Some call it “the best Super Famicom game ever”, some dismiss it as just another boring action game. But most people agree that Square made a grave mistake when they decided not to market Seiken Densetsu 3 overseas – especially after the success of its predecessor, Secret of Mana.
Around 1996 and 1997, the growth of the internet, combined with the increasing popularity of video game emulators, sparked a number of unofficial game translation projects. Several of these came into fruition; most notably the RPGe translation of Final Fantasy 5, and Neo Demiforce’s Final Fantasy 2 project. These groups proved that such projects were not only possible, but feasible as well.
Some of the more complex games, however, have proven too big a challenge for the fan translation community. Seiken Densetsu 3 obscures its text behind numerous layers of compression, putting it well out of reach of the casual hex editor.
In April of 1998, the RPGe web site announced that Richard Bush had quit his Seiken Densetsu 3 translation project. Neill Corlett decided that his effort would be well- spent in seeing this project through, overcoming all the technical obstacles, bringing to the English-speaking world a game we should have had in the first place.
With technical issues out of the way, translator SoM2Freak went to work. He finished the enemy names, item names, spell names, menu selections, and a small portion of the script itself, before leaving for Japan in spring of 1999. Translators Lina`chan (whose work includes the unofficial Magic Knight Rayearth translation) and Nuku-nuku finished the remainder of the script.
CRC32: 863ED0B8
MD5: 58EBD7CBF28CEADC03AEC4F448956A0B
SHA-1: 209C55FD2A8D7963905E3048B7D40094D6BEA965
SHA-256: AE5055BB59AEE22BA9E9AC0A3A7D2B03479BAEEF49C9CF0E06CF470588A6B677
Lina`chan: Script translation
Nuku-nuku: Script translation
SoM2Freak: Misc. translation