Illusion of Gaia
Illusion of Gaia, known in PAL territories as Illusion of Time, is an action role-playing video game developed by Quintet for the Super Nintendo Entertainment System. The game was released in Japan by Enix in 1993, and in North America and PAL territories by Nintendo in 1994 and 1995. Set in a fantasy reimagining of Earth, the game's plot centers on a boy named Will who is chosen to save the world from an impending disaster.
Also recorded as Illusion of Time · The Gaia Fantasy Chronicle
Illusion of Gaia
- Date
- 1993
- Publisher
- Enix · Nintendo
- Genre
- role-playing video game · action role-playing game
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Documentary summary
Illusion of Gaia, known in PAL territories as Illusion of Time, is an action role-playing video game developed by Quintet for the Super Nintendo Entertainment System. The game was released in Japan by Enix in 1993, and in North America and PAL territories by Nintendo in 1994 and 1995. Set in a fantasy reimagining of Earth, the game's plot centers on a boy named Will who is chosen to save the world from an impending disaster.
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In this article
The object
The object
Throughout the game, the player guides Will through levels inspired by the ancient ruins of real-world civilizations and Wonders of the World, including the Great Pyramid and the Great Wall of China.
Publication is recorded by Enix and Nintendo. The recorded date of publication is 1993. It is associated with Japan. Recorded genres are role-playing video game and action role-playing game. The recorded subject matter is slavery, genocide and Tower of Babel.
Key facts
Key facts
• Title — Illusion of Gaia • Developer — Quintet • Director — Masaya Hashimoto • Producer — Yasuyuki Sone • Designer — Tomoyoshi Miyazaki • Writer — Mariko Ōhara • Artist — Moto Hagio • Composer — Yasuhiro Kawasaki • Genre — Action role-playing • Modes — Single-player • Platforms — Super Nintendo Entertainment System
Gameplay
Gameplay
While Illusion of Gaia features a large cast of characters, Will, Freedan, and Shadow are the only playable characters. Each possesses separate abilities, and certain areas are inaccessible without a specific character. The characters acquire new skills as part of the story progression. Will's techniques primarily focus on accessing new areas with incidental combat applications, while Freedan's are more combat-oriented. Shadow joins the party later in the game. Combat is relatively straightforward. Characters share the same health and defense scores but have varying levels of attack strength. Freedan inflicts more damage than Will and has a longer reach, while Shadow deals more damage than Freedan. Attacks are primarily melee-based, utilizing Will's flute, Freedan's sword, or Shadow's pseudopod. Enemies' health bars are displayed upon attacking, appearing as a series of red spheres that represent hit points. Bosses cannot be revisited, and enemies reappear only when Will loses all his lives or exits an area and returns. • Illustration — Will at a Dark Space, with Gaia (center) and statues of Will's alter egos: Freedan (left) and Shadow (right). Dark Space also serves as a save point for players. Illusion of Gaia does not employ experience points; when the player defeats all enemies in a room, Will receives a jewel that grants a permanent increase in attack, defense, or health power. Although returning to a previously cleared area will cause enemies to reappear, the bonuses for defeating them again do not apply. When an enemy is defeated, it may drop a gold sphere worth a certain number of life points. If Will dies with 100 or more points, the player resumes play at the start of the current stage instead of losing outright. Illusion of Gaia lacks a currency or equipment system. There is only one healing item (herbs), which are scarce. Unlike most games of its type, previously visited areas cannot be revisited, except in the last third of the game. The only side quest, collecting all the Red Jewels, cannot be completed if the player fails to find some before advancing the story. Illusion of Gaia features a fixed difficulty setting. Saving occurs at Dark Spaces, which can be found in both combat and non-combat areas. Will can recover lost health within the Dark Spaces and may occasionally switch forms or gain abilities.
Setting
Setting
Illusion of Gaia is set in a version of Earth that is partially historical but primarily fantasy-based. The game features several real-world locations, such as Incan ruins, the Nazca Lines, Angkor Wat, the Great Wall of China, and the Egyptian pyramids. Each of these ruins holds a piece of the final puzzle, which is revealed in the legendary Tower of Babel. The story takes place during the Age of Exploration, roughly corresponding to the 16th century, with references to figures like Christopher Columbus. Explorers seek ancient ruins, along with their treasures and secrets. Many return empty-handed, and some are never seen again. Will, the protagonist of the game, is the sole survivor of one such expedition. He accompanied his father, a renowned explorer, on a maritime journey to uncover the secrets of the Tower of Babel. The expedition encountered a mysterious disaster, and although Will managed to return to his hometown, he has no recollection of how he survived.
