

Mahoujin Guru Guru 2 is one of those weird, charming SNES RPGs that never made it outside Japan—which is a shame, because it’s got this goofy, lighthearted energy most 16-bit RPGs wish they had. You play as Nike and Kukuri, a pair of kids who bumble their way through a world where magic is more about silly chants than serious spellbooks.
The combat’s turn-based but with a twist—you draw symbols to cast spells, and the better you doodle, the stronger the effect. It sounds gimmicky, but it actually works, especially when you’re frantically scribbling circles to heal mid-battle. The writing’s full of dumb jokes and fourth-wall breaks, like when NPCs complain about RPG tropes or your own party members roast you for bad decisions.
It’s not some hidden masterpiece, but if you’ve played too many grimdark RPGs and need something that doesn’t take itself seriously, this one’s a great palette cleanser. Just don’t expect a deep story—it’s more about laughing at the absurdity than saving the world.
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