Final Fantasy (ファイナルファンタジー Fainaru Fantajī, colloq. Final Fantasy I) is a computer role-playing game (RPG) developed and published by Square Co., Ltd. for the Nintendo Entertainment System (NES) in 1987, and is the inaugural game in Square's flagship Final Fantasy series.
Final Fantasy has subsequently been remade for several different video game consoles and handheld systems, including the MSX 2 computers (converted and released by Microcabin) and the Bandai WonderSwan Color (WSC). The game has frequently been packaged with its sequel, Final Fantasy II. Compilations of the two games have been released for the Family Computer, the PlayStation, and the Game Boy Advance (GBA). For release information regarding the PlayStation and Game Boy Advance compilations, see Final Fantasy Origins and Dawn of Souls. Final Fantasy was Nobuo Uematsu's 16th work of video game music composition.
Along with Dragon Quest, Final Fantasy is often quoted as being one of the most influential and successful RPGs on the Nintendo Entertainment System.
Gameplay in Final Fantasy is similar to that of many other console role-playing games. The player explores the world map, randomly encountering monsters which must be either dispatched in battle or fled from. Winning battles earns the player gil, which can be used to buy weapons, armor, curative items, and magic spells, and Experience, which accumulates until players achieve certain milestones ("experience levels") at which characters gain greater capacity for strength, damage resistance (known as Hit Points, or HP), and spell casting. The player can enter Towns on the world map to be safe from random attacks, restore HP and spell charges, acquire information by talking to villagers, and shop.
Battle is turn-based, i.e. players select the desired actions for their playable characters, or PC's, such as Fight, Cast Spell, Run, etc. And when finished the PCs execute their actions while monsters retaliate depending on their Agility. The turn-based system was used for the first three installments of Final Fantasy before it was remodeled into the Active Time Battle system.
The game borrows very heavily from Dungeons and Dragons. The list of enemies the player encounters during the game is almost identical to the bestiary of First Edition Dungeons and Dragons. The spellcasting system, in which magic-using characters have a certain maximum number of "spell charges" for each spell level which increases as experience is gained, is another similarity.
There are three physically-oriented classes in the game. First, the fighter is a specialist in heavy weapons and armor. A Fighter may become a Knight later in the game, who is able to use the most powerful weapons and some White Magic spells. The Black Belt is a martial arts expert who often fights empty-handed and armorless. Later, a Black Belt may become a Master. Next, the thief is a fast, yet weaker fighter when compared to the Fighter and Black Belt. Later in the game, the Thief can be upgraded to the Ninja, who can use almost every weapon, armor, and lower level Black Magic spells.
The final three classes focus on magical attacks. First, the Red Mage is a jack-of-all-trades character, able to use some but not all of both White and Black Magic, and possessing some fighting abilities. The Red Mage becomes the Red Wizard later in the game. The White Mage is a specialist in defensive magic, or White Magic. The White Mage can be upgraded into a White Wizard, which uses stronger White Magic. Finally, the Black Mage is a specialist in attack magic, or Black Magic. Later on, the Black Mage may be upgraded to a Black Wizard.
Four hundred years prior to the start of the game, a people known as the Lefeinish, who used the power of the wind crystal to craft giant space stations ("Sky Castles") and airships watched their country decline as the wind crystal went dark. Two hundred years later, violent storms sunk a massive shrine that served as the center of an ocean-based civilization, and the water crystal went dark. Another two hundred years later, the earth and fire crystals also went dark, plaguing the earth with raging wildfires and devastating the agricultural town of Melmond as the plains and vegetation decayed. Some time later, a sage called Lukahn tells of a prophecy that four Light Warriors will come to save the world in a time of darkness.
