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1994 · Super Famicom · Game story

Shin Megami Tensei if... (1994): The School Where Every Choice Has Teeth

A school disappears into the demon world, but Shin Megami Tensei if... does not treat its campus as a prologue to discard. It turns corridors, classmates and early conversations into the shape of the whole escape: choose a partner, learn what a death changes, and discover that a map is something you build one step at a time.

Official overview image for 真・女神転生if…
Official overview image for 真・女神転生if… Image source: Nintendo official game page ↗
In this story
  1. 01 The campus does not stay behind
  2. 02 A companion is a direction
  3. 03 Worlds named after temptation
  4. 04 Falling is not the last word
  5. 05 A meter that looks back
  6. 06 The protagonist does the talking
  7. 07 A party built in two ways
  8. 08 The front row is a real place
  9. 09 An escape with a memory

The campus does not stay behind

Shin Megami Tensei if... opens with an unusually sharp act of theft: Karukozaka High School is swallowed by the demon world. The protagonist is not summoned from a safe bedroom to fulfil an ancient destiny; they are already a student in the place that vanishes. Nintendo’s outline makes the goal simple—get out—but the image does more than provide a crisis. A school is made of routines, people, rooms and small social hierarchies. Once it becomes a hostile maze, every corridor carries the ghost of an ordinary day that should have happened there instead. 1 2 3

That is the game’s best atmospheric trick. A dungeon often asks a player to forget the outside world. This one begins by making the familiar inaccessible. The locker-room logic of campus life gives way to first-person passages and demon encounters, yet the escape remains tied to classmates rather than to a distant kingdom. The school is both the reason for the journey and the emotional ruler used to measure how far it has slipped from normal. Even before the route begins to branch, the game has made its maze feel like somebody’s daily life turned inside out. 3 6 9

Trivia The game lets the player choose the protagonist’s gender and name, then uses answers given during setup to alter starting abilities. It is a quiet way of making the student at the centre of the emergency feel less like a fixed poster hero. Before the first demon negotiation, the game has already asked the player to decide what kind of person is walking those corridors. 4 5

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A companion is a direction

Most role-playing games introduce party members as additions: another sword, another spell list, another portrait in the marching order. Shin Megami Tensei if... makes the first human companion feel more consequential. The early course of the school can lead to Yumi, Reiko or Charlie as the protagonist’s partner, and Nintendo states plainly that the story changes substantially with that choice. The decision is not framed as a menu of statistics. It grows out of moving through a stricken campus and responding to people who are caught in the same impossible situation. 1 2 5

This makes the opening more alert than a conventional tutorial. The player is not simply learning where the stairs are or which command opens a status screen; they are learning that attention to another student can set the tone of the escape. Route references preserve the practical detail behind that feeling: early conversations and progress through the school determine which of the three becomes the partner. The game therefore turns social momentum into geography. A person is not merely following the route. In an important sense, they are the route’s point of view. 7 5 10

Trivia Once the partner is decided, the other two cannot be selected on that playthrough. The rule gives a surprisingly heavy aftertaste to an early decision. Shin Megami Tensei if... does not let the player treat classmates as interchangeable tools to test and swap; choosing one companion means accepting the particular escape that follows with them. 5 7

Official Nintendo navigation image for S-2149_j. Early movement through the school can determine whether Yumi, Reiko or Charlie becomes the protagonist’s partner. Image source: Nintendo · 真・女神転生if… | Nintendo Classics ↗

Worlds named after temptation

The escape does not leave the school behind for one generic underworld. Its routes reach worlds named for impulses: Pride, Gluttony, Sloth, Jealousy, Avarice and Wrath. They are evocative names because they do not sound like ordinary fantasy regions; they sound like qualities that have escaped the people who normally keep them in check. The campus has been displaced into a demon world, and the places beyond it read like distortions of the pressures already latent in a school—status, appetite, resentment, competition and rage. 9 3 10

The companion choice gives those places a different dramatic weight. Route charts show that the paths through the named worlds are not identical for Yumi, Reiko and Charlie. That means the maze can be remembered not only as a sequence of turns, locked doors and encounters, but as a journey undertaken in a particular relationship. A place called Jealousy is already a loaded destination; reaching it beside one classmate rather than another gives the game room to make a large demon-world premise feel stubbornly personal. 9 7 5

Trivia Charlie’s listed route reaches Wrath, while the Yumi and Reiko routes instead run through Jealousy and Avarice before their later school sections. It is a concrete example of how the partner decision changes more than dialogue. The game rearranges the emotional vocabulary of the maze itself, so a second route has new places to make legible. 9 10

