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#that’s pretty solid and i like the fact his sprite is bigger than i thought
thehappiestgolucky · 2 years
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Thistlewind? :^
Why are the green characters so inheritly shaped?
Also, I’ll take this time to talk about my own personal view on him - which given he’s not a character I think about a lot isn’t a lot. They’re nice! Their designs really nice, he’s just kinda there to me tho. (Also personally I like the he/they Thistlewind because it feels fitting)
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They’re a character I can only think about in terms of interactions with others SO
I think contrasting to some more popular headcanons of him, Thistlewind and Markoth are more like adopted cousins than siblings. Their parents are close, and Thistlewind’s parents stayed close after Markoth’s dad died and inspired the older Thistlewind (2 years older than Markoth) to take up a nail to guard travelling moths. As kids, it was difficult for the two to bond super closely, Markoth preferred his own company and Thistlewind tried a lot to make a friend out of him. As adults, they get along (whilst sometimes falling out) but I don’t headcanon them being as close as many others do. It’s probably just because Thistlewind isn’t a character I think about a lot unfortunately.
They definitely bicker - which is why other bugs mistake them for more siblings. Also, whilst I don’t think Markoth was hated, and the tribe would help him at the drop of a hat, I think Thistlewind was the more preferred warrior moth. Not that they’re very different, but Markoth’s very presence is more intimidating than Thistlewind - and Markoth internalises these comparisons a lot - even if a good number of moths also think Markoth and his position is one to be regarded highly.
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Also I noticed they’re actually quite chonky, so have a sketch concept of possible gijinka Thistlewind! I like the contrast between more muscly Markoth and more agile Thistlewind. Very appropriate given their weapons and the hints behind them
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I want to give them a braid but I have no idea how to incorporate it or his face shape or stuff. But I like that his cloak would be chunkier than Markoth’s, since Markoth needs one that can adapt to different fights and Thistlewind has a more comfortable one.
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Summary of Homestuck fandom after [S] Cascade.
(2011) Homestuck as a general phenomenon was very active and developed at a swift pace from the time it was published (2009) onwards, especially in 2012-2013, including and past the first years of the Homestuck Kickstarter Project, a.k.a Hiveswap.
Between 2009 and 2012, Homestuck as a webcomic was infamous for updating daily, constantly, multiple times a day, at all hours, for years. There was a calculated average that Homestuck updated 5.5 pages per day, dropping entire bundles of updates of character interaction and plot reveals frame by frame, posted as fast as Hussie could write it. Though it wasn’t immediately obvious, this pace was sleeplessly breakneck, Hussie allegedly didn’t do anything but live, breathe and dream Homestuck for at least four years straight. I’m serious when I say updates came at all hours. I would wake up 2am on a week night and idly check MSPA to see if there was a new update, sort of like a trained parrot. Then in five minutes I’d tab back over to the Homestuck tab and refresh, just in case. 
This lead to an phenomenon appropriately dubbed “upd8 culture,” which became the basis of the sheer evangelical furor people still associate with the Homestuck fandom. Quick history: MSPA/Problem Sleuth fans originated and migrated over from the Penny Arcade forums, Reddit, and 4chan to nestle permanently within the bowels of 2011 - 2013 tumblr, and were best described from a distance as ‘zealous.’ Even remembering it now almost feels like recalling a distant riot. If you didn’t cosplay, write up a detailed theory post, or scribble up a crazy level of appropriately detailed fanart within 10 or so minutes any given upd8, you were buried under the force of post overload and were officially late to the party. After years of this, fans had some idea of just how dedicated it came off as, which was used to further spur on fandom and made Homestuck into the most meme filled in-joke community you could possibly imagine. 
