Current version:Super Famicom / SNES
Dragon Slayer - Eiyuu Densetsu 2

Dragon Slayer - Eiyuu Densetsu 2

Dragon Slayer - Eiyuu Densetsu 2 is a Super Famicom role-playing game released in 1993 developed by Epoch. It centers on combat encounters, collection and development goals, and turn-based tactical decisions, with controls, information, and pacing arranged around television output, a directional pad, shoulder buttons, and a six-button controller.

AI score · out of 10
6.8 / 10
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About this game

Dragon Slayer - Eiyuu Densetsu 2 is a Super Famicom role-playing release centered on combat encounters, collection and development goals, and turn-based tactical decisions. 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:

6.8 / 10Super Famicom / SNES

Personal builds and spell loadouts are engaging, but repeated combat slows the sequel.

The Legend of Heroes II makes personal growth and spell preparation central to the journey. Allocating level-up statistics shapes individual builds, while seven capsule slots reward arranging magic around the next encounter. Distinct enemy behaviour, accompanying animation and memorable boss music give fights personality. Configurable automatic battle is capable, and saving and loading make the adventure easier to divide into sessions. Those conveniences do not remove its substantial repetition. Ordinary battles run long, capsules recharge outside combat, weaker enemies offer diminishing rewards, and story progress repeatedly asks for levels and money. Some bosses add frustrating consecutive instant-death attacks. The field music and build options remain appealing, but wandering and combat consume considerable momentum. Patient series players, preferably familiar with the first game's cast, are the best audience.

Strengths

  • Stat allocation and capsule loadouts support personal character builds.
  • Enemy behaviour, animation and music give combat personality; automatic battle eases entry.

Weaknesses

  • Long fights, capsule recharge and level-money gates slow progress; some bosses add consecutive instant-death frustration.

Who it is for: Patient RPG series players who enjoy building characters and know the previous cast.

Play notes: Japanese SFC sequel; plan capsules and growth, with patience for ordinary battles.

View scoring basis
DimensionReview stateScoreWeight
Dimension

Stat allocation rewards personal builds, while progression gates constrain the rhythm of training.

Reviewed6.2 / 10Not provided
Dimension

Spell loadouts and varied enemy behaviours create choices, but slow growth lets repeated ordinary battles dominate.

Reviewed6.5 / 10Not provided
Dimension

Field and boss music give the adventure emotional identity, although repeated exploration wears down momentum.

Reviewed7.7 / 10Not provided
Dimension

Configurable, capable automatic battle and a defined save/load path ease use, but cannot eliminate long fights or capsule waits.

Reviewed7.5 / 10Not provided

Review sources

Not provided

Core information

Developer
Epoch
Publisher
Nihon Falcom
Release date
1993
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
ExplorationCommand-based CombatCollection-richLong-term ProgressionSolo-friendly2D GraphicsStory-drivenFantasyLevel ProgressionMain Story 20–50 HoursReal-time CombatTop-down
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