Good news, everybody! It's that time again when I drop everything to devote all of my attention to a random game. I may have written about Secret of Mana before and probably shared some strong words that weren't especially positive. Whether or not that's actually true is irrelevant, because I know for a fact that 1993-1995 me was obsessed. It was, alongside Final Fantasy "III", one of the only Super Nintendo games I actually owned. Both saw an unholy number of playthroughs, far more than anything since.
Actually, let's skip past the nostalgia waxing and move onto the topic of today's look. Secret of Mana: Climate Crisis (Turbo) is a romhack that extensively rearranges the Squaresoft classic. The synopsis is roughly unchanged. While the wounds of a cataclysmic war struggle to heal, a young man stumbles upon a sword, and his destiny is changed forever. Forever in this case is closer to the next 20 to 30 hours, but you know what I mean. Anyway, the World of Mana, as if it didn't have enough problems, is now suffering with climate change. Due to forces both known and unknown, the lands that our heroes call home has been trapped in an eternal winter. Rivers running through Pandora have been contaminated by The Empire's wastewater. The one land you'd expect to see constant ice and snow has turned to mud. Every region is on the verge of catastrophe.
I mentioned that this is an extensive rearrangement, and this becomes noticeable the instant Jema tells "Sword Boy" (Let's call him Larz) to visit Luka, the guardian of the Earth Palace. We won't actually be visiting the Water Palace until close to the end of the adventure. Fear not, healing spell fans, for that duty has been transferred to Luna. We'll recruit that spirit in the Upper Lands. As you might've ascertained, spells were moved around quite a bit. "The Girl" (Flan) still specializes in support magic, and "The Sprite" (Victy) in attack magic. Sidenote: Yes, I named the third main character after the Kangaroo in Bare Knuckle 3. Multiple spells had their properties enhanced, and a couple of others were discarded entirely. Saber spells are still around, and they're almost exclusive to Larz. They're far more significant than in vanilla Secret of Mana. If you see a boss that's strong against Gnome cast stone saber on your party, then you'd better undo that immediately.
Oh, right, I've already gotten this far into the review and haven't even acknowledged the (Turbo) part. This romhack has multiple variations. Most change the difficulty, increasing enemy parameters and all that. Turbo though, that's what caught my attention. Its big feature is excising one of the combat system's central mechanics. You know how when playing Secret of Mana, you had to wait for the gauge to reach 100% or else your weapon attacks did very little damage? That's gone *poof*. Every attack that lands will do the full amount. Charged moves have also been rebalanced. The meter moves faster, increasing in speed as the heroes obtain level-ups. The Speed-Up spell also affects the charging rate, so consider training it if you want to see more level 8 special moves.
Turbo is, quite literally, a gamechanger. Secret of Mana has some pretty interesting mechanics that go unnoticed due to all of the wait time. Monsters have various "states" that they can be in. Some can't be hurt during a stun animation, while others have attacks that can't be interrupted. It pays to be aware of all these different properties, though rushing in while mashing the attack button also works fine. Due to the shifts in charging speed, special moves are more prevalent and should be incorporated into everyone's strategy. Something that I like to do is have my lead character focus on stunning and pushing enemies around, setting them up to get devastated by my allies' huge attacks. Altogether, battles are less stilted, more dynamic, and creates a greater degree of player expression. Just about every weapon feels better to use. Their strengths are more pronounced, allowing players to do more than just crush everything with the highest possible numbers.
This romhack does a great job of expanding the scope of the game world. There are not only more dungeons to explore, but a handful of them have been reworked to be more compelling. One of the more interesting reworks has to be the Platinum Island. Originally, this was Gold Island. Getting into its tower palace required a short detour to grab a key. Now that detour is an entire dungeon. On the outskirts of Kakkara, there's a palace being swallowed up by a void caused by the Mana Fortress. The heroic trio will have to raise this palace out of the darkness, reach the Mana seed, and rescue a few friends along the way. The many side-characters play a larger role in the narrative, which is really nice to see. I also appreciate that all of the added content isn't a detriment to the pacing. This is still very much a game that moves quickly, never allowing a single location to wear down its players. Clearly, the team behind this hack knew exactly what made the original so beloved and did an impressive job expanding upon it.
I must also show some love for the changes made to boss battles. They're noticeably more pronounced and effective than before. Tropicallo is - would you believe it - actually a bit of a threat. Tougher, more climactic bosses were moved to different locations. The big boss at the end of the Emperor's Castle isn't that guy with a speeder bike. Due in part to Turbo doubling everything's HP, battles tend to be much more involved than stacking spells. Since bosses respond to practically every instance of damage, you'll want to hit them as hard as possible, i.e. with charged moves. Weak hits provide them more opportunities to counterattack, and that can get devastating if the party is under-levelled. That said, I'd be really surprised if you were anything besides over-levelled for each boss. Experience is doubled in the Turbo version. Something to keep in mind though is that a handful of bosses ramp up the intensity, even going so far to engage in spell-stacking of their own. Even if every fight ends up being pretty easy, there's still enough to them to warrant the player's focus.
Considering that I dropped everything to play a game I thought I had enough of decades ago, it's easy to see that Secret of Mana: Climate Crisis accomplished exactly what it set out to do. This is a really thoughtful and enjoyable hack of a SNES classic. A lot of love went into breathing new life into the dated combat mechanics and wonky balancing. Oh, and Turbo mode? Amazing addition. I'm really glad to see it as well as a wide range of difficulty options.