What’s frustrating about describing Homestuck and Homestuck fandom is they both heavily affected each other and were both unique experiences within themselves, which makes actually trying to get across the atmosphere of the early 2010s a wordy process. Homestuck heyday updates regularly crashed tumblr servers, which became an actual fake rss way of seeing how much the plot progressed that day, which is unusual even if the tumblr servers 2011-2013 were not funded by the corporate might of Yahoo. The bigger the update, the faster the crash. I could tell you Homestuck dominated tumblr to the point it had a virulent hatedom of people who had never even read it and constantly saw it and never understood what was happening in it, and fans couldn’t stop themselves from chattering about it all the time. One thing that has to be noted is all this continual bickering and movement and development and competitive content production was honestly fun as hell. 
Besides constant updates and a continual stream of new content, the story was completely unpredictable. Game-changing plot twists continued to happen up until the very ending, and while this made Homestuck’s plot happily convoluted, for fans this meant one thing they never lacked for was barely solvable mystery. Even the (fan)artists and (fan)musicians hired to work on Homestuck had to guess what would happen next even if they were part of animating the next update. Under similar principles of an ARG, story presentation was created with the vague expectation fans would work together to explain to each other what just happened.
What this meant in conjunction with Hussie’s oddly accurate tabs on fandom theory was that when an update dropped you had to release whatever you were doing fast, or you would be outdated, wrong, inaccurate, or irrelevant at some undisclosed unspecific time, very soon. Canon and fanon directly pulled from each other, especially in the small character details. The very fact the comic spun on such accurate knowledge of fandom that was purposefully fostered between fandom and canon means that even now reading Homestuck while updating is considered an experience different from an archival read, even though Homestuck was always a self-contained story.  
Upd8 culture followed like this: Popular fan theories had multiple fanfictions written on them just to better explain what could happen next, and fan projects from voice acting to art to music to fiction were constantly being corrected, updated, and replaced by a deluge of new information and characters to pore over every single detail with a fandom magnifying glass. An endless amount of hyper ambitious fandom projects, games, animations, multi media fanstories made in rotating teams were abandoned for new starts JUST because the information they were working off became too outdated by the newest few weeks of updates. Cosplays were mocked up in hours (for the next morning of con,) art in minutes, theory in seconds. You threw everything out as fast as you could so someone else could build off of it. It did give a strong impression of collaboration and possibility. As the fandom grew bigger and younger Hussie seemed to shade more politic in his fandom communication, but Homestuck managed to maintain an “open channel” like feeling between fandom and comic for a long time. 
Innovative form encouraged innovative output. The point was to create. Another aspect feeding upd8 culture was in the way Homestuck was told. Not only were Homestuck’s detailed plot points hard to predict, but so was what would happen to the site in a meta way.  A page could range from a scribble to a 3 hr fully programmed rpg or 18 minute asset heavy style swapping animation, or most commonly, sprite art followed by several hundred words of dialogue and character interaction. Pages came by different artists, different styles, different mediums, different paces and focuses, but with a breadth-spanning understanding of memes and the internet. Factors of style, innovation and novelty affected the diversity of fan output. Part of my extreme willingness to take part in Homestuck fandom was that Homestuck was so crammed to the brim with open ended creative potential, just the multiplicity of cool ideas and plot mechanics and vivid characters and weirdly novel framing that had really good ideas and existed literally nowhere else, and I say that as a huge sci-fi fan. Time travel in Homestuck was excellent. It was an ambitious story and I really do think it pulled it off. Homestuck was once described as the fossilized excrement of someone’s personal creative experiments, and I think that’s a good way of putting it. Enthusiasm and confusing daring teemed off the page, and translated into a wide variety of fanfiction and art, in style, content, theme, and pov. 
Lastly, Hussie had a tendency to canonize fan content and hire fanartists and fananimators if their output was solid enough with a gentle horse kiss of approval and a naturally internet-transparent hiring process, like a forum. This was a purposely fostered atmosphere in the spirit of experimental adventure, and was just fucking nuts. Fans never wrote the story, but they did heavily influence aspects of how it was told and where it went (by design, fans were pretty much involved in making the comic) and even get to actually flesh out the details, like the main character’s names, memes, romances, character, and scope. Everything from canon sprite art to bits of the Midnight Crew to Caliborn’s character to Calliope’s art skill to music and trickster arcs were all originally based on years of fan jokes and fandom. Homestuck was definitely Hussie’s sole property and precious baby, but he built it as interactive-ish and creatively as he could. It added an extra layer of galvanizing egging on to fandom purpose. I don’t know how else to explain everything that came of it. Fandom was like a roiling morass of bullshit activity, like a breaking news bullpen 24/7, there was so much energy sparking off of all facets of fandom because it was just so fun. Fan output was borderline insane in 2010-2013.
