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Secret of Evermore

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Secret of Evermore
Secret of Evermore
TitleSecret of Evermore
DeveloperSquare USA
PublisherSquare
DirectorDon Carpenter
ProducerAlan L. Koshiyama
DesignerTom Sloper
ArtistYoshihiko Maekawa
ComposerJeremy Soule
PlatformSuper Nintendo Entertainment System
Released1995
GenreAction role-playing
ModesSingle-player

Secret of Evermore is a 1995 action role-playing game developed by Square USA and published by Square for the Super Nintendo Entertainment System. Positioned as a North American–developed counterpart to Secret of Mana and produced during the era of the Super NES lifecycle, the title combines overhead exploration, real-time combat, and an episodic narrative that moves through multiple themed regions. The game attracted attention for its American development team, original soundtrack by Jeremy Soule, and for diverging from Square's Japanese-produced RPG conventions exemplified by Final Fantasy VI, Chrono Trigger, and Lufia II: Rise of the Sinistrals.

Gameplay

Gameplay merges elements from Legend of Zelda: A Link to the Past and Secret of Mana with mechanics familiar to players of Diablo-era action RPGs. The player controls a young boy and an AI-controlled canine companion across top-down 2D environments, using real-time attacks, item-based abilities, and context-sensitive "chemistry" spells that change by region. Combat emphasizes weapon types comparable to those in Phantasy Star IV and Castlevania: Dracula X, while interface design and ring menu systems echo conventions found in EarthBound and Super Mario RPG. Exploration includes puzzle-solving reminiscent of The Legend of Zelda: Link's Awakening, platforming sections that recall Prince of Persia, and NPC-driven quests like those in Shining Force II and Secret of Mana.

Progression relies on an equipment-based system where weapons and consumables are purchased in towns akin to stores in Final Fantasy IV and Breath of Fire II; however, instead of traditional level-up meters used in Dragon Quest and Phantasy Star, the game tracks weapon experience and "alchemy" points that unlock improved performance, a mechanic comparable to skill-growth systems in King's Field and Suikoden. The canine companion's behavior bears resemblance to AI partners from Resident Evil 2 scenarios and cooperative patterns seen in Seiken Densetsu 2 when played single-player.

Plot

The plot follows an unnamed American boy and his dog who are accidentally transported from their suburban home into an alien world composed of historical and cultural pastiches. The narrative unfolds across four major regions—prehistoric, ancient, medieval, and futuristic—each evoking settings found in works like Jurassic Park, The Iliad, King Arthur, and Blade Runner. Traveling through cities and wildernesses, the protagonists encounter rulers, rebels, inventors, and creatures analogous to figures in Robin Hood, Cleopatra, Joan of Arc, and Nikola Tesla-inspired inventors.

Central conflicts revolve around a mysterious "alchemy" force, a lost civilization, and experiments conducted by a society with parallels to Impossible Mission-style secret projects and the corporate intrigue found in Neuromancer-adjacent narratives. Themes include coming-of-age elements similar to Stand by Me, ethical dilemmas comparable to Frankenstein, and the boy-dog bond that channels dynamics from The Adventures of Milo and Otis and Old Yeller. The story culminates in revelations about the nature of the world and choices that recall the ending beats of EarthBound and Final Fantasy VII.

Development

Development was led by Square USA, a short-lived North American branch formed during Square's international expansion in the mid-1990s, staffed with designers and programmers influenced by both Nintendo of America practices and Japanese RPG production styles from Square Co., Ltd.. The team included Western developers who sought to reconcile Square's action-RPG lineage with sensibilities from Silicon Valley and American pop culture. Direction by Don Carpenter and production decisions mirrored project structures used on Chrono Trigger localization efforts and experimental spin-offs such as Trials of Mana.

Technical constraints of the Super Nintendo Entertainment System and the Super FX era shaped art and memory management, while quality assurance involved testing methodologies adopted from Capcom and Konami ports. Localization work and marketing were coordinated with Square USA's partners and reflected North American retail channels similar to launches for Super Mario World 2: Yoshi's Island and Donkey Kong Country.

Music and Soundtrack

The soundtrack was composed and arranged by Jeremy Soule, marking one of his early prominent console credits prior to work on Guild Wars and The Elder Scrolls IV: Oblivion. The score combines orchestral motifs with synthesized textures tailored to each region, drawing inspiration from cinematic scores associated with John Williams, electronic palettes used by Vangelis, and melodic RPG themes found in Nobuo Uematsu's work for Final Fantasy. Sound programming made extensive use of the Sony SPC700 sound chip and sample compression techniques used in contemporary Square cartridges. The game's audio design—effects for creatures, ambience, and inventory cues—followed practices seen in Donkey Kong Country and Super Metroid.

Release and Reception

Released in 1995 for the Super Nintendo Entertainment System, the game debuted amid blockbuster releases like Chrono Trigger and Donkey Kong Country 2: Diddy's Kong Quest. Critical reception was mixed to positive: reviewers praised atmospheric music, unique Americanized tone, and inventive level design, while criticism targeted technical performance and comparisons to Secret of Mana and Final Fantasy VI. Sales figures placed it in moderate ranges relative to contemporaneous Square titles, and coverage appeared in publications such as Electronic Gaming Monthly, GamePro, and Nintendo Power.

Legacy and Influence

Although not achieving the iconic status of Secret of Mana or Final Fantasy VII, the title influenced perceptions of Western-developed entries within traditionally Japanese franchises and contributed to conversations about localization, cross-cultural game design, and soundtrack composition. Jeremy Soule's work helped propel his career into major franchises like Guild Wars, Warhammer, and The Elder Scrolls series. The game's mechanic experiments and AI partner behaviors can be traced forward to design elements in indie action-RPGs and later console titles from studios influenced by the 16-bit era, including homages in retro revival projects and academic discussions at conferences such as Game Developers Conference.

Category:1995 video games Category:Super Nintendo Entertainment System games Category:Action role-playing video games