Current version:Super Famicom / SNES
Daikaijuu Monogatari 2

Daikaijuu Monogatari 2

Daikaijuu Monogatari 2 is a Super Famicom role-playing game released in 1996 developed by Aim Software. It centers on resource or business management, area exploration, and combat and party setup, with controls, information, and pacing arranged around television output, a directional pad, shoulder buttons, and a six-button controller.

AI score · out of 10
7.4 / 10
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About this game

Daikaijuu Monogatari 2 is a Super Famicom role-playing release centered on resource or business management, area exploration, and combat and party setup. Story beats, exploration, and progression resources support a longer campaign, with progress divided into stages, tasks, matches, or growth milestones that make its immediate goals understandable. Its value depends on whether these rules continue to create judgment and room for mastery rather than on campaign length or series recognition. Short campaigns are judged by repeat-challenge value, while longer ones are judged by variety, pacing, and recovery after failure. Characters, world building, maps, and music carry most of the atmosphere, while sprite animation, scrolling, color, and chip-based audio jointly carry readability and atmosphere. The main genre-specific friction is that dense text, menu layers, repeated battles, and language dependence can slow progress. In addition, password or battery saves, multiplayer accessories, manual dependence, regional language, and cartridge enhancement chips can affect original-hardware use. This description covers only this release and excludes emulator features, modern-port conveniences, and content from other platforms.

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Super Famicom / SNES

AI review

AI reviews are subjective assessments, not player ratings. See each review for its evidence and limitations.Published date:

7.4 / 10Super Famicom / SNES

A colorful, generous RPG with better controls and awkward clock features.

Daikaijuu Monogatari II on Super Famicom expands a traditional party RPG with summoned creatures, stamp collecting, town building and treasure hunting. Diorama-like fields and vivid magic effects give battles a warm storybook identity, while character episodes offer reasons to explore beyond leveling. A direct player account of this SFC sequel specifically reports much better button response and screen transitions than in the first game. It also notes that a smaller cast and the loss of a broad underwater world reduce some of the predecessor’s character. The unusual Personal Live system links messages, recovery or access to real-world time, but its connection to the main adventure feels weak. A lengthy opening further delays the stronger material. This assessment concerns the 1996 sequel cartridge; it does not transfer the first game’s input problems or borrow later versions. Patient players who enjoy large Japanese RPGs and optional collecting should find rewards here. Those who prefer a tightly directed campaign may find the clock mechanic and breadth cumbersome.

Strengths

  • Many side goals, bright magic and improved input.

Weaknesses

  • Weak clock integration, long opening and reduced scope in places.

Who it is for: Patient traditional RPG players who enjoy side activities.

Play notes: Original SFC sequel, not the predecessor or a later port.

View scoring basis
DimensionReview stateScoreWeight
Dimension

Many goals offset a sprawling pace.

Reviewed7.4 / 10Not provided
Dimension

Solid RPG combat carries a poorly integrated side system.

Reviewed7.3 / 10Not provided
Dimension

Colorful style gains polish while some breadth is lost.

Reviewed7.7 / 10Not provided
Dimension

Better response helps, though timed features can intrude.

Reviewed7.1 / 10Not provided

Review sources

Not provided

Core information

Developer
Aim Software
Publisher
Hudson Soft
Release date
1996
Platforms
Super Famicom / SNES
Content kind
Game
Release state
Released
Region
Worldwide
Official website
Not provided
Offline minimum players
Not provided
Offline maximum players
Not provided
Online minimum players
Not provided
Online maximum players
Not provided
Tags
Story-drivenSolo-friendlyTop-downExplorationMain Story 20–50 Hours2D GraphicsLong-term ProgressionCreature Collection and TrainingFantasyTurn-based CombatResource ManagementLevel Progression
Supported game languages
Not provided
Requires base game
Not provided
Standalone
Not provided
Age ratings
Not provided
Play modes
Not provided
Perspectives
Not provided

Release editions

Sources

Not provided