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SaGa4: Masters of the Demon World
(also known as Final Fantasy Legend 4 in the US)
(also known as 魔界の覇者 Sa・Ga4 to meganerds)


SaGa4 is an unofficial spiritual successor to the gameboy SaGa RPGs, aka Final Fantasy Legend. It features old-school combat mechanics and visuals faithful to the gaming heyday of 1989. If you're nostalgic for retro games, or just looking for a good, challenging RPG, this game is probably a good fit.

  • Choose a party of humans, mutants, robots, and monsters, each with a unique leveling scheme
  • Employ over 300 combat items and abilities, either learned, found as treasure, or crafted from elemental stones
  • Explore the 20 floors of Babel in addition to the many alternate worlds beyond
  • Fight in finely-tuned battles against difficult opponents -- every encounter could be dangerous, and you'll need every trick to survive
  • Enjoy the best of old school mechanics without the pain points: items have descriptions, encounter rate is sane, randomness is controlled, etc
  • Uncover the fate of Jonas and Janine, the missing warrior twins, and gather the relics of the lost city of Hero to open the path to the world beyond


The project is complete and approximately 10 hours long, (shorter for the knowledgeable and longer for completionists, obviously). Bug reports are welcome. The game is made in Java on the MGNE engine, supporting Linux/Windows/OSX, and source code is available upon request. Graphics are a mix between SaGa rips (for sprites and battle portraits) and custom (all custom tiles!) Music is straight from the source and plays in an embedded Gameboy APU emulator. A bit more is explained in the manual but everything you need to know is in game. Our database tools and monster charts and things like that are also available -- we love talking old school game mechanics so if you have a suggestion, feel free to comment. Enjoy the game!


Game not endorsed by Square Enix in any way. All graphics taken without permission.

Latest Blog

Featuring! Plus a new release version

Hey all, as is probably obvious by now, SaGa4 is the RMN feature game for March 2017. It's an honor so decided to spruce up the CSS a bit and now the gamepage should be looking a little spiffier. I've also taken the opportunity to put together a new release based on some minor tweaks that have piled up over the last year or so plus some bugfixes that have come up in the two weeks or so that we've been on the front page. Full list:

Balance:
- Buffed the SPEED staff (bigger agi boost)
- Heavily nerfed the HEAL staff (not as heavily influence by mana, it was previously healing about twice what it should've been)
- Increased the price of the DRAGON helm, SAMURAI guantlet, and DRAGON body (the resistances they offer are substantial)
- Buffed the EXIT spell (hits more often)
- Tweaked the HEAL spell (it was previously worse than the more mundane staff)
- Tweaked the BAND helm (it offers a bit less defense but true to its SaGa1 counterpart, it confers O-PARA)
- Buffed the NUKE spell
- Buffed the LASER bow
- Buffed the PETRIFY hammer
- Buffed the GREAT bow
- Buffed the LMG gun
- Buffed the TANK gun
- Buffed the armored beetle class of monsters (better physical tanking)
- O-ALL no longer includes phys damage resist (it was previously the only available source to players and made mutants that stumbled on it invincible)
- Corrected the description of O-PARA (it doesn't actually confer O-STONE)

Graphics:
- New defeat animations for all bosses
- Fancier (?) title screen

RPG:
- It's now possible to retrieve the elemental stones hidden in world 1 when revisiting it after world 3

Bugfix:
- Attempt to fix a save corruption issue caused by removing 5th party members
- Interiors in Ermengarde no longer crash

This new version is hotswapped out from 1.04 and available from the big button at the top. Thanks for tuning in!
  • Completed
  • psy_wombats
  • bob_esc
  • mrtacopants
  • Custom
  • RPG
  • 01/11/2015 04:02 AM
  • 03/27/2017 06:49 PM
  • 03/21/2016
  • 39372
  • 35
  • 628

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Posts

Pages: first 12 next last
Liberty
Zoom Spectre: Invasion!
19443
This looks interesting~
unity
You're magical to me.
9195
Wow! This looks cool! I always loved the FFLegends/SaGas for the Game Boy! :D
Is this one based on the one where you take out the pantheon? I remember loving this game when I was 7, but I ended up losing to Odin over and over since I didnt really know what I was doing and then I lost the game while traveling and could never find it again, maybe now 20 years later I can have my revenge :P
I'm pretty insterested on, like... EVERYTHING about this game! Ahahahahaha! No only because of it being based on FFL, but also because of its development.

