Final Fantasy (video game)

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Final Fantasy
Cover box for original NES release in North America
Developer(s)Square Co., Ltd.
Publisher(s)Japan Square Co., Ltd.
United States Nintendo of America
Designer(s)Hironobu Sakaguchi (concept)
Yoshitaka Amano (char. design)
Nobuo Uematsu (music)
Nasir Gebelli (program)
Platform(s)Nintendo Entertainment System
See development history section for remake information.
ReleaseJapan December 18, 1987
United States July 12, 1990
Genre(s)Role-playing game
Mode(s)Single player

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.[1] 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 Final Fantasy I & II: 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. "Famitsu" voted Final Fantasy the 63rd greatest game of all time.

Gameplay

The following refers to the original Famicom/NES version. For changes in subsequent remakes, see the section on Development history.

Gameplay in Final Fantasy is similar to that of many other console role-playing games. The player controls a party of four player characters (PCs), called Light Warriors, who explore the world map and its towns and dungeons. The goal of the game, as described in the introduction, is to defeat four major enemies called Fiends. Along the way, the player travels to towns where he can acquire information, shop, and rest. While travelling, the player encounters monsters which must be either killed in battle or fled from. Winning battles earns the player gil, the game's unit of currency, and experience, which, over time, strengthens PCs.

Player characters

Final Fantasy begins by asking the player to create the Light Warriors. As is typical of computer role-playing games of the era, the player characters are passive participants in the story. Their names and abilities are relevant only during battle.

Characters are determined by a four-character name, certain numerical attributes, and their class. (Later versions of the game allowed longer names.) Basic character attributes are:

  • Level. Each character has a level between 1 and 50. A character's level is determined by how much experience he has. Generally speaking, higher level characters are more powerful than lower level characters. Gaining a level increases the attributes below.
  • Hit Points (HP). Hit Points represent a character's remaining health. Every character has a maximum number of hit points. When a character reaches zero hit points, he dies.
  • Strength. Stronger characters do more damage when they attack.
  • Agility. Agile characters are more likely to hit their opponents, are less likely to be hit, and have an easier time fleeing.
  • Intelligence. Intelligence affects the character's interaction with magic.
  • Vitality. Vitality determines the number of hit points a character gains when he gains a level.
  • Luck. Luck affects the probability of being attacked while travelling.

Certain other statistics are derived from these attributes and from equipment the character may be using.

  • Damage. This determines how much damage an attack does.
  • Hit %. This determines the probability that an attack will hit.
  • Absorb. This determines how much damage a character will take when hit.
  • Evade. This determines how likely a character will be hit by an enemy.

Character classes

Each character has a type which affects the character's attributes and abilities. These types are called classes. There are six classes, three of which are physically oriented and three of which are magically oriented. During the game, the player has the option of completing a quest which changes and upgrades each character to a different and more powerful class. The classes are:

  • The Fighter, who uses heavy weapons and armor. The Fighter becomes a Knight, who is also able to use low-level White Magic spells.
  • The Black Belt, who often fights best when empty-handed and armorless. The Black Belt becomes a Master.
  • The Thief, who is quick and hard to hit. The Thief becomes a Ninja, who is able to use low-level Black Magic spells.
  • The Red Mage, who is a decent fighter and can use a mixture of white and black magic. The Red Mage becomes a Red Wizard, who can use more powerful equipment and spells.
  • The White Mage, who can cast defensive and healing spells. The White Mage becomes a White Wizard, who can use more powerful white magic.
  • The Black Mage, who can cast offensive spells. The Black Mage becomes a Black Wizard, who can use more powerful black magic.

Except for the mid-game upgrade, character classes cannot be changed once the game has begun.

Poison and stoning

In addition to taking away hit points, some attacks can poison a Light Warrior or turn him to stone. A poisoned Light Warrior loses one hit point for every step taken outside of battle and will lose two hit points per round of battle. However, poison will not kill a character and will instead stop removing hit points.

A stoned Light Warrior is one who has been turned to stone. Stoned characters cannot participate in battle.

Poison and stoning can be cured using potions or magic.

Equipment

Equipping the Light Warriors with better weapons and armor makes them more powerful. Each Light Warrior has four inventory slots to hold weapons and four inventory slots to hold armor. Each class has restrictions on the weapons and armor it has available for use.

There are six types of weapons: Swords, Daggers, Axes, Hammers, Staves, and Nunchaku. The type of a weapon mainly determines its associated graphics, but also indicates which classes are most likely to be able to use that weapon. For example, a Black Belt is more likely to be able to equip nunchaku than an axe. Each weapon has two statistics, an amount of damage ("DMG") and a chance to hit bonus ("Hit%"). These influence how effective the weapon is. Only one weapon can be equipped at a time.

