Shining Force II: Shining Force 2 Counteraction Sega Genesis

  • ~
  • Share
Main Features



  • Instead of randomly triggering, counterattacks are now guaranteed to occur when possible. Double-attacks also are no longer based on chance and are class and/or weapon dependent instead. Pre-emptive attacks and double-counterattacks are also now possible with similar conditions.


    All battles have been edited to some degree to be faster-paced, including player starting location, enemy entities, and enemy behavior.


    Player character, enemy, item, and spell stats have been heavily edited.



    Spell learning has been shuffled around and some more characters have been granted access to them. Most characters have their own spell specializations, rather than learning the maximum level in every spell, and lower levels of spells can remain useful.

    Promotion level has been shifted to 25. Stat gains past pre-promoted level 25 have been drastically reduced and the pre-promotion level cap has been reduced to 30.

    These changes were originally balanced around the Ouch! difficulty mode and grinding is not required to beat the game.


    The difficulty level selected at the beginning of the game also affects enemies' HP and DEF, in addition to ATK.
    -Normal: HP 100%, ATK 90%, DEF 90%
    -Hard: HP 100%, ATK 90%, DEF 100%
    -Super: HP 100%, ATK 100%, DEF 100%
    -Ouch!: HP 133%, ATK 100%, DEF 100%
    (reduced ATK actually scales from 96% (early-game) to 90% (end-game) and increased HP from 118% to 133%)


    Branching promotions now differ slightly more:
    -pegasus knights gain increased offense against low-defense targets in addition to flight
    -sorcerers trade cost efficiency for higher spell range
    -brass gunners can root themselves in place to greatly expand attack range
    -master monks stop learning new spells



  • Certain weapons and spells can target farther than 3 tiles away.


  • More changes are listed in the readme

    SF2 Counteraction v1.2.1
    (Jul 14 2019)

    Table of Contents:
    Main Features
    Changelog
    Difficulty Setting
    Characters&Classes
    Alternate Promotions
    Spell Learning
    Items
    Spells
    Chest Changes
    Known Issues

    ===============
    Main Features
    ===============

    Counterattacks!
    Instead of randomly triggering, counterattacks are now guaranteed to occur when possible. Double-attacks also are no longer based on chance and are class and/or weapon dependent instead. Pre-emptive attacks and double-counterattacks are also now possible with similar conditions.

    Battle renovations!
    All battles have been edited to some degree to be faster-paced, including player starting location, enemy entities, and enemy behavior.

    Stats rehaul!
    Player character, enemy, item, and spell stats have been heavily edited.

    Weapons now function more as side-arms rather than outright upgrades, a bit like the lance&spear combo in vanilla.

    Spell learning has been shuffled around and some more characters have been granted access to them. Most characters have their own spell specializations, rather than learning the maximum level in every spell, and lower levels of spells can remain useful.

    Promotion level has been shifted to 25. Stat gains past pre-promoted level 25 have been drastically reduced and the pre-promotion level cap has been reduced to 30.

    These changes were originally balanced around the Ouch! difficulty mode and grinding is not required to beat the game.

    More parameters affected by the difficulty level!
    The difficulty level selected at the beginning of the game also affects enemies' HP and DEF, in addition to ATK.
    Normal: HP 100%, ATK 90%, DEF 90%
    Hard: HP 100%, ATK 90%, DEF 100%
    Super: HP 100%, ATK 100%, DEF 100%
    Ouch!: HP 133%, ATK 100%, DEF 100%
    (reduced ATK actually scales from 96% (early-game) to 90% (end-game) and increased HP from 118% to 133%)

    Further promotion differentiation!
    Branching promotions now differ slightly more:
    -pegasus knights gain increased offense against low-defense targets in addition to flight
    -sorcerers trade cost efficiency for higher spell range
    -brass gunners can root themselves in place to greatly expand attack range
    -master monks stop learning new spells

    Attack and spell ranges extended!
    Certain weapons and spells can target farther than 3 tiles away.