Story
Story
When the game begins, Will stumbles into a "Dark Space", where he encounters a being named Gaia, who possesses a human face and a tentacled body. Gaia informs Will that he must leave his home to save the world from an impending evil. A comet is approaching, bringing ill fortune to the world. As he journeys onward, Will gains the ability to transform into two additional forms, each with its own powers: the dark knight Freedan and Shadow, a solid manifestation of energy. Later, the comet is revealed to be an ancient weapon from the last Blazer War, possessing the power to reshape the world. In the ruins of Angkor Wat, Will discovers that the comet's previous approaches have disrupted the evolution of the world. Will and his companions travel the globe to collect artifacts known as Mystic Statues. At the climax, Will and Kara reach the Tower of Babel, where Will is revealed to be the Dark Knight and Kara the Light Knight. The two knights unite to form Shadow and utilize the ancient statues to unleash the ultimate power, the firebird. As the comet arrives, it manifests as Dark Gaia. Will and Kara succeed in destroying its power, restoring the world to normalcy. The spirits of Will's parents inform Will and Kara that the world will return to its natural state and that neither of them will retain any memories of their adventure. Saddened by this realization, Will and Kara unite one last time to form Shadow and return to Earth. The final scene is ambiguous. Will's friends are depicted in what appears to be a modern-day school, suggesting that even if they have forgotten their time together, they remain friends in the "real" world.
Development and release
Development and release
Illusion of Gaia was scored by Yasuhiro Kawasaki. Moto Hagio is credited with the character designs, while novelist Mariko Ōhara contributed to the story. The game is often regarded as part of an unofficial trilogy alongside two other Quintet titles, Soul Blazer (1992) and Terranigma (1995). In actuality, according to the producer of Enix USA, "there is no connection in the universe between SoulBlazer and Gaia. SoulBlazer is actually related to ActRaiser". The game was released for the Super Nintendo Entertainment System, debuting in Japan on November 27, 1993, and in North America on September 26, 1994. Developed by Quintet, the game was published in Japan by Enix and worldwide by Nintendo.
Prototype
Prototype
A pre-release English-language version of Illusion of Gaia was leaked onto the internet as a ROM file. This pre-release version differed in presentation and translation from the final English-language version. For example, the prototype featured a different title screen based on the original Japanese title screen, showcasing small sprites of the game's main characters running across the surface of a comet. The final version released in the United States included an instruction booklet with an image of an early title screen, which also displayed the small sprites at the bottom, albeit with the correct title. In the leaked prototype, the title was presented as SoulBlazer: Illusion of GAIA. Another notable difference was that many of the original Japanese names appeared in the English-language pre-release version. For instance, the character "Will" was referred to as "Tim", and "Kara" was named "Karen" (one instance of this name remained in the final release). Some of the script in the English-language prototype varied from the final version, with one example being the character "Jeweler Gem", who was portrayed as more "sinister". Finally, Nintendo was not credited in the pre-release version's title screen. It is believed that the prototype was developed before Nintendo of America decided to publish and market the game in the United States. Once Nintendo agreed to serve as the U.S. publisher, the title was changed, and a logo was specifically redesigned to resemble the branding of Nintendo's popular The Legend of Zelda franchise.
