...copyright Taito 1996. The NA version of this game is called "Lufia II: Rise of the Sinistrals". The images used are also from the game. Don't go claiming them as your own or anything silly like that. This document is not intended for any commercial purpose, real or imaginary. It exists primarily out of curiosity about both the Japanese language and the changes between the Japanese and English versions of the game. If you're interested in the game, go out and buy it if you haven't already... a summary of what happens can't compare to actually playing it. One of the most underappreciated games on the SNES, in my opinion... ...though also rather glitchy especially in the NA version....
21 Aug 2010: Split up the item list into less cumbersome pieces. Put line breaks in the translated story text to improve readability.
16 Jan 2009: Changed Iai cut to Fast draw, new information on the Suhr Custom 11, and the Nawaroa is now "fabled" rather than "legendary". Then it was pointed out that I had the name wrong on the Iris treasures, so I redid the item, spell, and IP lists too. Finally, I've finally standardized my spelling of the name "Lexus".
07 June 2008: Another revision, and a little more text too.
30 Dec 2007: Full (?) revision of translation for currently included text, and some improvements to the capsule monster page. Little 'new' content.
16 Sep 2006: Several more 'chapters' of story added, plus a very preliminary capsule monster page.
26 Jun 2006: I've divided the storyline into more digestible chunks, and proofread as I went along, hopefully improving the overall quality.
I've found the dialog and other text in the ROM (both versions), but dumping it directly isn't feasible at the moment. In addition to normal encoding and compression, this game uses sort of a sophisticated "ditto mark" that allows blocks of text from the recent lines to be repeated concisely. It works well enough, but normal script dumpers aren't equipped to handle it, so I'd have to write my own if I wanted to do any meaningful dumping. And considering how long I take to get anything done here anyway, I'd probably never finish it if I tried (on second thought, it probably wouldn't be too hard to write a byte parser with a lookback buffer... hmm). So that's why I don't just copy and paste from text dumps like I've started doing with most of the other games. All text is coming from playing through the game and copying it manually....
OpeningIncomplete:
Wedding Interlude (no NA text)E-mail comments, corrections, etc.