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Adventurer's Guild 𝙲𝙻𝙰𝚂𝚂𝙸𝙲 Issue #13 — Lufia II: Rise of the Sinistrals

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Adventurer's Guild 𝙲𝙻𝙰𝚂𝚂𝙸𝙲 Issue #13 — Lufia II: Rise of the Sinistrals

Post by rusty_shackleford »

Image
Manual: https://archive.org/details/lufia-ii-ri ... a/mode/1up


Despite being called "Lufia 2", it's a prequel and if you play the first game then the ending of Lufia 2 will be spoiled immediately. Nothing of the first game needs to be known to enjoy Lufia 2.
  • How to acquire: This is no longer sold by the developer/publisher.
  • How to play: Put the cartridge in your SNES. You guys own a SNES, right?
  • Remake: Don't play it, ruins the characters/story, completely different game altogether.
  • Mods: There is a bugfix romhack https://www.romhacking.net/hacks/4129/
    I have not used it, but it does sound interesting.
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Post by rusty_shackleford »

Tweed wrote: November 30th, 2025, 13:06
Console slop. HQ is done.
rusty_shackleford wrote: November 30th, 2025, 13:04
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Post by rusty_shackleford »

Tweed wrote: November 30th, 2025, 13:06
And why Lufia 2 instead of the first one?
It's a prequel and all-around better game. The first game starts with the end of the second.
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Post by J1M »

The most distinctive visual element from this game has to be the slicked back red hair of the main character. Whenever I see this sprite from the battle screen I can instantly recognize it as Lufia.
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The back of someone's head may not make the best badge, so I offer this one instead.
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Post by SpellSword »

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J1M wrote: November 30th, 2025, 15:41
The most distinctive visual element from this game has to be the slicked back red hair of the main character. Whenever I see this sprite from the battle screen I can instantly recognize it as Lufia.
Image

The back of someone's head may not make the best badge, so I offer this one instead.
Image
I favor the second one, but I do see what you mean about that distinct hair style.
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Post by Tangerine »

J1M wrote: November 30th, 2025, 15:41
The most distinctive visual element from this game has to be the slicked back red hair of the main character. Whenever I see this sprite from the battle screen I can instantly recognize it as Lufia.
Image

The back of someone's head may not make the best badge, so I offer this one instead.
Image
I'm also a fan of option 2.
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Post by Val the Moofia Boss »

Tangerine wrote: November 30th, 2025, 22:33
@Val the Moofia Boss Are you going to participate now that there's a JRPG for AG?
Maybe after I am done with Octopath Traveller 0. I'll check it out but no guarantee I'll finish.
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Post by Acrux »

Tweed wrote: November 30th, 2025, 13:06
And why Lufia 2 instead of the first one?
2 is an improvement over the first game in every respect. I'd say it's easily one of the top three games released for the SNES, if not the best.

The first Lufia game is alright, but gameplay wise doesn't come across as anything special. It's very much just a standard JRPG of it's time.

Lufia 2 added a lot of improved gameplay:
  • the rage system (IP), with items giving special attacks, and requires some thought on whether you want the shiny new weapon that has a stronger attack but doesn't have as good of an IP ability
  • spells are no longer divided into single- or multi-enemy: you can use target a spell at one enemy for increased power, or spread it across multiple individual enemies for reduced per-unit damage
  • Pokemon-type creatures you can level-up and evolve, each with their own special attacks
  • It solved one of my pet peeves: if a character kills an enemy, other characters who had targeted that downed enemy at the end of the round will attack someone else instead.
  • The Ancient Cave: what is to my knowledge the first rogue-like system in a console rpg. You can take your characters through a semi-randomized 99-level dungeon (everyone is de-leveled to level 1 to start) and collect items from blue treasure chests that you are allowed to keep on future runs (or use outside the Ancient Cave)
  • Cool puzzles:
    Image

    Seriously, though, the puzzles are at a good level of challenge and there's a wide variety of puzzle types, but they can all be logically solved. The interactable nature of most dungeon rooms adds to how good these puzzles are.
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Post by Vaako »

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Post by Bhaalspawn Jr »

I'll play it. How does this work again? I play it, I beat it, I take a screenshot of the credits, I upload it here (although I've never seen an upload image file option), and I get the badge?
I hate them.
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Post by SpellSword »

Bhaalspawn Jr wrote: December 1st, 2025, 01:31
although I've never seen an upload image file option
@Bhaalspawn Jr
How to attach an image file to your post. (Or any other file.)
  • Beside the submit button on the posting window, you'll see a "Full Editor & Preview" button.
  • Click that then scroll down until you see two tabs marked "Options" and "Attachments". These are below the 'Save Draft', 'Preview' and 'Submit' buttons.
  • Click "Attachments" then "Add Files".
  • Select the screenshot (Or any file you want) then click "Place inline" to add the file to your post.
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Post by Bhaalspawn Jr »