    Other changes of note:
    -damage is no longer randomized
    -turn order is no longer randomized
    -EXP gains are no longer randomized
    -EXP gains have been reworked to help catching back up
    --EXP cap per action is increased to 100
    --combat EXP is increased more when falling behind
    --healing, support, and debilitating spell EXP is affected by level difference
    --as a trade-off, non-combat EXP no longer stacks up per target
    -spells that inflict status ailments have a higher success rate (roughly double to triple)
    -status spells overwrite their duration instead of failing when already in effect
    -some status ailment effects have been changed
    --Stun: guaranteed to run out after a single turn instead of 3
    --Sleep: reduces ATK and MOV by 25% instead of disabling action
    --Poison: deals 12.5% of remaining HP instead of flat 2
    --Curse: no longer randomly causes paralysis or recoil damage
    --Desoul: halves current HP instead of causing instant death
    -DETOX is effective against all types of status ailments instead of only poison, stun, and curse
    -PETER joins properly right away without being automatically controlled
    -all four Creed characters can be recruited the first time
    -FRAYJA doesn't force himself into the battle party
    -the darkness effect in caves has been disabled

    Boring changes:
    -rare enemy drops' drop rate has been increased from 3% to 100%
    -healing EXP can be gained regardless of class
    -evasion has been lowered from 3% to 0.8%
    -floating units no longer gain the evasion boost that flying units have (12%)
    -land effect display changed to actually match their effect (10% and 20%)
    -some physical attacks partially ignore the defense stat
    -the physical attack effect that would inflict Muddle 2 inflicts Muddle 1 instead
    -stat gains on level ups are calculated differently to deviate less in the long term
    -item sell price has been lowered from 75% to 50%
    -item repair fee has been lowered from 25% to 12.5%
    -item break chance has been lowered from 25% to 10%
    -priest uncurse fee has been lowered from 25% to 12.5%
    -the dwarven blacksmith's pool of possible results has been reduced from 4 to 1 per weapon type
    -the fairy woods time attack battle has been made inaccessible
    -prism flowers deal more damage
    -BURST ROCKs' on-death explosion has been disabled

    Bug fixes:
    -EXP is granted for ranged counterattacks
    -chests can be opened during battle
    -enemy "JAR"'s name properly displays as JARO


    ===============
    Data&Info
    ===============

    ------------------------------
    Changelog
    ------------------------------

    v.1.2.1 (Jul 14, 2019)
    reverted enemy counterattack enhancement to double damage (the player version remains at 125%)

    v1.2.0 (Jul 14, 2019)
    doubled player counterattack damage (i.e. it's no longer halved)
    changed the counterattack enhancing trait from double damage to 125% damage

    v1.1.1 (Jul 14, 2019)
    fixed battle 12 archer repeating his on-death dialogue at the end of every subsequent turn

    v1.1.0 (Apr 17, 2019)
    reduced enemy HP by 15% (early-end) to 25% (end-game)
    reduced enemy ATK by 6% (early) to 10% (end)
    reduced enemy DEF by 10%
    implemented difficulty setting changes that restore the above stats

    v1.0.4 (Mar 16 2019)
    renamed hand axe to throw axe
    renamed sturdy axe to guard axe
    increased all warrior base DEF by 1
    increased all gladiator&baron growth DEF by 2
    increased red baron growth HP by 6
    increased warrior Jaha growth HP by 1
    increased knight rick growth DEF by 1
    increased tortoise kiwi base&growth DEF by 1
    increased monster kiwi growth DEF by 2
    increased Zynk growth HP by 6
    increased Claude growth DEF by 2
    decreased Freeze Lv2 MP cost from 5 to 4
    decreased Bolt Lv2-4 MP costs by 1 each
    lowered demon rod resale value in line with other evil weapons
    decreased galam soldier DEF by 1
    decreased golem (enemy) ATK by 1

    v1.0.3 (Mar 13 2019)
    lowered BOOST MP cost from 3/6 to 2/5
    lowered SLOW MP cost from 3/6 to 2/5
    lowered ATTACK MP cost from 3 to 2
    lowered MUDDLE1 MP cost from 3 to 2
    increased mithril's ATT from -18 to -14
    increased throw axe's ATT from -5 to -4
    increased throw knife's ATT from -5 to -3
    made mithril additionally usable by golem

    v1.0.2 (Mar 13 2019)
    fixed off-screen enemy in battle 15

    v1.0.1(Mar 2 2019)
    fixed FORCE SWORD's effect
    changed prism flower battle chest content

    v1.0.0 (Feb 28 2019)
    battle changes
    battle edits have been extended to the entire game instead of stopping at Zalbard