Official Nintendo navigation image for S-2149_j. The school’s escape routes reach demon worlds whose names evoke Pride, Gluttony, Sloth, Jealousy, Avarice and Wrath. Image source: Nintendo · 真・女神転生if… | Nintendo Classics ↗

Falling is not the last word

The Guardian system is the game’s most memorable answer to failure. When the protagonist or human partner falls, a demon appears and revives them; the Guardian then changes the revived character’s abilities. It is not the soft reassurance of an invisible retry button. Death interrupts the expedition, but it also alters the person returning from it. Nintendo’s systems guide describes the change in stats and available magic, which makes defeat feel like an event with a personality rather than a blank reset. 1 5 6

The system suits the game’s school nightmare because it makes survival feel unstable in an interesting way. The student who gets back up has not merely recovered their previous state. They have been touched by a demon and sent back into the corridor with a different set of possibilities. That turns the usual desire to avoid a defeat into something more nuanced. Risk is still costly, but the aftermath can change a future battle, a partner’s magical options or the feel of the party as it keeps searching for a way home. 6 8 11

Trivia A Guardian revival returns the fallen character to the entrance of the current dungeon rather than ending the whole game. That is a wonderfully mean-and-merciful compromise. The player keeps the journey, but must feel the corridor length again on the way back to the place where things went wrong. 6 8 10

Official Nintendo navigation image for S-2149_j. The Guardian system revives a fallen protagonist or partner while changing the abilities they bring back into the maze. Image source: Nintendo · 真・女神転生if… | Nintendo Classics ↗

A meter that looks back

Guardians become more intriguing because the game lets the player read the risk before the next fall. Guardian points are earned through battle while the human character remains alive. The manual explains that their colour gives a forecast: yellow signals a lower-level next Guardian, while red signals a higher-level one. The little meter turns experience into a nervous kind of weather report. The party is not only getting stronger in the broad role-playing sense; it is carrying a visible clue about what sort of rescue may arrive if the expedition collapses. 6 5 10

That is a wonderfully strange feedback loop. A player normally reads a battle’s numbers in order to avoid being knocked out. Here, victories also shape the identity of the demon that will intervene after a knockout. The game does not make failure desirable, and it should not: the Guardian’s change can carry penalties as well as advantages. But it makes the state of a character more textured than a bar of hit points. A defeat can be a change of build, a retreat to the entrance and a new reason to look at the party screen carefully. 8 11 10

Trivia The Guardian system belongs only to the protagonist and the human partner, not to recruited demons. That boundary keeps the system emotionally focused. Demons may be valuable companions, but the characters whose fate can be rewritten by a Guardian are the two students carrying the human thread of the route. 6 5 12

The protagonist does the talking

The demon party is not simply found in chests or won when a battle ends. The protagonist has to speak. The manual says that only the protagonist can use TALK with encountered demons, and a successful exchange can turn one into an ally. This gives the command menu a social charge. A hostile creature is not merely an obstacle with a weakness to discover; it is a possible conversation whose tone, demand and outcome the player has to judge under pressure. 6 2 10

Guides record two broad opening attitudes—approach a demon amicably or try to intimidate it—and neither guarantees a neat result. A demon may become angry, depart, ask for money, request MAG or want a gift. That uncertainty is what makes negotiation more memorable than a recruitment percentage hidden behind a victory screen. It asks the player to regard monsters as personalities with bad moods and awkward requests. The game’s demon world becomes less like a zoological catalogue and more like a crowd whose members might bargain, sulk, threaten or unexpectedly decide to come along. 10 6

Trivia A negotiation can ask for MAG as well as money or an item. MAG is not only a resource sitting in a menu; it can become part of the price of a conversation. That small detail gives demon diplomacy an unusually physical feel: the player may be handing over something that helps keep the summoned party operating, just to persuade a new stranger to join it. 10 6

Official Nintendo navigation image for S-2149_j. Demon allies are recruited through the protagonist’s conversations and can later fight beside the human partner. Image source: Nintendo · 真・女神転生if… | Nintendo Classics ↗

A party built in two ways

A human companion and recruited demons do not do the same job. Nintendo’s systems guide allows the protagonist to travel with up to five other allies and draws a line between the partner and demons: the human partner gains magic through Guardians, while the protagonist does not learn magic in the same way. That contrast makes a party feel assembled rather than handed over. One relationship is chosen in the school and carries the route’s drama; the others are negotiated for, summoned and managed as the expedition demands. 5 6 2