The game begins with the appearance of the four youthful Light Warriors, the heroes of the story. The Light Warriors each carry one of the darkened Crystals. They arrive at Corneria, a powerful kingdom that has just witnessed the kidnapping of its princess, Sara, by a knight named Garland. The Light Warriors travel to the ruined Temple of Fiends in the northwest corner of Corneria, defeat Garland, and return Princess Sara home. The grateful King of Corneria builds a bridge that enables the Light Warriors passage east to the town of Pravoka. At Pravoka, the Light Warriors liberate the town from a band of pirates, and acquire the pirates' ship for their own use. The Light Warriors now have the ability to travel across the water, but remain trapped within the Aldi Sea, in the center of the southern continent. An isthmus blocks the Aldi Sea from the western ocean. However, Nerrick, one of the Dwarves of Mount Deurgar, is able to destroy the isthmus with the Nitro Powder that the Light Warriors obtained on a quest involving the local Elves.
After visiting Melmond, the Light Warriors go to the Cavern of Earth and destroy the Earth fiend, Lich, who is responsible for the earth's decay. The Light Warriors then enter Mt. Gulg ("Gurgu Volcano") and defeat the Fire Fiend, Kary ("Marilith"). The Warriors defeat the Water Fiend, Kraken, in the Sunken Shrine, and Tiamat, the Wind Fiend, in the Floating Fortress. The four fiends defeated and the crystals restored, the Warriors find that their quest is not yet over: The fiends created an archdemon, Chaos, using the body of Garland, and sent him 2,000 years into the past. Following Chaos into the past, the Warriors discover that it was Chaos who had sent the four fiends into the future, creating a time loop paradox. The Light Warriors defeat Chaos, but the time paradox causes everyone except the light warriors to forget everything that transpired.
An album was released with a total of 49 tracks. Nobuo Uematsu is the composer.
Final Fantasy has been remade several times for several different platforms. While all of these remakes retain the same basic story and battle mechanics, various tweaks have been made in a variety of different areas, including graphics, sound, and specific gameplay elements. What follows is a brief description of certain characteristics unique to each remake.
| MSX 2 remake | |
|---|---|
| Publisher(s) | Microcabin |
| Release date(s) | December 1989|
| Media | 3.5" Floppy Disk |
It was released on floppy diskette, the MSX2 version of the game had access to almost three times as much storage space as the Famicom version (720 KB vs. 256 KB), but suffered from a variety of problems not present in Nintendo's cartridge media, including noticeable loading time. There were also relatively minor graphical upgrades. In general, the MSX2 version sports an ostensibly improved color palette which adds a degree of vibrancy to character and background graphics. However, some have commented that the choice of colors sometimes seems "off", and argue the Famicom version's graphics were of higher quality, despite the technical superiority of the MSX2 in this field. In addition, the world map seems to have been moved slightly, meaning that the placement of monster "areas" on the world map is slightly different, and that monsters appear in different places than in the Famicom version.
Further, game data could not be saved onto the original program diskette, so it was necessary to provide a blank floppy diskette to save one's progress. For some reason, it was possible to store only one saved game on any given disk at one time, although it was possible to have multiple diskettes for multiple saved games. As an upgrade, the MSX2 featured more sound channels than the Famicom, and as such many music tracks and sound effects were altered or improved for the port. Also, some dungeon music has been swapped. Finally, in the Famicom version, the strength of a Black Belt would increase with his experience levels, meaning that very soon the player would reach a point where a Black Belt could do more damage without any weapons than he could with weapons. In the MSX2 version, this is not the case: Black Belt strength does not increase nearly as quickly, and as such he cannot operate effectively as a barehanded fighter. Also, a few (though not all) items available at stores have had their costs changed.
| WonderSwan Color remake | |
|---|---|
| Release date(s) | December 9, 2000|
| Media | 32 megabit cartridge |
Character sprites, or two-dimensional pre-rendered figures, were also redesigned to look more like characters from the Super Famicom Final Fantasy games (or the "Final Fantasy SNES trilogy"), especially as they upgraded in class. In the Famicom version, shops and inns had no interior map: once a character entered the building, they were greeted with a menu-based purchase screen. In the WSC version this was changed to more closely resemble other games in the series, where each building had an interior, along with a shop counter where the transaction screen could be accessed. Similarly, the battle screen was redesigned, with all textual information moved down to a blue window stretched across the bottom of the screen in an arrangement similar to that utilized in Final Fantasy II through Final Fantasy VII. As a further update, short cutscenes using the internal game engine were added to expand the story of the game somewhat. One such cutscene involved the construction of the bridge by the army of Corneria.