Java FTW! Heh.
Freakin' subbed. Good luck with the project!
author=coolopotomus
Is this one based on the one where you take out the pantheon? I remember loving this game when I was 7, but I ended up losing to Odin over and over since I didnt really know what I was doing and then I lost the game while traveling and could never find it again, maybe now 20 years later I can have my revenge :P

Yup, partially! We're drawing inspiration from all the FFL games, although I think the one you played was FFL2. SaGa as a series seems to have a weird obsession with godly bosses, even Final Fantasy Legend had CREATOR and FFL3 had the party kill off the Maitreya Buddha for some reason? Gotta keep some of that god-killing in there somewhere.
YESYESYES
I hope there's meat!
Oh, and potions! And Mutants! xD
I'm not sure I can sub it any harder. :3
The irony is too much! I was actually planning on remaking the FFL/SaGa trilogy with RPG Maker VX Ace with updated graphics to make them look better (and to do away with 1 & 2's ammo-like weapon system BS!).
The ammo system is half the charm. What's not to like about going to the store and purchasing 99 Punches, 88 Kicks and 77 Throws?
This looks so sexy. I'm a gonna mark this down to download when I get home.
The "ammunition" system is in every single SaGa game. Whether it is in pure charges of use, or a pool of points which gradually run out... it is a shoo-in.
Yep, ammunition system is almost untouched, with humans/mutants/monsters/robots all interacting with it in a slightly different way. It's part of what makes the SaGa games unique so we've designed it as a core mechanic (as well as attacks not retargeting, deal with it).

Martial arts talents have been axed completely though, because yes it was stupid to buy 22 JUDOs and maybe 44 BUTTs while you were there. Without a complete redesign, they only would've served to encourage grinding (or as AGI fodder on robots). Fixed damage AGI weapons are more abundant to compensate (whips, bows).
I'm executing this game on Linux Mint 17.1 right now with Oracle Java 8 (set to default). Unfortunately, directly executing a jar by double clicking or right clicking treats the home folder as the current directory, which causes an error. Running the jar via shell script bypasses the error.

This is all I needed to put in the shell script, which is then placed in the SaGa4 folder.

#!/bin/bash
java -jar game.jar


Some bugs I found:

-The game freezes if you try to feed meat to a dead character.
-If you try to go into the Hero Cave without the flashlight and then try to leave, you could end up stuck in a wall.
-I got this error in the log, which indicates that the shop is too full to include some kind of cure spell.

Too many items in shop: wpn_hammerBronze(net.wombatrpgs.sagaschema.rpg.abil.CombatItemMDO@63b5eb55), wpn_hammerGold(net.wombatrpgs.sagaschema.rpg.abil.CombatItemMDO@2ff1822f), wpn_rapier(net.wombatrpgs.sagaschema.rpg.abil.CombatItemMDO@9773731), wpn_bowLong(net.wombatrpgs.sagaschema.rpg.abil.CombatItemMDO@37e14323), wpn_gunFire(net.wombatrpgs.sagaschema.rpg.abil.CombatItemMDO@7bc2e9c9), wpn_gunSMG(net.wombatrpgs.sagaschema.rpg.abil.CombatItemMDO@5881ec64), helm_bronze(net.wombatrpgs.sagaschema.rpg.abil.CombatItemMDO@68ff96fa), body_bronze(net.wombatrpgs.sagaschema.rpg.abil.CombatItemMDO@553a289d), spell_fire(net.wombatrpgs.sagaschema.rpg.abil.CombatItemMDO@395a1f52), spell_ice(net.wombatrpgs.sagaschema.rpg.abil.CombatItemMDO@6eef36d1), spell_cure(net.wombatrpgs.sagaschema.rpg.abil.CombatItemMDO@7ab335b0)

author=Bugfragged
I'm executing this game on Linux Mint 17.1 right now with Oracle Java 8 (set to default). Unfortunately, directly executing a jar by double clicking or right clicking treats the home folder as the current directory, which causes an error. Running the jar via shell script bypasses the error.

This is all I needed to put in the shell script, which is then placed in the SaGa4 folder.

#!/bin/bash
java -jar game.jar


Some bugs I found:


Thanks for the bug reports, just put them in the issue tracker. For next release I'm looking into making an actual launcher for the game to get around that sort of Java problem, and I've seen similar junk on other platforms as well. Glad you were able to solve it.
This game's awesome. I had a big shit-eating grin the whole time from nostalgia onslaught. You better see it through to completion.
author=Zachary_Braun
The "ammunition" system is in every single SaGa game. Whether it is in pure charges of use, or a pool of points which gradually run out... it is a shoo-in.

Not in Final Fantasy Legend 3, at least not for sword type weapons.
Final Fantasy Legend 3 is also considered the black sheep of the SaGa series and, if i'm not mistaken, is the only one not directed by Akitoshi Kawazu.
Many people consider it not part of the series at all.
Ah, it looks great! I will definitely subscribe and play when I get a chance!
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