Then there is the Cathedral of Shadows, where two or three demon allies can be fused into another demon. It is a system that encourages the player to think of the roster as a moving workshop rather than a set of collectible trophies. A useful ally may be the raw material for a more useful one, and the prospect of fusion gives every successful negotiation a second life. The party becomes a chain of decisions: who to persuade, who to keep, who to call back, and which combination could make the next stretch of corridor less punishing. 2 6 10

Trivia The manual describes both two-demon and three-demon fusion, and shows the resulting demon before the process is confirmed. The preview turns the Cathedral into a place for curiosity rather than blind sacrifice. Players can look at the proposed outcome before deciding whether the current companions are worth transforming. 6 10

The front row is a real place

For all its huge ideas, Shin Megami Tensei if... is attentive to the mundane awkwardness of a fight. The manual notes that swords and ordinary demon attacks can only reach from the front row. Guns reach differently, but ammunition has to be equipped and doing so costs a turn. Formation is therefore not a decorative row of portraits. It is a practical statement about who can put a weapon where, who is exposed, and whether a turn spent preparing a gun is wiser than an immediate attack. 6 10

That is why the game’s first-person dungeons feel less abstract than their grid might suggest. The route to an exit is made of small commitments: a companion in a particular place, a demon worth paying to summon, a weapon that needs the correct row, a Guardian colour that has started to look ominous. The demon world is grand enough to swallow a school, but the player survives it through the unglamorous discipline of keeping a party physically ready for the next door. 6 5 9

Trivia The automatic map does not reveal an entire floor at once. It records the parts of the current floor that the party has actually walked. In a game built around escape, that makes cartography feel earned: the map is a diary of footsteps, not a gift handed over before the maze has earned its mystery. 6

An escape with a memory

The distinctive thing about Shin Megami Tensei if... is not merely that it traps a school in the demon world. It remembers that the trapped people knew one another before the walls changed. Yumi, Reiko and Charlie are not generic class labels attached to different spell tables; an early choice makes one of them the person through whom the route unfolds. The Guardian system then ensures that even a setback leaves a trace on the humans at its centre. The game turns an escape plot into a record of who was there, what they endured and how the maze changed them. 1 5 6

Its systems keep returning to that same idea from different angles. Talk to an enemy and it may become an ally. Fuse allies and the party changes shape. Walk a floor and the map fills with proof of where the group has been. Fall and a Guardian brings someone back altered. None of those mechanics asks the player to admire the demon world from a safe distance. They ask for relationships, memory and consequence. That is why the school setting works so well: it gives the game a human scale sturdy enough to make every strange world beyond its doors feel sharper. 6 2 9

Trivia The manual’s Analyze function stores information on demons the party has fought. Alongside the walked-map display, it gives the expedition two forms of memory: places become known by travelling them, and enemies become known by surviving them. The school may have been taken away, but the player slowly builds a usable record of the world that replaced it. 6

Sources & image credits

Facts were checked against the links below. Official media remains the property of Nintendo and the relevant rights holders.

  1. 真・女神転生if… | Nintendo Classics Nintendo ↗
  2. 真・女神転生if… | バーチャルコンソール Nintendo ↗
  3. 真・女神転生if… | ストーリー Nintendo ↗
  4. 真・女神転生if… | はじめに Nintendo ↗
  5. 真・女神転生if… | システム Nintendo ↗
  6. 真・女神転生if… 取扱説明書 Nintendo ↗
  7. パートナー選択 | 真・女神転生if...@wiki 真・女神転生if...@wiki ↗
  8. ガーディアン | 真・女神転生if...@wiki 真・女神転生if...@wiki ↗
  9. 攻略チャート | 真・女神転生if...@wiki 真・女神転生if...@wiki ↗
  10. Shin Megami Tensei if... — Guide and Walkthrough GameFAQs ↗
  11. ガーディアンシステム | おれゲーム おれゲーム ↗
  12. Guardians in Shin Megami Tensei if... Megami Tensei Wiki ↗
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1994 コーエーテクモゲームス

大航海時代Ⅱ

Originally released in 1994 for Super Famicom, with コーエーテクモゲームス credited on Nintendo’s listing. This entry organizes verified release facts, official imagery, and direct primary-source links in one place.

Open catalog record
1994 コーエーテクモゲームス

アンジェリーク

Originally released in 1994 for Super Famicom, with コーエーテクモゲームス credited on Nintendo’s listing. This entry organizes verified release facts, official imagery, and direct primary-source links in one place.

Open catalog record

Official image · Source: Nintendo ↗