Hussie said fandom grew exponentially at the introduction of the Trolls in Act 5 in mid 2010, but I can honestly say I think fandom really started treating Homestuck like a hidden gem worth proselytizing right after the events of [S] Cascade at the end of 2011. Before then, Homestuck was tenuously good, and had a rep on tumblr for having weirdly ubiquitous fans and over- detailed fancontent, but [S] Cascade was the moment every single gamble asked of the reader in the story actually paid off. In fact, Homestuck’s plot was generally constructed to climax at [S] Cascade, as was apparent from the big explosion of fan reaction after the fact. At this point, you would be hard pressed to find a fan that wouldn’t say, “Homestuck is good.”  
THE KICKSTARTER (2012)
Right after [S] Cascade, a lot of things happened in quick succession. Act 6 started, revealing what endgame would probably look like. It was slated to be shorter than Act 5, envisioned as a kind of denouement. Lord English, the final villain, was revealed. Hussie stated he thought the comic would end the following year. I think Hussie saw the ending was in sight and started trying to merchandise for real at this point, god tier hoodies started releasing at a faster rate, Homestuck book 1 came out (in addition to Problem Sleuth book 3), there was a Homestuck music (and track art) contest announced with hundreds of fan submissions, and the incongruous but hilarious public induction of Dante Basco, Hollywood superstar, who was instantly whisked into the Homestuck fandom’s fold as soon as he formed a tumblr. Homestuck had a bit of a reputation by then so the fandom (+ Hussie) was legitimately trying to woo him gently. This was entertaining for everybody, including Dante Basco. (For those who haven’t gotten that far, Dante Basco is a character in Homestuck.) (As some trivia, Grey DeLisle also briefly made a tumblr in this time, influenced by the instant rapport Dante Basco had, voiced some Vriska lines, then left due to some unrelated but tumblr-typical drama.)
There probably weren’t even specifics on who was going to be programming, illustrating, producing, and writing Hiveswap- and I’m still vaguely convinced Hussie scrolled through Promstuck and then hired Shelby Cragg (Calliope’s official artist) on the spot to illustrate all his future creative endeavors. I know Guzusuru got hired at least partially due to Lullaby for Gods, not to speak in the least for Paperseverywhere or Toastyhat (tumblr usernames used just in case, dril), plus a literal list of artists you could follow through various Homestuck fan production to official product lines. With Hiveswap, Homestuck went from hobby to full time job for some people. But before all that, in 2012 Homestuck as source material was apparently endless and constant, and let’s just say by 2013, Hussie never had to ASK for specific fan content, assets, musicians, artists, programmers, writers, even money. He just had to allow fandom a place, an address, an email, anything, to let them throw it at him. I have actually never seen anything like it, this weird businesslike use of talents within and out of comic. This is why mid 2012 art assets and minigames suddenly start becoming more populous, culminating in the nearly entirely guest art illustrated, programmed, and animated EOA6 and A7 and guest written post-canon snapchats in 2016. (This is also the time the MSPA forums crashed.) Also the art, programming, and music team for Hiveswap seem comprised of former fan musicians and artists. 
One thing that’s no concern for Hiveswap: it will be was beautifully illustrated, scored, and animated by people who loved Homestuck.