    stat changes
    HP<->DEF shift
    -promo BOWIE CHESTER RICK RANDOLF GYAN KIWI: growth HP-3, growth DEF+1
    -promo KAZIN: growth HP+10 growth DEF-3
    -FRAYJA: growth HP-6, base DEF+3, growth DEF+2
    -SHEELA: growth HP-17, growth MP -3, base DEF +2, growth DEF+3
    BRN ideology change
    -BRN JAHA RANDOLF: growth HP-7, growth ATK-2, DEF+7
    MMNK defensive buff
    -MMNK KAZIN KARNA: base DEF+2 growth DEF+3
    ACHR stat shift
    -BRGN JANET: fixed stats to actually apply BRGN differences
    -SNIP ELRIC JANET: growth ATK+1, growth DEF-1
    -BRGN ELRIC JANET: growth ATK-2, growth DEF+2
    -RHODE: growth DEF-2
    misc
    -PGNT RICK: growth DEF+1
    -JARO: starts with wing spear instead of bronze lance
    -readjusted joining levels of post-Zalbard characters

    spell changes
    PETER: fixed to actually continue learning spells after promotion
    SHEELA: stop at level 2 spells, 4th spell changed from SLOW to SLEEP
    all SORC spells' level 2 costs reduced by 1

    item changes
    mithril weapons' resale value lowered to be more in line with the rest
    IRON BALL gains stun effect
    MITHRIL's ATT reduced from -12 to -18
    GISARME changed to reducing remaining HP by 75% instead of 99%
    cannon-type weapons' ATT increased by 1
    QUICK RING changed from 6 to 8 AGI
    EVIL RING equipability corrected
    other minor tweaks to post-Cameela weapons

    enemy changes
    most enemies beyond Cameela had their durability slightly reduced
    some enemies beyond Cameela had their stats and weapons further readjusted
    DEMON MASTER spell changed from Apollo to Dao
    MIST DEMON stats fixed
    NECROMANCER's unintended ambush trait removed
    JAR's name changed to JARO

    technical or other changes
    fixed sorcerer spells not dealing damage when cast by enemy
    changed status spells to reset the duration to full instead of failing when already inflicted
    fixed MUDDLE's infliction rates ignoring resistances and intended rates
    added lifesteal effect to weapons
    added spell range-extending weapon
    added counter-from-any-range weapon
    changed land effect text display to actually reflect their 10% and 20% effects
    changed poison damage from flat 4 to 1/8 of current HP
    changed evil damage from 1/5 of MAX HP to 1/4 of current HP
    fixed BURST ROCKs not dealing damage when bursting
    disabled BURST ROCKs bursting on death
    made NINJ class ignore counterattacks
    pushed Elis to the corner in the penultimate battle
    added damage bonus against giant mouths to FORCE SWORD

    v.0.2.1 (Dec 23 2018)
    fixed equipability of some items (mainly latter half weapons)
    added a makeshift visual indicator on the status screen for enemies with special abilities

    v0.2 (Sep 30 2018)
    extended demo to battle 30 (Mitula Shrine)
    modified battle 28 (Tristan Bridge)
    adjusted levels of enemies in battle 27 and 28
    adjusted joining levels of last third of characters
    adjusted power of mid-ranged weapons
    changed Hyper Cannon's minimum range from 3 to 4

    v0.1 (Sep 18 2018)
    initial demo release

    ------------------------------
    Difficulty Settings
    ------------------------------

    The v1.1.0 update has enemy stats reduced in difficulties below Ouch!.

    Stat changes compared to 1.0.4 and earlier:
    Normal: HP85~75%, ATK96~90%, DEF 90%
    Hard: HP85~75%, ATK96~90%, DEF 100%
    Super: HP85~75%, ATK 100%, DEF 100%
    Ouch!: HP 100%, ATK 100%, DEF 100%

    In other words:
    Super and below cut down on enemy durability (-15% at start of game, -25% by end),
    Hard and below cut down on enemy physical offense (eff. about 15% less dmg later), and
    Normal weakens sturdy-type enemies' durability in particular (eff. about 40% more dmg).

    Ouch! is the original difficulty (same stats as v1.0.4 and prior), but I'd recommend playing on Super for non-inflated enemy HP.

    ------------------------------
    Characters&Classes (short descriptions)
    ------------------------------

    BOWIE:
    Main character, forced in the party, sword-wielding swordsman. He starts off slightly on the weak side but gets relatively stronger as the game progresses and as he gains the use of exclusive story weapons.

    Warrior:
    Fighters with mediocre mobility and little access to ranged options that make up for it by being walls of stats.

