I'm very excited to see a Secret of Mana mod. I'm playing through Secret of Mana for the first time with a couple friends currently and really enjoying it.
Your mod seems really cool. Thank you for working so hard to make it.

I started my current playthrough on an unmodded version of the rom, but I managed to load up my save state from my current playthrough of the game on a version of the rom that has been patched with your mod.
My one question is if I created the save state on an unmodded game and loaded the save state on a modded version of the game, what is the difficulty setting on my current game?
February 10, 2016, 01:44:40 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
So my friends and I tried out your mod for about a half hour . First off, I want to say that from a technical aspect, what you did was really impressive and kudos to you for putting the time and effort into the mod! Now here are our first impressions to the mod changes:
- AI controlled characters don't get stuckA nice quality of life change. Really helps at certain points in the game.
- MP is shown at all timeAnother great change. The visuals could obviously be tweaked a little bit, but definitely useful to have.
- Binding magic spells to A,B,X,Y (now for all 3 players)Most controversial change you made. We really liked the idea of a quick cast, but the other players had problems with the way it was implemented. I was playing the fighter, so I can't really comment on what casting felt like, but I liked being able to continue to attack during the spell casting portion. My friends felt very vulnerable during fights because they could be attacked while casting a spell, but couldn't move at all to avoid the attacks. They hated losing the cast on all option, seeing it as a HUGE nerf. The healer in particular, hated having to heal each of us individually. They had trouble figuring out how to cast spells without having to bind them. They also had trouble figuring out how to quit out of the casting menu. Maybe quick casting should only work while continuing to hold R instead of requiring them to press R again to quit out, or maybe my friends just needed to spend more time learning the new casting system. Perhaps there should be a brief invulnerability period when you start casting a spell, so you aren't so vulnerable. Overall though, it was the changes to magic spell casting that caused the other players to demand that we revert back to the standard game.
- Magic recharging timeMy friends didn't mention noticing this change.
- Strong/Weak attacks (now for all 3 players)I liked having a different type of attack, but it wasn't really clear to me in what situations a Strong or Weak attack would be better. I thought it was cool, but its purpose needs more clarity.
- Manual blocking (now for all 3 players)Cool in theory, but not so much in practice. This might have to do with my playstyle because I have played through entire video games that have a block button, in which I have never bothered to use the block button. I generally don't like having to worry about blocking and I liked that Secret of Mana handled that for me. 2 out of 3 players completely forgot that blocking was manual and didn't bother blocking the entire time. I would rather just concentrate on trying to land my attacks. As I said I'm not really crazy about this change, but maybe it would be better if you added something more satisfying to the block like the ability from the Soul Calibur games to create an opening against the attacker with a well timed block (plus a direction) or the ability from Smash Bros. games to deflect projectile back at the shooter with a really well timed block. As it stands now though, it just one extra thing for me to forget.
- Enhanced bowThe most universally beloved change. We REALLY enjoyed this one!
- Reduced hit-recovery timeI didn't really notice this change, but it seems fair.
- Reduced damage/healing timeAgain, I didn't really notice this change, but it seems fair.
- 3 Difficulty settingsWe had continued from a save state from the original game, where we didn't pick a difficulty setting, so I have no idea what difficulty we were even on.
- Misc.We were playing on the Snex9xGx 4.3.2 emulator on a soft-modded Wii (this is a great way to get three controllers setup for this game). We used a rom that was patched using Lunar IPS. Anyways, every so often the screen would flash bright green for a second. I think it happened more often when talking to people, but I'm not sure. The glitch was kind of sporadic. It wasn't game breaking, just kind of annoying. This doesn't happen on an unmodified version of the game.
- Changes that I would be interested in seeing in the future:- When I go to the weapon level screen, I kind of wish it was more obvious which weapons need to be leveled without having to review how many orbs I have for each weapon. When there is a weapon that needs to be leveled, maybe there can be an icon next to it or maybe it could be a different color or just have 00 xp next to it as soon as I give the dwarf an orb for that weapon.
- I think it would be nice if the characters could walk further from each other and walk closer to the edges of the screen.
- But most importantly, the ability to cast spells on all needs to be returned and spell binding needs more refinement.