In sum: 2012 Homestuck was in full swing. Homestucks flooded cons, more than usual, to such a volume of painted gray tweenagers that cons in general (and hotels) had to rewrite the rulebooks surrounding such things as panels, photoshoots, and draw meets. MSPA servers were still barely holding up, especially after big upd8s, and were constantly being upgraded. Tindeck made a whole genre tag on their site for Homestuck fanmusic. What Pumpkin and Topatoco couldn’t keep up with demand, everything was constantly out of stock. Staff and even Hussie didn’t announce when new products were released until weeks later because if they did, the entire store server would immediately crash for long periods of time. This remained true even into 2016, apparently. There were homestuck plushes, furniture, tattoos, rooms, board games, video games, cards, dolls, products you wouldn’t even think of– a whole years long scrum about establishing copyright and what could sell where to who. Promstuck was a once-a-year reality in random cities around the US or otherwise. Art Team and Music Team had quick fame gain, I know at least Music Team members could feasibly live off of Homestuck revenue as their day job. Ben Nye grey paint actually sold out before a con, and even to this day any gray paint on amazon will be utterly dominated by troll cosplay reviews. Even small trivially related products like the record of the guy who posted “I’m a Member of the Midnight Crew” on youtube was convinced to list the record on ebay for a couple hundred dollars in a sprightly fan bidding war. This was completely unremarkable at the time. 
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The most interesting thing about Homestuck is that it was a) entirely spread by grassroots efforts and word of mouth, and b) a free webcomic. Though unlike the T.V syndicated and advertised shows like Sherlock or Dr. Who or anime, or the multi-billion dollar industries of Marvel or Nintendo, with nearly zero effort to be anything but weird and internet obscure, Homestuck seemed just as bafflingly popular and literally impossible to avoid as professionally advertised hollywood blockbusters, popular anime, television serial shows, and multi million video games, at least on tumblr, reddit, and 4chan, and conventions. Because of all the factors that went into it’s circuitous development, if you hadn’t read through a huge chunk of Homestuck, you wouldn’t even understand and you couldn’t even properly explain why such a niche but undeniable popularity existed. It was such a phenomenon. 
People who had (reasonably) never even heard of Homestuck would stumble upon a fandom antic and observe with growing confusion the busy masses hard at work. Bright blue horse dildo fundraised and sent dutifully to creator? (At least three different dildos on 3 different social media homestuck fan sites were fundraised publicly.) Gruesome artwork of puppet fetish websites carefully placed with pages of critiqued meta with way too much attention? Even the usual deluges of upd8 fanart and fantheory? Entire forum sites and rp sites and chat clients enthusiastically founded just for the constant need to discuss the story? Homestuck became recognizable by horns and grey paint and terrifyingly huge meetups, a nearly frantic aura and art meets or prom dances just for fans - “What the fuck is Homestuck?!” became a fandom catchphrase, because it was always being commented on. Tbh, Homestuck is the r rated precursor for Undertale in memetic inclination and story framing style. Memes, man.
And in the midst of this, in September 2012, Hussie suddenly announced a Homestuck Video Game Kickstarter. The long awaited scalemate plushes were introduced as a reward tier. And unexpectedly, a lavishly illustrated ostensibly Kickstarter exclusive Homestuck tarot deck by popular fanartists as one of the reward tiers.  
For context: The entire premise of Homestuck is that it was a transcribed gaming session of a video game that didn’t exist. Opening a Homestuck Video Game Kickstarter was a fitting sequel, the equivalent of waving an 8th book prequel in front of Harry Potter fans, as illustrated by the cream of the crop, if every previous iteration of the Harry Potter series was also free. In addition, the goal was $700,000, and Homestuck had over 2 million online fans. There wasn’t a question if $700,000 was going to be feasible as a funding goal, it was more a question of how far the fandom could goad itself into trying to overshoot it. In fact, I remember being kind of disappointed we didn’t reach 3 million. We capped just below 2.5 million including the paypal donations. Homestuck started making “official” waves in news articles and such, of people who noticed a completely incomprehensible kickstarter got a lot of money somehow, and this in addition to the typically update culture-fast result (the funding goal was reached in about 30 hours of a month long campaign,) was regarded as very bizarre by everyone who didn’t know what Homestuck was. 