    JAHA: balanced approach, with an offensive penchant
    GYAN: defense up the wazoo
    LEMON: not a wall of stats, just a glass cannon
    RANDOLF: learns DETOX, SLOW, and MUDDLE at the cost of some physical stats

    Knights:
    Fighters with superior movement and a ranged option in the spear, but weaker than warriors

    CHESTER: balance
    RICK: defense
    ERIC: -physical +HEAL BOOST DISPEL
    JARO: flight, offense

    Archers:
    MAY: mobility
    ELRIC: balance
    RHODE: offense
    JANET: AURA ATTACK SLEEP

    Birdmen:
    Fighters with the maneuverability of flight and the ability to double attack. They can deal great damage to frail enemies, but are a bit on the frail side themselves.
    Luke: balance, strong to magic
    Screech: offense, weak to magic

    Mages:
    They ignore the counterattacking game and can hit multiple targets at once. Their spells at low levels are cost efficient while higher levels deal more immediate damage.

    SARAH: AoE mage
    TYRIN: long-range mage
    CHAZ: close-range mage
    TAYA: mid-range nuke
    PETER: close-range flying mage
    HIGINS: mounted mage, variety of spells

    Healer:
    Healing spells and support spells!
    KAZIN: single-target healer
    KARNA: AoE healer
    FRAYJA: frontline tank-healer hybrid
    SHEELA: +attack +mobility --magic

    SLADE:
    He is frail and seemingly has a low ATT score, but he partially ignores the opponent's DEF stat and, after promoting to ninja, does not trigger enemy counterattacks.

    KIWI:
    He has the ability to cast some support spells in addition to being fairly durable. He also has the ability to deal full damage on counterattacks.

    GERHALT:
    He can throw powerful punches or throw puny rocks at things. He can't handle being hit back very well at first, and still can't later on, but gets a bit better at it.

    Robot&Golem:
    Fighters that are even bigger walls of stats with even worse mobility. Golem also has the ability to deal full damage on counterattacks.


    ------------------------------
    Alternate Promotions
    ------------------------------

    PGNT: growth ATT-2, growth DEF-1~2
    Pegasus knights gain flight and the use of the WING SPEAR, a weapon that enables double attacking from range. In exchange, they lose some power with regular lances and physical durability.

    BRN: growth HP-7, growth ATT-2, growth DEF+2, MOV+1
    Barons expand their weapon options with swords. They lose some raw physical prowess in the process, but also gain some mobility.

    SORC: growth HP+7, growth MP+10, growth ATT+2, growth DEF-10
    Sorcerers leave behind the spells they learned as mages to learn new spells with high costs but also high range and damage. To slightly make up for the higher costs, they also eventually gain more MP.

    MMNK: growth MP-10, base ATT+8, growth ATT+16, base DEF+2, growth DEF+3, MOV+1
    Master monks cease learning new spells but gain the use of weapons more suited to fighting and greatly increased physical stats to put them nearly on par with regular fighters. At worst, they are healers with less MP but more mobility.

    BRGN: growth HP-6, growth DEF+6, MOV-1
    Brass gunners might just be archers with worse maneuverability at first, but by equipping weapons exclusive to their class, they gain greatly extended attack range at the cost of rooting themselves in place. Furthermore, regaining their mobility requires an entire turn. Luckily, they also have a tool that temporarily increases their mobility in exchange for their ability to attack. This tool also takes up a turn to remove.


    ------------------------------
    Spell Learning
    ------------------------------

    char spell LV1 LV2 LV3 LV4
    BOWIE EGRESS 0
    BOLT 26

    SARAH BLAZE 0 5 20 35
    FREEZE 8 16 32
    MUDDLE 12 28
    SLEEP 24

    TYRIN FREEZE 0 5 20 35
    BLAST 8 16 32
    DISPEL 12
    MUDDLE 24

    CHAZ BOLT 0 0 0 0
    BLAST 0 0 0
    SLEEP 0
    SLOW 0 0

    PETER BLAST 0 5 20 35
    BOLT 8 16 32
    DISPEL 12
    DESOUL 24 40

    HIGINS BLAZE 0 26 38
    FREEZE 0 0 42
    BOLT 0 0 30
    BLAST 0 0 34

    SARAH DAO 25 35
    APOLLO 30 40
    ATLAS 45

    TYRIN DAO 25 35
    NEPTUNE 30 40
    APOLLO 45

    TAYA DAO 25 35
    ATLAS 30 40
    NEPTUNE 45

    KAZIN HEAL 0 5 16 30
    DETOX 3 9 24 35
    ATTACK 7
    AURA 12 20 42

    KARNA HEAL 0 0 36
    AURA 0 0 0 30
    ATTACK 0
    BOOST 0 32

    FRAYJA HEAL 0 0 36
    DETOX 0 29 48
    BLAST 0 0 30
    SLOW 0 0

    SHEELA HEAL 0 0
    AURA 0 0
    BOOST 0
    SLEEP 0

    KIWI BOOST 0 16
    SLOW 8 24

    ERIC HEAL 0 30
    BOOST 0 35
    DISPEL 0

    RANDOLF DETOX 0 0
    SLOW 0 30
    MUDDLE 0

    JANET AURA 0 30
    ATTACK 0
    SLEEP 0

    promoted characters are considered 24 levels higher
    priests that promote to master monks cease learning spells