SpellSword wrote: December 1st, 2025, 02:02
Bhaalspawn Jr wrote: December 1st, 2025, 01:31
although I've never seen an upload image file option
@Bhaalspawn Jr
How to attach an image file to your post. (Or any other file.)
  • Beside the submit button on the posting window, you'll see a "Full Editor & Preview" button.
  • Click that then scroll down until you see two tabs marked "Options" and "Attachments". These are below the 'Save Draft', 'Preview' and 'Submit' buttons.
  • Click "Attachments" then "Add Files".
  • Select the screenshot (Or any file you want) then click "Place inline" to add the file to your post.
super-smash-bros-ultimate-sora-header-scaled.jpg
Ah, I get it now. @SpellSword the Legend
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Post by Bhaalspawn Jr »

Btw, if anyone's interested or already knows about it, there is a fantastic ROM site that has pre-patched versions of a humongous amount of retro games. They have Lufia II already patched with that bugfix hack, so it's just a case of plug and play. The guys running it seem to want to keep it covert though, but I'll share it via:
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Post by maidenhaver mk3 »

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Post by Tweed »

Bhaalspawn Jr wrote: December 1st, 2025, 01:31
I'll play it. How does this work again? I play it, I beat it, I take a screenshot of the credits, I upload it here (although I've never seen an upload image file option), and I get the badge?
You need to get the game logo tattooed or branded on your *** and submit a photo.

As well as a screenshot of you beating the game.
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Post by Tweed »

maidenhaver mk3 wrote: December 1st, 2025, 06:06
Flying islands are the mark of greatness.
Yes.
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Post by Bhaalspawn Jr »

Alright! Finally managed to get the romhack version to work with MSU-1! Let's go!

Never played a SNES game with MSU-1 before, so this is exciting stuff.

If any of you want the orchestral tracks. They're here:
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Patching them in isn't too difficult, but I can help out if needed.
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Post by Tangerine »

Acrux wrote: December 1st, 2025, 00:41
Tweed wrote: November 30th, 2025, 13:06
And why Lufia 2 instead of the first one?
2 is an improvement over the first game in every respect. I'd say it's easily one of the top three games released for the SNES, if not the best.

The first Lufia game is alright, but gameplay wise doesn't come across as anything special. It's very much just a standard JRPG of it's time.

Lufia 2 added a lot of improved gameplay:
  • the rage system (IP), with items giving special attacks, and requires some thought on whether you want the shiny new weapon that has a stronger attack but doesn't have as good of an IP ability
  • spells are no longer divided into single- or multi-enemy: you can use target a spell at one enemy for increased power, or spread it across multiple individual enemies for reduced per-unit damage
  • Pokemon-type creatures you can level-up and evolve, each with their own special attacks
  • It solved one of my pet peeves: if a character kills an enemy, other characters who had targeted that downed enemy at the end of the round will attack someone else instead.
  • The Ancient Cave: what is to my knowledge the first rogue-like system in a console rpg. You can take your characters through a semi-randomized 99-level dungeon (everyone is de-leveled to level 1 to start) and collect items from blue treasure chests that you are allowed to keep on future runs (or use outside the Ancient Cave)
  • Cool puzzles:
    Image

    Seriously, though, the puzzles are at a good level of challenge and there's a wide variety of puzzle types, but they can all be logically solved. The interactable nature of most dungeon rooms adds to how good these puzzles are.
That one tile shuffling puzzle was really annoying, but I think that wasn't required for progression.
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Post by J1M »

If patching a ROM sounds intimidating, know that it is not required to enjoy and finish the game. I certainly didn't know about any bug fixes when I played it the first time.
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Post by WhiteShark »

It's too bad ROM hacks are region specific. I hate missing out on cool hacks like this because I'd rather play in Japanese.
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Post by WhiteShark »

I got it running through Retroarch (SNES9X core) on my tablet, but I could tell from the sound that it was really struggling to run it smoothly. I think I'll try putting it on my Vita instead.
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Post by Tangerine »

Going to start running through it with the Frue rom hack. I played the original as a kid, but I don't remember it well enough to be able to compare.
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Post by rusty_shackleford »

Tangerine wrote: December 4th, 2025, 17:36
Going to start running through it with the Frue rom hack. I played the original as a kid, but I don't remember it well enough to be able to compare.
There's a few bugs, most memorable one is the sword shrine which required trial and error because the entire map was ******
Frue seems to respect original intent without any custom modder ****(which he put in a separate romhack)
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Post by WaterMage »

Androgynous dude with a sword saving the world. Why?