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Editing Makai Toushi SaGa

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[[File:Battle (Makai Toushi SaGa).JPG|thumb|221x221px]]
[[File:Battle (Makai Toushi SaGa).JPG|thumb|221x221px]]
Another unique feature to the game are [[LP|Hearts]] which act as a Lives System in other types of games and serves as a precursor to the [[LP|Life Point]] mechanics seen in later installments. If a character is felled in combat, they lose one of their hearts but can remain in active duty as long as the player spends the money to revive them at a House of Life. Should the character lose all of their hearts though, they are permanently killed off and the player will have to visit a Guild to select a new character.
Another unique feature to the game are [[Heart (Mechanic)|Hearts]] which act as a Lives System in other types of games and serves as a precursor to the [[Life Point]] mechanics seen in later installments. If a character is felled in combat, they lose one of their hearts but can remain in active duty as long as the player spends the money to revive them at a House of Life. Should the character lose all of their hearts though, they are permanently killed off and the player will have to visit a Guild to select a new character.


Other unique features include the ability to save anywhere outside of battle. While initially designed for the "pick up and go" nature of handheld games, creative players have utilized this feature to turn the game's myriad of RNG features to their advantage.
Other unique features include the ability to save anywhere outside of battle. While initially designed for the "pick up and go" nature of handheld games, creative players have utilized this feature to turn the game's myriad of RNG features to their advantage.
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==Development==
==Development==
SaGa was conceived by producer Nobuyuki Hoshino, and was developed by lead designer and director [https://en.wikipedia.org/wiki/Akitoshi_Kawazu Akitoshi Kawazu]. Square at the time was seeing the success of the GameBoy thanks to titles like Tetris and sought to capitalize on the growing interest in handheld gaming. Coming off of the success of Final Fantasy II, Kawazu was tapped as the lead designer. Choosing to stick with their strengths, Kawazu and his friend Koichi Ishii (Seiken Densetsu/Mana) began work on developing an RPG for the system.
SaGa was conceived by producer Nobuyuki Hoshino, and was developed by lead designer and director [[Akitoshi Kawazu]]. Square at the time was seeing the success of the GameBoy thanks to titles like Tetris and sought to capitalize on the growing interest in handheld gaming. Coming off of the success of Final Fantasy II, Kawazu was tapped as the lead designer. Choosing to stick with their strengths, Kawazu and his friend Koichi Ishii (Seiken Densetsu/Mana) began work on developing an RPG for the system.


The plan was to build a game that could be finished under ten hours and played in short spurts for commuting. Kawazu chose to make a difficult game with advanced features to keep the game entertaining. He increased the encounter rate in order to guarantee a commuting player would have at least a few battles between traveling, and designed systems like the Monster Meat mechanic to add variety and depth to character building.
The plan was to build a game that could be finished under ten hours and played in short spurts for commuting. Kawazu chose to make a difficult game with advanced features to keep the game entertaining. He increased the encounter rate in order to guarantee a commuting player would have at least a few battles between traveling, and designed systems like the Monster Meat mechanic to add variety and depth to character building.

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