    ------------------------------
    Items
    ------------------------------

    name ATK other
    Short Sword 3
    Power Sword 8 -5 DEF
    Ward Sword 0 +4 DEF
    Critical Sword 1 25% crit chance, 150% crit damage
    Counter Sword 1 double counterattack damage
    Mage Slayer 3 can also inflict MP damage
    Repel Sword 1 counterattack from any range, double counterattack damage
    Achilles Sword 5 +2 DEF, regen 4 HP/turn
    Taros Sword 6 1-2 range, -6 MOV, takes a turn to unequip

    Levanter 3 mithril, Blaze 2 on use
    Force Sword 0 1-2 range, +2 DEF, +40 effectiveness against Zeon
    Dark Sword 6 25% HP loss/turn, steals HP on hit, takes a turn to unequip

    Bronze Lance 3
    Power Lance 7 -4 DEF
    Guard Lance -1 +5 DEF
    Killer Lance 0 25% crit chance, 150% crit damage
    Spear 0 1-2 range
    Wing Spear -4 1-2 range, attack twice, pegasus knight-only
    Counter Spear -1 1-2 range, double counterattack damage
    Holy Lance -3 mithril, +7 DEF, heals 40 HP on self-use
    Evil Lance 6 25% HP loss/turn, steals HP on hit, takes a turn to unequip


    Short Axe 3
    Power Axe 9 -6 DEF
    Guard Axe 0 +4 DEF
    Killer Axe 0 25% crit chance, 150% crit damage
    Stun Axe 1 stun on-hit
    Hand Axe -4 1-2 range
    Rune Axe 3 +1 MOV, ATTACK1 on use
    Evil Axe 6 25% HP loss/turn, steals HP on hit, takes a turn to unequip

    Dagger 3 ignore half DEF
    Thieves' Dagger 6 -3 DEF, ignore half DEF
    Sneak Dagger 0 +3 DEF, ignore half DEF, preemptive attack
    ArmorBreaker 2 can inflict slow, ignore half DEF
    Throw Knife -3 1-2 range, ignore half DEF
    Gisarme 3 can reduce target's remaining HP by 75%

    Wooden Arrow 7 2-3 range
    Heavy Arrow 11 2 range, -2 DEF
    Robin Arrow 2 3-5 range
    Nullify Shell 6 2-3 range, MP damage on-hit
    Reprisal 0 1-3 range, +4 DEF, double counterattack damage
    Hyper Cannon 9 3-7 range, -4 MOV, takes a turn to unequip, gunner-only
    Focus Cannon 13 4-5 range, -4 MOV, takes a turn to unequip, gunner-only
    Booster X +2 MOV, cannot attack, takes a turn to unequip, gunner-only
    Grand Arrow 0 mithril, 4-6 range
    Evil Shot 6 25% HP loss/turn, steals HP on hit, takes a turn to unequip

    Wooden Rod 3
    Dispel Rod 3 dispel on-hit
    Haze Rod 3 muddle on-hit
    Sleep Rod 3 sleep on-hit
    Slow Rod 3 slow on-hit
    Flail 8 1-2 range, -5 DEF
    Guard Stick 1 +2 DEF
    Iron Ball 6 1-2 range, stun on-hit
    Mystery Staff 3 mithril, increases spell range by 1
    Demon Rod 6 -25% HP/turn, +2MP/turn, steals HP on hit, 1 turn uneqp

    Leather Glove 4
    Power Glove 8 -4 DEF
    Reflex Glove 0 +4 DEF, preemtive attack, double counterattack damage
    Mystic Glove -3 1-2 range, silence on-hit
    Giant Knuckles 0 pre-emptive, muddle on-hit, MUDDLE1 on use