Trivia: there was even a $10,000 tier introduced as a joke, where “your fantroll will become canon (for one panel, and then die),” which was hastily closed after two people actually took it. (One was an army vet who thoroughly enjoyed the story and basically wanted to donate as thanks, and the other has remained impressively anonymous.) First time I saw Hussie publicly searching for words. I really could say 2012 Homestuck was approaching some kind of mania. Considering how Homestucks were, if someone named their firstborn off a Homestuck character, I wouldn’t have been shocked. The game was funded. 
Homestuck hiatus’ started in earnest. This was due to the increased production schedule of both the Kickstarter game being punted into development, the troubled indie game development cycle, and more detailed HTML5 games (openbound) in the comic, and product production, which is, you know, was fair enough. Updates were frequent enough to keep fandom active and frothy well into 2013, where the lack of Game Updates in conjunction with comic hiatus’ were both uncharacteristic and concerning. 
Homestuck was abruptly shifted off of regular upd8 schedules, and upd8 notifiers were sadly put to rest. 
HIATUS FANDOM (2013-2014)
Here was a unique factor of 2013 Homestuck fandom, for the lack of content, fandom moved en masse to an alternative ‘hiatus fandom,’ in some kind of effort to keep together over the wait. This literally singlehandedly boosted the popularity of games like OFF, Dangan Ronpa, etc. Homestuck hiatus fans were already pro at boosting popularity through word of mouth, and these obscure-but-popular video games were fun to pimp in the meantime. A more recent, toned down example would be 17776. 
Here was also something weird. In December 2013 Hussie apparently (as creative director only) had some kind of mysterious would-be trial run with Shiftylook with Namco ips, resulting in Namco High, the Homestuck and Namco character dating sim, where you could date Davesprite (who had a surprising amount of meta character development,) Terezi, Pacman, and Galaga. It was so out of nowhere nobody knew what to do with it. It was an indication of what Homestuck as a franchise was probably going to expand into, though, and an intriguing move on the part of Bandai. 
In the comic hiatuses and throughout the roadblocked kickstarter game development, canon-side, the Paradox Space quasi-canon side project and WeLoveFine (later ForFansByFans, who took over merchandising,) continued on the spirit of fandom support- notably the original Art Contest to make new merch- now streamlined into a “fan forge” where any fan can go through a voting process to say, pitch a new product and later be hired on the most recent calendar, then show up working a new Friendsim.... etc. 
After this a new generation of internet fans appeared to ‘notice’ Homestuck, hearing it was ending, and joined in, making the Kickstarter garner a kind of shadowed conspiracy-riddled rumortale more than anything, which really outstripped the simplicity of what happened: hardworking but troubled development.
The End of Homestuck was hanging like the sword of Damocles over our collective motivations, you can still find mournful farewell Homestuck fanart floating around to this day! In fact, the fandom believed it was the End of Homestuck several times in 2014-2015. Fandom was tamping down on the corners, cleaning up fanart (relatively), tucking away the crazily ambitious scifi world spanning AU fic. The wild, raw creativity that used to be so rampant through all corners of the internet seemed vaguely diminished, tidier, more understandable, trackable, and efficient. Big Projects never showed their roughs and drafts until the final products anymore, small circles of discourse popped up in pretty polite language and with almost no capslock. The discussions weren’t on What Hussie Would Pop On Us This Time To Overhaul The Entire Plot Of Homestuck, it was more like, did he make the gay Gay Enough™? Vriscourse remained eternal, though. 
And it isn’t just nostalgia talking. I’ve noticed some Homestucks still think fandom is a rush of collective community like they’ve never before experienced, that upd8 celebrations are pretty dang wild, and Homestuck convention presences are well-established, but now? In 2015-2017? This is calm and active, there are still some cool projects going on, but nothing like the insanity that was associated with Homestuck. Homestuck was the ‘biggest’ fandom I’ve ever been in, in terms of sheer forced commiseration and activity, and it just has not reached anything close to the levels of 2011-2013 bullshittery and spark plugs. 