Version differences
Version differences
In accordance with Nintendo of America's censorship policies at the time of publication, several changes were made to the game to mitigate certain darker story elements. Most notably, the native tribe encountered near Angkor Wat was originally depicted as cannibals, with skeletal remains scattered around the village representing the remnants of their own tribesmen whom they had consumed to survive. Religious references were modified or removed entirely. Will's school was initially overseen by a priest and held within a Christian church. The American release merely identifies the building as a school and replaces the cross with a statue. In the Japanese version, speaking with the priest prompts Will to recite a prayer. In contrast, the American version has the teacher leading Will in reciting a poem. A translation error in a sequence near the middle of the game suggests that Seth's consciousness has been absorbed into a sea monster named "Riverson", a mistranslation of "Leviathan" caused by confusion between R and L. Additionally, a line from the game's climax, where Will and Kara remark, upon seeing Earth from outer space, that this must be what it feels like to be God, was also removed. A significant gameplay alteration is that the Japanese and American releases feature different bosses in the Sky Garden. In the Japanese version, the boss is depicted as a giant bird, while in the American release, it is a winged Babylonian statue with talons. It is suggested that the American boss aligns more closely with the creators' initial vision and relates to the idea that the Sky Garden was once the Hanging Gardens of Babylon. The developers took the opportunity presented by the port to "tidy up" the boss, as they were dissatisfied with the bird-snake hybrid used in the original release. In Europe, the game was released as Illusion of Time in English, German, French, and Spanish. Of these, only the French version underwent significant changes, incorporating references to existing people or myths, such as Edgar Degas, Franz Kafka, Chrysaor, and Nosferatu.
Merchandise
Merchandise
Nintendo released a bundle pack in the United States that, while supplies lasted, included a "one size fits all" T-shirt featuring the game's logo alongside characters Freedan and Shadow. As a Nintendo-published title in the U.S., the game received special attention in Nintendo Power magazine, and additional merchandise was available for purchase in the Super Power Supplies catalog for subscribers.
Sales and accolades
Sales and accolades
Quintet reported that Illusion of Gaia sold 650,000 copies worldwide, with 200,000 copies sold in Japan, 300,000 copies sold in North America, and 150,000 copies sold in Europe. Illusion of Gaia was rated the 186th best game made on a Nintendo system in Nintendo Powers Top 200 Games list in 2006. In 2018, Complex ranked Illusion of Gaia 86th on their "The Best Super Nintendo Games of All Time". In 1995, Total! rated the game 41st in their Top 100 SNES Games, complimenting the graphics and gameplay. IGN ranked Illusion of Gaia 74th on their "Top 100 SNES Games of All Time".
History of the object
Dated record
History of the object
The full dated record · 2 entries
1993
Illusion of Gaia published.
1993
Illusion of Gaia is recorded as published in 1993.
Places
Named by the record
Places
Only places the record itself states, plotted where the house gazetteer settles their coordinates. Nothing is inferred from a name or a nationality.
- Japan
Named but not plotted · 1
Illusion of Gaia is associated with Japan.
Country
Reception
Illusion of Gaia received a 23.9/30 score in a readers' poll conducted by Super Famicom Magazine. The game received generally favorable reception from critics, holding a rating of 80.17% based on nine reviews according to review aggregator GameRankings. GamePros Peteroo praised the game's puzzle-solving elements, effect-heavy graphics, eclectic soundtrack and gentle difficulty slope. They added that "the game, however, has sacrificed the central theme that gave the original Soulblazer (and ActRaiser before it) a distinct sense of direction and purpose—an impression that your good works have an ongoing impact on the game world. On the other hand, Illusion of Gaia enjoys a sense of worldliness that Soulblazer didn't have.... you never know quite what's coming next, and that's the best thing that could be said about an RPG". Game Zero Magazines Bryan Carter commended the game's visuals, and play control, but found its soundscapes average. Carter also complained about the puzzle aspect, stating that "These are NOT puzzles by any stretch of the imagination, but are more an excercise of frustration control".
Notes from the source article
Cited by Wikipedia
Notes from the source article
These works are cited by the source article, in its own numbering. They are recorded as its citations, not as sources VALÉORINE has verified.
- 1.Darkseid, William. Take note: It's 'Fatal Friday'. The Province. 68. September 9, 1994.
- 2.Lost in Time. Birmingham Evening Mail. 17. June 10, 1995.
- 3.ここは今までに発売されたクインテットのソフトを紹介するページです。ゲーム攻略に役に立つ情報も載せていますので、最近クインテットのゲームを始めた人、始める人はチェック!.
- 4.Nickel, Thomas. Zelda? Nein danke! - Abenteuerliche Alternativen – Seite 5 von 12. MANIAC.de. 2017-02-21.
- 5.Interview to Robert Jerauld, former producer at Enix USA, November 2014
- 6.Translations << TerraEarth.