Also of significance is that the original Famicom version of the game did not have the ability to display more than one window of text during a conversation, which meant that all conversations with non-player characters were strictly limited in length. The WSC version removes this restriction. In the original version of the game, any attempt to attack a monster that had been killed by a previous character's attack would result in an "ineffective" attack. The WSC version introduced an option wherein the attack would be redirected to another monster rather than fail. Similarly, a "dash" option had been introduced: holding down a specific button while walking around in a town or dungeon map would cause the character to move around at twice their normal pace. Both of these options can be turned on and off via the game's configuration screen.
As in the original version, every magic using character has successive "spell levels". Each character has only three available slots per spell level, but is given the option of choosing from four spells. Once that choice had been made in the original version, there was no way to "unlearn" spells to free up a space for the unchosen fourth spell. In the WSC version, this has been changed so that it is possible to delete spells once purchased. In the original Famicom version, the cartridge could only store one set of game data at a time, and every time a new save was made, the previous one was overwritten. The WSC version provides up to eight distinct slots for saved game data. There is also a "quick save" feature introduced which allows the player to save his or her progress at any time (except during battles). This will exit the game, however, and as soon as the game is resumed, any quick save data is lost.
Another change from the original version involves items; only items specifically assigned to a character could be used during battle. In the WSC, this has been changed so that there is a party-wide "pool" of items which can be accessed at any time by all characters. Certain status healing items (such as "Potion" and "Soft") can now be used during battle. The status ailment "silence" no longer prevents items from being used. In addition to remixing the soundtrack, composer Nobuo Uematsu has composed several new tracks, including a new "boss battle" theme. Because many of the above changes make the game simpler than before, the hit points of certain monsters, and almost all boss monsters, have been substantially increased (doubled, in some cases) in order to better balance the gameplay.
| PlayStation remake | |
|---|---|
| Release date(s) | October 31, 2002|
| Media | CD-ROM |
Released both individually (in Japan only) and alongside its sequel, Final Fantasy II in a collection entitled Final Fantasy Origins (or Final Fantasy I+II Premium Collection in Japan), the PlayStation port of Final Fantasy was based on WonderSwan Color version. Most of the changes instituted in that version of the game remain in this version. However, there are a few differences.
Although the graphics are basically the same as in the WSC version, the higher screen resolution of the PlayStation means that most have been improved to some degree, with more detail. Tsuyoshi Sekito also remixed the soundtrack to Final Fantasy IX quality to utilize the audio capabilities of the Sony PlayStation and also composed a few new tracks like the ones used in the opening movies.
In the Japanese language version, the script has been changed to include kanji. The English language translation, too, has been completely rewritten, and is, in most cases, much closer to the Japanese than the original English NES version was. Character and magic name lengths have been increased from four to six characters, as well. Saved game data takes up one block on the PlayStation memory card, which means that up to fifteen games can be saved onto each memory card, a major improvement. The "quick save" feature of the WSC version has been excised, but in its place a "memo save" feature has been introduced where game data can be temporarily saved to the PlayStation's RAM. This data remains until the system is turned off, or its power supply is otherwise interrupted. There are also full motion video cutscenes and omake. The game is now bookended with two full-motion, prerendered video cutscenes. An "omake" (or bonus) section has also been made available. It includes a bestiary, an art gallery, and an item collection that are unlocked as the player progresses through the game. Also, new "easy mode" has been introduced wherein shop prices are cheaper, experience levels are gained more quickly, and stats are increased more rapidly. This mode is optional and is chosen at the start of the game.
| Final Fantasy I & II: Dawn of Souls | |
|---|---|
| Publisher(s) | Square Enix|
| Release date(s) | July 29, 2004|
| Rating(s) | ESRB: E (Everyone) USK: Free for all OFLC: G8+ PEGI: 3+ |
| Media | 128 megabit cartridge |
Another fairly extensive list of changes accompanies the Game Boy Advance release of Final Fantasy as part of Final Fantasy I & II: Dawn of Souls.