But the fandom is still present- people treat it like a phase, but Homestuck is still a clever story that retains all the aspects that attracted readers to it in the first place. Also, the fandom still regularly accomplishes minor feats of economics like this even in 2016: 
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because that is the level of fan fervor that Homestuck inspires, forever, apparently.
I’d last like to note I’ve skipped a lot, I tried to keep it as zoomed out and as general as possible. I’d like to explain the true foibles of 2013 Homestuck fandom, such as the forced formation of entire rp websites, apps, programs, and platforms dedicated to fanning Homestuck more efficiently, how fans formed new mediums and literal ways of expression and vast organized contests on how to express themselves and collaborate better, how there was almost a fan project-pipeline system in place, and how exactly Homestuck influenced Undertale (think of the meta) and an entire mini generation of webcomics and tv show story boarders spiritually, and I haven’t even tried to explain the aspects of Homestuck’s use of framing and how genuinely interesting it is from a storytelling perspective, and how the interaction of Hussie and the fandom and serial updates affected people’s connectivity because out of scope.
...But just for posterity and context of update culture: Quoth Gankro, programmer: 
So the biggest thing to keep in mind with MSPA is that it's based entirely off of collaboratively riffing off eachother's ideas. It started out as a faux text-based adventure where people would post prompts, and Andrew would take the ones he liked and riff off of them. As far as I'm concerned this is Andrew's super power: the ability to take a pile of things (comments, art, music, ideas, people) and rapidly recombine them into amazing things. The chatlogs in Homestuck full of amazing back and forths? That's just what talking to Andrew in chat was. Constant riffing and feedback loops.... 
Anyway, this is all to say that the genesis of ideas, and even how things got developed, is honestly really murky with Homestuck? Everything was kinda adhoc, a riff-on-a-riff, and done in incredibly little time....
I can't emphasize this scramble enough. Andrew was a ceaseless content machine, and I don't think I was ever "blocked" on him producing content. Which is ridiculous considering how much content is packed into our games. (like, hundreds of pages of dialogue)
Michael Bowman, music team: 
Volume 5 going out of its way to include gobs and gobs of material definitely changed the project; the floodgates opened. I think people admired Andrew's astonishingly prolific pace from 2009 to 2012, and between 2010 and 2011 the music project had the same vibe: we released one or two albums monthly. 
-fan interviews courtesy though the efforts of u/drewlinky 
Homestuck and it’s fandom has the unique distinction of being nigh unexplainable, as in, it took this long just to fully outline how the Homestuck Kickstarter was always going to be wildly successful, and how development was always going to take years even without the incident with the Odd Gentlemen, who clearly didn’t understand why Homestuck was popular or even why that mattered, (pre- Undertale), in the first place, but with the news of Viz taking on Homestuck’s license on account of that viral-like marketability so now there’s an actual possibility that Homestuck will finally become…… anime, why not hearken back to the good ol days and be relentlessly picayune for the hell of it? 
Happy 10/25!
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postgamecontent · 6 years
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The RPGs of the Super NES Classic #3: Secret of Mana
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Original Release Date: August 6, 1993
Original Hardware: Nintendo Super Famicom
Developer/Publisher: Square Enix
Nintendo's 16-bit hardware had a lot of great action-RPGs, but perhaps none were as significant as Square's Secret of Mana. This was particularly the case in the West, where Japanese action-RPGs hadn't caught on quite as they had in Japan. The action-RPG label has always been a fuzzy one, with most of the games in the genre leaning pretty hard on one part of the label or the other. For many a player in the West, however, Secret of Mana was one of the first such games out of Japan that felt like it could satisfy both RPG fans and action game fans in equal measures. It also got considerable promotional support from Nintendo, which surely helped the game find its way into the hands of many young players. Adding to its legend is the fact that Square was never really able to make another game in the series that had the same appeal. With no rights issues holding it back, it's easy to see why Secret of Mana was chosen to carry the action-RPG flag for the Super NES Classic.
