Shining Force Feather
A tactical RPG and the only Shining Force game on DS.
Shining Force Feather is a tactical role-playing game that uses turn-based combat. Flight-Plan handled development, while Sega published the title. As the twentieth mainline installment in the Shining series—excluding remakes—it launched exclusively in Japan on February 19, 2009. Yoichi Shimosato served as producer, Noizi Ito created the character designs, and Studio Hibari produced the movie cutscenes. This was the only Shining Force game ever released for the Nintendo DS.
The battle system is strategic and turn-based, shown from an overhead angle. When a player selects an enemy to attack, the view shifts to a side perspective. This attack phase plays out in real time, with the player pressing buttons to trigger different moves. Beyond solo strikes, the system also allows characters to combine forces for team attacks. Unlike earlier Shining titles, movement is not confined to a grid; instead, players can place a unit anywhere within a circular range displayed during each turn.
The story begins 3,000 years before the game’s present, when a war between the Shining Force warriors and the Kyomu enemy faction threw the world into chaos. That conflict is remembered mainly through artifacts, which were sealed away after the war. In the present day, a young treasure hunter named Jin and his friend Bail discover a hidden ruin containing a lost artifact. Their find accidentally awakens an android girl named Alfin, setting off a new quest to recover the remaining artifacts.
Quick Facts
- Title
- Shining Force Feather
- Developer
- Flight-Plan
- Publisher
- Sega
- Producer
- Yoichi Shimosato
- Artist
- pako / Noizi Ito
- Series
- Shining
- Released
- JP · February 19, 2009
- Genre
- Tactical RPG
- Modes
- Single-player
- Platforms
- Nintendo DS
Facts from the source article.
Lore & Background
Shining Force Feather features a turn-based strategic battle system with an overhead perspective. When an enemy is selected for attack, the view switches to a side perspective and combat occurs in real time, with the player pressing buttons to activate various attacks. In addition to solo attacks, players can team up forces for combination attacks. Unlike earlier grid-based Shining titles, the game allows more freedom by letting players place units within a circular range shown during each turn.
Reader's Guide
The plot is set 3,000 years after a war between the Shining Force warriors and enemy forces known as the Kyomu, which plunged the world into chaos. That war is remembered primarily through items called artifacts, which were sealed away. Three thousand years later, a young treasure hunter named Jin and his friend Bail discover a hidden ruin where a lost artifact is found, accidentally awakening an android girl named Alfin. A new adventure in search of lost artifacts begins.
Did You Know?
- Shining Force Feather was developed by Flight-Plan and published by Sega.
- It is the 20th entry in the Shining series, not counting remakes.
- The game was released exclusively in Japan on February 19, 2009, for the Nintendo DS.
- Character designs were by Noizi Ito, and movie cutscenes were made by Studio Hibari.
Tactical Combat & Character Progression
The heart of Shining Force is its turn-based tactical battle system, played out on square grids where each unit claims a single tile. A unit's movement range is set by its Move stat, and once it has repositioned, it may perform exactly one action—attack, cast a spell, use an item, or search the area. Administrative tasks like equipping or dropping gear do not consume that action. Turn order blends each unit's agility score with a random seed. Characters grow through experience points earned from fighting, healing allies, and other in-battle activities. Every allied unit belongs to a class that gates its available spells and equipment, and between levels 10 and 20 it can be promoted to an advanced class. Promotion resets the level to one and trims stats by a fixed amount, though promoting at a higher level yields a stronger starting baseline. Battle goals are simple: wipe out all enemies, eliminate the enemy leader, or reach a designated town or landmark. Defeat is not fatal; the Force retains all experience gained, and only Max's death costs the player half their money. Outside combat, an exploration mode lets Max roam the overworld, talk to NPCs, collect treasure, buy gear, and choose which squad members enter each fight.
Narrative & World
The story unfolds in the Kingdom of Guardiana, a realm known as Rune. The player follows Max, dispatched to stop Kane, the warlord commanding the armies of Runefaust, from opening the Shining Path and resurrecting the Dark Dragon. As Max travels, he gathers a band of allies into the Shining Force, each carrying their own background and personality. The narrative darkens when it is revealed that both Kane and King Ramladu are being manipulated by Darksol, a shadowy schemer pulling strings from behind the scenes. Darksol ultimately succeeds in reviving the Dark Dragon, but Max seals the creature away using the Chaos Breaker, a sword forged by merging a blade of light with Kane's sword of darkness. While the setting is primarily traditional fantasy, the game weaves in some science fiction elements. The allied characters, though individually distinct, mostly function as military assets rather than plot drivers, keeping the narrative focused on Max's central quest against the encroaching darkness.
Development & Creative Origins
Despite following the commercial success of Shining in the Darkness, Sega allotted only a minimal budget to the project. Contrary to what many fans assume, the game was not inspired by Fire Emblem: Shadow Dragon and the Blade of Light. Lead developer Hiroyuki Takahashi later dismissed that title's pacing as so poor he did not even want to play it. Instead, the team drew its primary inspiration from Dragon Quest, asking themselves how to make its battle encounters more engaging and interactive. The answer came from an obscure Japanese PC title called Silver Ghost, a simulation-action game in which the player directed and commanded multiple characters simultaneously. That concept of overseeing a group of units in tactical combat became the foundation of Shining Force's grid-based battles. The game was developed by Climax Entertainment and Sonic! Software Planning, and published by Sega for the Genesis in 1992 as the second entry in the Shining series.
Legacy & Re-releases
Shining Force has enjoyed a remarkably long afterlife across platforms. It appeared in Sega Smash Pack Volume 1 for Dreamcast and Sega Smash Pack 2 for Windows, later in Sonic's Ultimate Genesis Collection for Xbox 360 and PlayStation 3, and as a standalone title on Wii Virtual Console and Steam. In 2004, a full remake titled Shining Force: Resurrection of the Dark Dragon launched on the Game Boy Advance, featuring an expanded story, three new playable characters (one of whom uses cards in battle), three additional battles, a ramping difficulty system where each completed playthrough earns a star and boosts enemy stats, and a transparent turn-order list based solely on speed. An iOS version arrived in 2010 but was pulled from the App Store in 2015, only to return in 2021 via Nintendo Classics. In Japan, the original topped the Famitsu sales chart in April 1992, and the 2004 remake was named GameSpot's best GBA game of July that year.
Frequently Asked Questions
What is Shining Force Feather?
It is a turn-based tactical role-playing game developed by Flight-Plan and published by Sega. The title launched exclusively in Japan on February 19, 2009, and stands as the twentieth mainline entry in the Shining franchise when remakes are excluded.
What platform is Shining Force Feather available on?
The game was released solely for the Nintendo DS. It remains the only Shining Force title ever made for that handheld system.
Who are the key creative staff behind Shining Force Feather?
Yoichi Shimosato oversaw the project as producer, Noizi Ito was responsible for the character artwork, and Studio Hibari handled the animated movie cutscenes.
How does combat work in Shining Force Feather?
Battles are strategic and turn-based, presented from a top-down overhead perspective. The player selects a target enemy to direct an attack, and units act in sequence across a grid-style battlefield.
Why is Shining Force Feather considered notable among Shining Force fans?
Its Japan-only release and DS exclusivity make it one of the most difficult Shining Force entries to obtain outside of Japan. As the sole Shining Force game on the DS, it also occupies a unique niche in the series' platform history.
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