The difficulty level of the GBA version most closely resembles the "easy mode" of the PlayStation/Final Fantasy Origins version. Unlike that version, however, there is no option to switch back to the original difficulty level. Similarly, the redirection of "ineffective" hits, which had been optional since it was introduced in the WSC version, is now mandatory. Graphics are more or less identical to the WSC version, although the GBA has a slightly higher screen resolution than the WSC, and certain sequences (such as flying around on the airship) look better on the GBA than on the WSC.
The "spell level"-based magic system is dropped from this version in favor of magic point-based system used in more recent Final Fantasy games. Although spells are still classified at certain levels for some purposes (characters can still only be equipped with three of the four available spells of any given level, for instance), every spell is now assigned a point value. When cast, that value is subtracted from a total number of magic points (or MP) that apply to all spells known by a character. Many new items have been introduced. Healing items are now much easier to procure, and less expensive, as well. The party starts the game with 500 gil instead of 400 gil as in previous versions.
The omake artwork gallery and item collection present in the PlayStation version have been omitted, but the bestiary gallery remains and operates more or less exactly as it did previously. Certain classes have been modified: the Thief and Monk have become more powerful, whereas the Red Mage has become less so. Stat growth has been altered, and Intelligence now affects the strength of weapon-based magic spells. The game can now be saved at any time, anywhere (again, except during battles). There are three available save game slots, however there seems to be no way of clearing or deleting their contents. Because the changes introduced in this version make the game even less challenging, many monsters and boss monsters have had their hit points increased once again.
Four new optional dungeons have been introduced, one corresponding to each Fiend, and becoming available after that Fiend is defeated. These dungeons are especially challenging and feature items and monsters not found anywhere else in the game. At the end of each dungeon there are a variety of boss monsters from Final Fantasy III through Final Fantasy VI. Finally, during character creation, the player can choose to have the game randomly assign a name to each character. These names are all taken from other Final Fantasy games and include Desh (Final Fantasy III), Giott (Final Fantasy IV), Kelga (Final Fantasy V) and Daryl (Final Fantasy VI), among others.
Reviews for the re-releases of Final Fantasy in the Final Fantasy Origins compilation was generally well received, though it lacks many of the innovations found in later Final Fantasy games such as Final Fantasy IV, and some commented that the additional content like improved graphics did not significantly improve the overall game experience.
The theme song that plays when the player characters first cross the bridge from Cornelia is a reccurring song throughout the entire series. It has been found in Final Fantasy III when the party leaves their home town and in Final Fantasy IV when Cecil and Kain begin their journey. It is featured in the ending theme songs of Final Fantasy V and Final Fantasy VI as the last three minutes of the 18+ minute piece, part of the ending theme in Final Fantasy VII, and in the very end of Advent Children as the movement immediately preceding the song Calling. It's included in the three-movement ending credits theme in Final Fantasy VIII and is found in the song "Skies of Alexandria" from Final Fantasy IX. It has recently been in the intro music for Final Fantasy XII.
Final Fantasy was also the basis for an episode of a video game-themed cartoon series The Game Master entitled The Fractured Fantasy of Captain N.
Final Fantasy (video game) | 1987 computer and video games | 1989 computer and video games | 1990 computer and video games | 2000 computer and video games | 2002 computer and video games | 2003 computer and video games | Mobile phone games | MSX games | NES games | PlayStation games | WonderSwan Color games
Final Fantasy (Spiel) | Final Fantasy I | ファイナルファンタジー | Final Fantasy I | Final Fantasy I | Final Fantasy I | ไฟนอลแฟนตาซี I | Final Fantasy I
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