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This is the first follow-up to Seiken Densetsu, otherwise known as Final Fantasy Adventure, Mystic Quest, Sword of Mana, and Adventures of Mana in its various forms. Secret of Mana is somewhat infamous for its tumultuous development, most notably its late shift from being a Super NES CD-ROM game to having to fit on just a regular cartridge. Apparently, a great deal had to be cut from the game and as a result, the final product feels a bit disjointed and buggy at times. Of course, this shift was only necessary due to Nintendo deciding not to pursue their plans for a CD-ROM add-on. While you obviously won't hear any official word about it, I've heard rumors to the effect that the debacle around Secret of Mana was one of the reasons why Square jumped ship from their previous Nintendo-exclusive status. Still, in spite of all that, Secret of Mana is a really enjoyable game, with a unique feel all of its own.
Or perhaps I should say "because of all of that"? I think I've mentioned before on this site that I believe the reason why Secret of Mana is the crowd-pleaser that it is comes down to those required cuts. Series creator Koichi Ishii is a developer along the lines of his former co-worker Akitoshi Kawazu. He favors ambitious ideas and doesn't seem all that interested in being tied down by the conventions of the genres he works in. Like with Kawazu, this has resulted in most of Ishii's works being love-or-hate affairs. He's even had his name attached to some genuine clunkers. His most widely-appreciated game is Secret of Mana. I can't imagine it's a coincidence that it's also the game where he had the least amount of freedom to pursue his ambitions.
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Thanks to those restrictions, Secret of Mana ended up being not much more complicated than the Game Boy game that spawned the series. It's a much bigger game, and the presentation obviously blows its Game Boy predecessor away, but the weird and woolly sub-systems that would come to characterize the Mana brand are in short supply here. You can move around and attack with your weapon, charge up for a stronger attack, and cast magic or use items from a menu. Most of the weapons have a secondary use for navigating the world, and each weapon levels up individually as you vanquish foes with it. Magic similarly becomes more powerful the more times you use it. This probably sounds a lot like the much-maligned Final Fantasy 2, but the system isn't quite as broken here. Unfortunately, you'll probably still want to sink some time into grinding levels, particularly for magic spells. One nice point is that the weapons actually change form as you level them up. You only need to get each weapon type once.
One big change is that rather than playing as one character with a rotating guest controlled by the computer, you'll end up with a permanent three-character party. You can only control one of them at a time, of course, while a fairly stupid AI controls the other two. If you happen to have a couple of friends, a couple of extra controllers, and a SNES multitap, you can swap out that silly AI for some real humans. Square did this sort of thing from time to time in the 16-bit era, and while I'm not sure they really thought of it as more than a fun extra, it ended up being a major point in Secret of Mana's favor. People with multitaps were few and far between, but you could at least enjoy the two-player mode even if you didn't have one or know someone who had one. For its time, Secret of Mana was one of the best multiplayer RPGs you could find. The Super NES Classic unfortunately preserves that "missing third player" experience, but it's still a good time.
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Truth be told, though, I think the game is a little too long and leisurely to play through completely with other players. Pulling your friend in for a boss fight is a good time, but it's not quite the same joyride when you're just parking yourself outside of a town, casting magic to raise levels. If you were a kid with a brother or sister who maintained a similar schedule to yours and liked playing this kind of game, then you were set. Otherwise, it's a fun thing to do now and then but you'll be thankful that it's basically drop in and drop out. I remember the first time I beat the game, I did it with a friend controlling the Sprite. In hindsight, that was definitely the easiest way to tackle that tricky situation. The computer AI really isn't up to doing what needs to be done in that particular fight.
There are a lot of weird moments in Secret of Mana that help lend it its flavor. I've written elsewhere before about the bizarre out-of-nowhere appearance of Santa Claus partway through the game, and while that's about as strange as the game gets, there's nevertheless a lot of instances of similarly unexpected gags and references. I remember finding out from a magazine that the possessed books that populated one dungeon had a small chance of flipping open to a naked woman and being shocked that Nintendo didn't force that to be removed from the English version. There are a couple of mysterious faces carved into the world map that don't have any explanation. Then there's the Ancient City, which flips your whole image of the game's setting upside-down. You go to the Moon, you travel by cannons, and you visit an island that sits on the back of a giant turtle. It's all very quirky, if a little scatter-shot in its tone.