There are six types of armor: Armor (Cuirasses), Robes, Helmets, Gauntlets, Shields, and Bracelets. Unlike weapons, an armor's type is very important. A character may wear up to four different types of armor at once, but only one of each type. There are items of armor which have no type, such as rings, and a character may wear as many of these at one time as he pleases. Each armor has two statistics, a damage absorption bonus ("ABS") and a evade penalty ("EVD").

Some weapons and armor are magical. If used during battle, some of these items will cast spells. Other magical artifacts provide unusual protection, such as from certain dangerous spells.

Inventory

At shops in town, the Light Warriors can buy items to help themselves recover while they are travelling. Up to 99 of each item may be carried at one time. The available items are:

  • Heal potions. Each heal potion restores 30 hit points.
  • Pure potions. A pure potion removes poison.
  • Soft potions. A soft potion cures stoning.
  • Tent. A tent restores some of the party's hit points and offers a chance to save the game. Tents can only be used on the world map.
  • Cabin. Cabins restore more of the party's hit points and also offer a chance to save the game. Cabins can only be used on the world map.
  • House. Houses restore much of the party's hit points as well as magic. Houses offer the chance to save the game and can only be used on the world map.

Additionally, there are special items which are gained during or at the completion of quests.

Magic

Many character classes are able to use magic. Magic is divided into two types, white and black. White magic spells tend to be defensive and black magic spells tend to be offensive.

Spells are classified by a level between one and eight. Generally speaking, higher level spells are more powerful than lower level spells. There are four white magic and four black magic spells of each level. Characters may learn up to three spells of each level by buying the spells at shops in towns. White mages and wizards can learn all white magic spells, and black mages and wizards can learn all black magic spells. Other classes have restrictions on the spells they can learn.

In the original NES version, each magic-user had charges for each level of spells. Spells of a given level could only be cast as many times as the user had charges. As the character's level increased, the character gained more charges. This system closely resembles the spell-casting system in Dungeons and Dragons. In later revisions of the game, this system was replaced.

Battles

The Light Warriors face off against Lich (who is named Goblin in here), Fiend of Earth (Nintendo Famicom version shown)

Battles are turn-based. At the beginning of each turn, the player selects an action for each player character. Once all the players' actions are chosen, the players and monsters begin battling. Participants move one at a time in the order determined by their Agility attribute. The available actions are:

  • Fight. The character attacks a chosen enemy.
  • Magic. The character casts a chosen spell. If appropriate, the player chooses a target to cast it on.
  • Drink. The character uses a potion on another character.
  • Item. The character uses an item. This is only useful for magical items which cast a spell when used.
  • Run. The party attempts to flee. Some enemies cannot be fled from.

In the original NES version, a player could not change the enemy to attack once the participants had begun to act. If the character had chosen to attack an enemy who had been defeated earlier in the round, then his attack was ineffective, and he did nothing. Later versions changed this.

Battles continue until one side is defeated or flees. If the party wins, the characters gain experience and gil. If the party flees, they return to the map. If the party dies, the game is over.

Story

Final Fantasy takes place on an unnamed fantasy world with three large continents. The elemental powers on this world are determined by the state of four glowing crystals ("orbs" in the original North American localization), each governing one of the four classical elements: earth, fire, water, and wind. Template:Spoiler

File:Final Fantasy Origins Outside Corneria.png
Outside the Kingdom of Cornelia (PlayStation version shown)

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 Coneria, 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 Coneria, defeat Garland, and return Princess Sara home. The grateful King of Coneria 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. On the south side of the sea is the kingdom of the elves, where the prince has been put into a cursed sleep by Astos. To the west is a ruined castle, where a king tells you that Astos stole his crown and hid it in the Marsh Cave to the south. When the Light Warriors retrieve his crown, he reveals himself to be Astos. He has also stolen the witch Matoya's Crystal. With her Crystal back, Matoya provides an herb to awaken the Elf Prince. The Elf Prince gives the Light Warriors a Key that can unlock any door. The Key unlocks a storage room in Coneria Castle which holds TNT. Nerrick, one of the Dwarves of Mount Deurgar, destroys a small isthmus using the TNT, connecting the sea to the outside world.

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"). They recover the Floater from the Ice Cave which allows them to repair an airship. Using the airship and an air-producing fairy artifact known as Oxyale, the Warriors go to the Sunken Shrine to defeat the Water Fiend, Kraken. They also recover a Slab with fragments of the Lefeinish language. Dr. Unne, a linguist, uses the Slab to decode the Lefeinish language, which he teaches to the Light Warriors. They travel to a small and distant town, the last remaining outpost of the Lefeinish civilization. The Lefeinish give the Light Warriors access to the Sky Castle that Tiamat, the Wind Fiend, has taken over. 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. Template:Endspoiler

Musical score

An album was released with a total of 49 tracks. Nobuo Uematsu is the composer.