- 7.1UP! Traductions et Trahisons (Illusion of Time). 1up-games.com.
- 8.CBS Interactive. Illusion of Gaia for SNES. GameRankings. 2012.
- 9.Clays, Simon. CVG Review: Illusion of Time. Computer and Video Games. EMAP. 163. 80–81. June 1995.
- 10.ASCII Corporation. New Games Cross Review: ガイア幻想紀. Famitsu. 259. 43. December 3, 1993.
- 11.Lundrigan, Jeff. Review: The Illusion of Gaia. Game Players. GP Publications. 7. 8. 44–45. August 1994.
- 12.Kirrane, Simon. Reviews: Illusion of Time. GamesMaster. Future Publishing. 30. 46–47. June 1995.
- 13.Fish, Eliot. Review: Illusion of Time. Hyper. nextmedia. 19. 40–41. June 1995.
- 14.Nintendo of America. Illusion of Gaia; Now Playing: Illusion of Gaia. Nintendo Power. 65. 60–71, 102, 107. October 1994.
- 15.Davies, Paul. Review: Illusion of Gia. Nintendo Magazine System. EMAP. 14. 48–50. April 1994.
- 16.Davies, Paul. Review: Illusion of Time. Nintendo Magazine System. EMAP. 33. 28–31. June 1995.
- 17.Mott, Tony. Import Review: Illusion of Gaia. Super Play. Future Publishing. 26. 40–41. December 1994.
- 18.Dyer, Andy. Total! SNES Review: Illusion of Time. Total!. Future Publishing. 42. 50–52. June 1995.
- 19.Anton, Michael. SNES Test: Illusion of Time. Total!. MVL-Verlag. 27. 48–49. August 1995.
- 20.Camron, Marc. Cartridge: Illusion of Gaia. Electronic Games. Decker Publications. 3. 2. 118. November 1994.
- 21.Butt, Ryan. 4-Play Reviews: Illusion of Time. Games World. Paragon Publishing. 12. 74–75. June 1995.
- 22.Ishino, Michiho. TV Game Broad-Way SFC: ガイア幻想紀. JICC Publishing Bureau. 8. 12. 34. December 4, 1993.
- 23.Pullin, Keith. Super NES Review: Illusion of Gaia. Super Gamer. Paragon Publishing. 9. 76–77. December 1994.
- 24.Guttery, Miles. Super NES Review: Illusion of Time. Super Gamer. Paragon Publishing. 15. 32–34. June 1995.
- 25.Future Publishing. Ultimate Review Sector: Are we getting old, or is it all an Illusion of Time?. Ultimate Future Games. 7. 86–87. June 1995.
- 26.Dulin, Ron. Power Reviews: Illusion of Gaia. VideoGames - The Ultimate Gaming Magazine. Larry Flynt Publications. 71. 110. December 1994.
- 27.GameFan, volume 3, issue 1 (January 1995), pages 68-75
- 28.VideoGames Best of '94. VideoGames - The Ultimate Gaming Magazine. 74 (March 1995). 44–47. February 1995.
- 29.Tokuma Shoten Intermedia. 超絶 大技林 '98年春版. 42. 183. April 15, 1998.
- 30.Peteroo. Role-Player's Realm: Soul Blazer: Illusion of Gaia. GamePro. IDG. 60. 125. July 1994.
- 31.Carter, Bryan. The Final Word game review - In a Nutshell. Mini-Reviews: Illusion of Gaia -- Nintendo/Enix. Game Zero Magazine. Game Zero. May 1995.
- 32.Quintet. Quintet Game Library: ガイア幻想紀. 1997.
- 33.NP Top 200. Nintendo Power. 200. 58–66. February 2006.
- 34.Knight, Rich. The Best Super Nintendo Games of All Time. Complex. April 30, 2018.
- 35.Top 100 SNES Games. Total!. 43. 45. July 1995.
- 36.Top 100 SNES Games of All Time - IGN.com.
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Its recorded subjects are slavery, genocide and Tower of Babel. It is placed in the genres role-playing video game and action role-playing game.
Subject and derivation
The Encyclopedia exists whether or not anything is for sale. Corrections are recorded rather than overwritten, and every version of this record is kept. Published 16 August 2026.
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