We just powered on the Super Famicom and slipped the cart into place — the title screen blooms with that familiar, slightly grainy square logo. Fun fact before we dive: this was made at Square’s mid-90s team led by veterans like Koichi Ishii (the Mana series creator). It was scored by Hiroki Kikuta, whose soundtrack is as bold and unusual as the environments. Square pushed the system hard — big sprites, layered backgrounds, and a soundtrack that feels like both a concert hall and a rainstorm.
I love that about it. The opening feels epic and intimate at the same time. We pick characters right away; I am leaning toward Angela because her magic is satisfying, and you chose Duran. The three-out-of-six party selection is a genius design decision. It makes every playthrough feel distinct.
Playing it now, you really notice the branching storylines. Each character’s origin sequence is brief but evocative. They cross paths in ways that feel inevitable yet surprising. Gameplay-wise, the combat is twitchy and rewarding: real-time action, diagonal strikes, and a priority on positioning. When enemies cluster, the screen can get hectic. That intensity is the appeal — it forces quick decisions rather than menu paralysis.
Highlights on the mechanical side: the class evolution system, weapon combos, and the way magic costs factor into your tactics. Mana abilities scale nicely. Some spells are legitimately spectacular to watch — not just numbers popping up, but visual statements. Switching classes gives a strong sense of progression as new move sets and spells open up.
That said, candidly, it is not flawless. The interface can feel clumsy: item management and equipment screens are unwieldy during tense moments. There are occasional translation quirks (we are playing on the Japanese cart tonight). The difficulty curve has some spikes — especially mid-to-late game dungeons where enemy groups and bosses hit very hard. Performance hiccups appear when many sprites crowd the screen. Slowdown is almost nostalgic, but sometimes it affects dodges and counters.
Also worth noting: the narrative rewards repeat playthroughs and different party choices. That branching also means backtracking if you want to see everything. For a first run, the story carries you forward. Yet you come away curious about other interactions we did not witness. That’s both a strength and a mild frustration.
Hot Tips while we play (we’re pausing between fights to share these):
- Save often. Battery-backed saves are a blessing; use them before boss doors and long dungeon stretches.
- Balance your trio: a strong attacker, a healer/support, and a magic or utility character will keep you versatile.
- Watch enemy tells. Many bosses wind up clearly before devastating attacks — learn the animations.
- Manage MP conservatively. Some spells are devastating but expensive; use mixed physical-magic strategies.
- Experiment with class changes early. The evolved classes change playstyle dramatically.
Memorable Moments & Anecdotes
Memorable moment right now — that cliffside escape sequence we just passed was cinematic for a cartridge game. The sense of scale and the music swell together in a way that makes you forget the limitations of the hardware. Another highlight: a mid-game village where Angela’s past collides with the present; the writing is short but emotionally precise.
The bosses. We just fought a multi-stage guardian that shifted forms twice — one phase where it summoned minions, another where it strafed the screen with elemental beams. Those fights are the best and worst part: thrilling to beat, but sometimes they feel like sudden tests of endurance rather than pure skill. The final confrontation we’re edging toward is appropriately cinematic: a multi-phase spectacle that forces you to use everything the party has learned. Prepare for a long encounter with environmental hazards, brutal spell combos, and moments where timing a single dodge will decide the outcome.
Anecdotally, this cart has been the subject of many late-night debates in fan circles. People argue about which trio is the “best” and whether certain classes are underpowered — the community experimentation is part of the longevity. For the era, the game nails replayability through branching paths and multiple endings, even if seeing all of them requires patience.
Final Thoughts
Overall, this sits in the B range for me — it is bold, imaginative, and frequently brilliant in combat and design, but it shows its age in menu clumsiness, occasional performance slowdowns, and uneven difficulty spikes. If you enjoy action RPGs that demand quick thinking and reward exploration, this will delight you. If you prefer a gentle, polished progression with a streamlined interface, be prepared for a bit of roughness beneath the polish.
It is a rewarding adventure that sometimes bites back, but that bite keeps the stakes real. Let’s save, swap out a ring for Duran, and head into that last cavern — I want to see how the final phase shakes out with our build. The cartridge is warm; the night is young. No cheesy send-off required — the game speaks for itself.
more info and data about Seiken Densetsu 3 provided by mobyGames.com