for some reason they can now rapid-fire their arrows as well instead of waiting for their invisible turn meters to recharge, which makes it really difficult to close the gap and take them down. Likewise, any time you have to face a Biting Lizard (or, god forbid, Biting Lizards)m you'll tear at your hair with rage, since the stupid things can gulp down your party members from any angle as well. A lot of tactics in the original game came down to sneaking into an enemy's line-of-fire from the side in order to score a quick hit, and that becomes impossible here, but there's not really any sort of compensatory tactic available.

The remake has other issues well, most of which I detailed in my review. The user interface is weirdly worse than in the original game. Of all the things to update, why get rid of user interface niceties like retaining cursor memory, or subtle visual cues to indicate which character's ring menus you're viewing? Why remove dumb-but-nice details like the cute little shoving animations when you push NPCs out of the way? Why do my character's attacks miss more than half the time? Why did they not tweak things to make the game friendlier, like overhauling the way you need to grind out experience levels for every single spell class and weapon for each character?

Not every change in the remake is bad. My absolute favorite weapon here is now the martial arts glove, which has a new grapple-and-throw animation that, if not new, I'd somehow never noticed before in my many hours with the original game. And the little party-chat conversations in inns are cute, if inessential. Those are pretty small improvements, though, and they don't do much to balance out the way the other changes highlight or even exaggerate the original version's shortcomings. I've always felt that Mana stood at a miraculous and precarious threshold between sheer genius and train wreck, and this remake pitches over into the wrong side of things. ff782bc1db

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