About
Shin Megami Tensei if... for Super Famicom is Atlus’s 1994 Japanese role-playing game, released on October 28 as a compact, school-centered branch of the Shin Megami Tensei series. Rather than sending its heroes across a devastated city, the game begins at Karukozaka High School, where a supernatural disaster abruptly cuts students off from ordinary life. Players create an unnamed student and enter a first-person demon world built around the transformed school and its forbidding destinations, combining the series’ occult atmosphere with a more intimate story about classmates caught in the same catastrophe.
The central objective is to survive the school’s demonic invasion, understand the force behind it, and find a way back to the human world. Exploration takes place through maze-like interiors viewed from a first-person perspective, with menus used to inspect options, manage equipment, and organize the party. Random encounters lead to turn-based battles in which physical attacks, magic, healing, and status effects all matter. The familiar COMP device enables demon-related abilities, making it a key part of both combat preparation and the game’s distinctive identity.
As in other early Shin Megami Tensei games, fighting is not the only answer to an encounter. The player can speak with demons, and a successful negotiation can turn an enemy into an ally rather than another battle to finish. Recruited demons can join the active group and can be combined through fusion to create different allies, giving party construction considerable importance. Their affinities, spells, and resistances encourage players to adjust their lineup as tougher areas and enemies appear.
Shin Megami Tensei if... also shifts its story through its human partner system. Early choices lead the protagonist to travel with one of several students, and those partners affect the route through the demon realm and the events encountered along the way. The Super Famicom game therefore rewards repeat visits with alternate paths instead of a single fixed campaign. Its structure contrasts with the broad, post-apocalyptic journeys of the preceding Shin Megami Tensei titles while retaining their dungeon crawling, demon negotiation, and demanding resource management.
A further feature is the Guardian system. When the protagonist or partner falls in battle, a Guardian can return that character to the last saved location and alter their development by granting abilities or changing attributes. This makes defeat part of the game’s progression rather than a simple dead end, while still asking players to plan carefully around saves, recovery, and party strength. Later Atlus developers described the system as an influence on the Persona series’ approach to character powers, making it an especially notable part of this Super Famicom entry’s design.
The game was developed and published by Atlus exclusively for Japan’s Super Famicom, so this original version is distinct from the later PlayStation, PC, mobile, and Nintendo digital reissues. Its high-school setting and emphasis on a small group of characters helped point Megami Tensei toward later spin-offs, including the first Persona game. For players exploring the series’ 16-bit history, Shin Megami Tensei if... stands out as a 1994 RPG that pairs the franchise’s demon-filled first-person dungeons with branching companions and a focused supernatural school story.
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Details
- Developer
- Atlus
- Publisher
- Atlus
- Genre
- Action RPG
- Players
- 1
- Release Date
- October 28, 1994
- System
- SNES