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The game on the whole is just as patchy as its eccentricities. It does a lot of things well. The variety of locales lends the game the feeling of a true adventure. The selection of weapons gives you some interesting combat options, and it's really satisfying when you land a solid blow on an enemy and thwack them into oblivion. The story may not flow well but it's interesting enough in the moment. At the same time, there are definitely areas that feel like they needed more thought. Having the player charge up an attack only serves to lengthen combat artificially, and when that attack misses because of the dubious collision detection, it's quite frustrating. The translation was done in a hurry and it shows. The game is very terse, and there's little room for proper characterization. The computer AI isn't up to snuff in many situations, which can be frustrating. There are bugs a-plenty, and there are plenty of places where you can feel the editing scissors in action.
Happily, the good parts of the game handily outweigh the minor annoyances. I don't find Secret of Mana nearly as interesting as some of Koichi Ishii's other games, but it's probably the easiest game of his to enjoy. I keep hoping to find another layer to the game whenever I come back to it, but it genuinely just is what it is. I thought I might find a new angle this time, having finally played Legend of Mana. All the context which that really provides, however, is to underline the rather obvious fact that Secret of Mana wasn't so much finished as it was buttoned up. Frankly, it's something of a miracle the game turned out as well as it did. Almost as unlikely as Square's seeming inability to satisfy players in the same way again, I suppose.
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This was a game that I actually picked up around its original release date. I can't remember what exactly pushed me into it beyond being a general fan of Square by that point. I remember enjoying the Nintendo Power coverage of the game, and I recall that one issue came with a poster of the gorgeous cover art depicting the Mana Tree. That poster was hanging on the wall of my bedroom for quite a while, and I still think it's a great piece of art. The game's art design is excellent overall. The sprites are extremely expressive, with great attention paid to the enemies especially. The backgrounds are nicely detailed and always fit the intended atmosphere nicely. It's lush and verdant when it wants to be, cold and mechanical when it needs to be, and just all-around nice to look at.  
The music is also superb. You have to believe this was one of the areas that took the biggest hit from the shift from CD to cartridge, but I can scarcely imagine how it could have been better aside from being played back at a higher quality. Composer Hiroki Kikuta's soundtrack has a very different feel from other Square games of the period, with a certain organic quality to it that almost perfectly matches the game. Even small things like the whale sound that plays when you power on the game help make this game sound different. The tunes shift from breezy to oppressive depending on the situation, but all of them are good at doing what they need to.
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Above all, I think it's fascinating that Secret of Mana has been able to hang on to its legendary status over the years. Unlike contemporaries like Final Fantasy 6, Chrono Trigger, or Earthbound, Secret of Mana doesn't transcend its genre in any meaningful way. It's just a really fun game, one that Square has been decent about keeping in circulation for old fans to enjoy again and new players to discover for the first time. While none of Square's follow-ups have managed to capture a similar level of success, the company seems to understand that this game in particular is a favorite classic. The game has been re-released on the Wii Virtual Console, smartphones, as part of a Japan-only collection on the Nintendo Switch, and of course as part of the Super NES Classic Edition line-up. Secret of Mana is also getting a full remake that is due early in 2018.
As the sole representative of its genre on the Super NES Classic, Secret of Mana serves its purpose quite well. It's also one of the better multiplayer games in the package, albeit one that requires a fair bit of patience. It's unfortunate that Nintendo couldn't find a way to include the three-player mode, but I suppose it would be a lot of trouble to implement for just one game. Whether you go solo or with a friend, Secret of Mana is certainly worth playing again. Square hasn't managed to top its wide appeal with another Mana game in nearly 25 years, and it may well be another quarter of a century before they do.
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