    Mithril -14 1-2 range

    Power Ring +3 ATT, -1 DEF
    Black Ring +5 ATT, -2 DEF
    Protect Ring -1 ATT, +2 DEF
    White Ring -2 ATT, +4 DEF
    Chirrup Sandals +1 ATT, +4 AGI
    Quick Ring +8 AGI
    Running Ring -2 ATT, +1 MOV
    Evil Ring -6 ATT, +2 MOV, takes a turn to unequip

    Medical Herb heal 20 HP, self use
    Healing Seed heal 40 HP, self use
    Healing Drop heal 60 HP, self use
    Healing Water casts Aura 2
    Antidote cure poison, 0-2 range
    Fairy Powder cure everything but curse, 0-2 range


    ------------------------------
    Spells
    ------------------------------

    name power (promo) aoe range cost
    Blaze 14/12/16/20 (17/15/20/25) 0/1 2 2/4/8/12
    Freeze 14/16/22/28 (17/20/27/35) 0 2/3 2/4/9/14
    Bolt 12/16/20/25 (16/20/25/31) 0 2/1 2/3/6/10
    Blast 10/08/11/14 (13/10/13/17) 1/2 2/2 2/4/8/12
    Heal 20/28/45/32 (25/35/56/40) 0 2/3/3/6 2/3/6/6
    Aura 15/20/26/22 (18/25/32/27) 1/1/2/X 2/3/3/X 4/5/9/14
    Dio (23/41) 1 5 7/17
    Apollo (26/45) 2 5 8/19
    Neptune (21/37) 1 7 7/17
    Atlas (28/50) 1 3 8/19
    Detox cure poison/cure all/cure curse 1/0/1/2 2/2/3/4 2/3/5/7
    Attack ATK +15.6% for 3 turns 0 3 2
    Boost DEF +20.3% for 3 turns 0/1 2 2/5
    Sleep ATK -25% & MOV -37.5% for 3t 1 3 4
    Slow DEF -25% for 3 turns 0/1 3 2/5
    Muddle HIT -50% and/or confusion 1/0 5/3 2/6
    Dispel silence 2 3 5
    Desoul HP -50% 0/1 2 4/8

    name hit rate (depending on resistance)
    Sleep 100% to 25%
    Slow 100% to 25%
    Muddle1 75% to 0%
    Muddle2 50% to 0%
    Dispel 75% to 0%
    Desoul 50% to 0%


    ------------------------------
    Chest changes
    ------------------------------

    Jewel Shrine
    power water to medical herb

    Ship
    quick chicken to medical herb

    New Granseal
    cheerful bread to healing seed

    Ribble
    bright honey to healing seed

    Polca Village
    protect milk to fairy powder

    Achilles Ruins
    power water to healing seed

    Hassan
    running pimento to running ring

    Ketto
    bright honey to brave apple

    Pacalon
    cheerful bread to power ring

    Tristan Caves
    protect milk to protect ring

    Mitula's Shrine (inner)
    power water to fairy powder

    Moun (underground)
    running pimento to quick ring

    Prism Flower Field
    valkyrie to life ring

    Yeel Revisited
    quick chicken to healing seed


    ---------------------------
    Known Issues
    ---------------------------

    DETOX 2 can display extraneous messages for untreated status ailments
    enemy sorcerer spells work functionally, but are a visual mess
    evil damage message immediately closes if followed by poison message
    droppable items sometimes disappear without direct interaction under certain specific circumstances?
    land effect for certain enemies displays 50% (functionally 20%)
    enemy traits don't have their own icons and display as regular items


    ==============

    copypasted from author's thread at
    https://forums.shiningforcecentral.com/viewtopic.php?f=5&t=44356

    Database match: Shining Force II (USA)
    Database: No-Intro: Genesis (v. 20180824-045026)
    File/ROM SHA-1: 22DEFC2E8E6C1DBB20421B906796538725B3D893
    File/ROM CRC32: 4815E075
    Time to Beat
    Main Story 30h 0m
    Main + Extras 32h 1m
    Speedrun Avg 18h 0m
    Release Date
    Jul 14, 2019
    5 years ago
    Similar Games
    Popular Sega Genesis Games

    Play Shining Force II: Shining Force 2 Counteraction Game

    Experience Shining Force II: Shining Force 2 Counteraction Game (USA) online exclusivly at PastGames.net. Get Shining Force II: Shining Force 2 Counteraction ROM and use it with an emulator of your choice. Shining Force II: Shining Force 2 Counteraction can be played on PC, Mac, iOS and Android using our high quality downloads. PastGames is Americas #1 choice for Retro Games like Shining Force II: Shining Force 2 Counteraction.