Development history

File:FF1 Japan boxart.jpg
Cover box for original Famicom release in Japan

Final Fantasy was developed during Square's brush with bankruptcy in 1987. In a display of gallows humor, producer / director Hironobu Sakaguchi declared that his final game would be a fantasy RPG, hence the title. Far from being Square's final game, however, Final Fantasy proved to be a major success in Japan, not only saving Square from bankruptcy, but presenting them with the second most popular RPG franchise in the country (after Enix's Dragon Quest). Following the successful North American localization of Dragon Quest (as Dragon Warrior), Nintendo of America translated Final Fantasy into English and published it in North America in 1990. The North American version of Final Fantasy met with modest success, due partly to Nintendo's aggressive marketing tactics. No version of the game was marketed in Europe or Australia until 2003's Final Fantasy Origins.

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.

North American localization

The 1990 North American localization of Final Fantasy was essentially identical to the original Japanese game. But technical limitations, and the censorship policies of Nintendo of America, resulted in a few minor changes to certain elements. For example, the original game program provided only four character spaces for magic spell names, meaning that a lot of original Japanese spell names had to be abbreviated to fit into the space requirements for the English version.[2] These changes include "Flare" being reduced to "NUKE", "Thunder" being reduced to "LIT" and "Degeon" being reduced to "ZAP!" Also, there were censorship issues, since Nintendo of America policy prohibited games from featuring any overt Judeo-Christian imagery or reference to death. As such, some content was modified so that, for instance, "HOLY" became "FADE", and churches became clinics, and no longer featured crosses.

MSX 2

MSX 2 remake
MSX 2 box art
Publisher(s) Microcabin
Release date(s) Japan December 1989
Media 3.5" Floppy Disk

The MSX2 computer standard was roughly analogous, in terms of technical capabilities, to the Famicom/NES, and so, as a result, the MSX2 version of Final Fantasy is probably the closest to the original Famicom version. However, while the Famicom was designed to operate exclusively as a gaming console, the MSX2 was intended to be used more generally as a personal computer. In practice, this meant that the game was subtly altered to take advantage of certain features offered by the MSX2 and not by the Famicom, and vice versa.

File:FF1 battle MSX.png
The MSX2 version featured a larger palette and more vibrant colors

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

WonderSwan Color remake
WonderSwan Color box art
Release date(s) Japan December 9, 2000
Media 32 megabit cartridge

Many more changes were introduced for the WonderSwan Color remake of the game. The 8-bit graphics of the original Famicom game were completely redrawn for the WSC version, bringing the game roughly on-par with 16-bit era graphics (between Final Fantasy V and Final Fantasy VI). The color palette was much larger and battle scenes now featured full background images.

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.

File:FF1 battle WSC.jpg
Dark Elf Astos rains death down upon our heroes (WonderSwan Color version shown)

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

PlayStation remake
PlayStation box art
Release date(s) Japan 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. [3]

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.[4] 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.[5]

Final Fantasy I & II: Dawn of Souls

Final Fantasy I & II: Dawn of Souls
Dawn of Souls box art
Publisher(s) Japan Square Enix
United States / Europe Nintendo
Release date(s) Japan July 29, 2004
United States November 29, 2004
Europe December 3, 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.

File:Final Fantasy I and II Dawn of Souls - Soul of Chaos Boss.PNG
A battle against a Soul of Chaos boss in the GBA version. This one is Shinryuu from Final Fantasy V

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.[6] 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).[7] 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.

Mobile phones

File:FF1 Lich Cell Phone.jpg
A battle with Lich, as depicted in the NTT DoCoMo FOMA 900i enhanced remake

In 2004, Square Enix released a version of Final Fantasy for two Japanese mobile phone networks. A version for NTT DoCoMo FOMA 900i series phones was launched on 29 February 2004 under the title Final Fantasy i. A subsequent version for the CDMA 1X WIN-compatible W21x series was released on 19 August 2004 as Final Fantasy EZ. Graphically, the games are superior to the original 8-bit game, but not as advanced as many of the more recent console and handheld ports. Square Enix plans to release this version of the game for North American mobile phones sometime in 2006.[8]

Reception and legacy

Final Fantasy, along with the original Dragon Quest, proved to be one of the most influential early console role-playing games, and played a major role in legitimizing and popularizing the genre. Graphically and musically, it was a more polished effort than many of its contemporaries. Many modern critics point out that the game is poorly paced by contemporary standards, and involves much more time wandering in search of random battle encounters to raise their experience levels and money than it does exploring and solving puzzles. However, this was a common trait for role-playing games of this era, and one that, in some respects, would remain in place until the mid-1990s. In fact, some reviewers refer to the level-building and exploration portions of the game as the most enduringly fun ones.[9] In March 2006, Final Fantasy appeared in the Famitsu magazine's Top 100 games list, where readers voted it the number 63 game of all time. Two of its modern sequels, Final Fantasy X and Final Fantasy VII, were voted the top two positions on the list respectively.

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,[10] and some commented that the additional content like improved graphics did not significantly improve the overall game experience. [11]

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 Final Fantasy VII: 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 Captain N: The Game Master entitled The Fractured Fantasy of Captain N.

An internet comic parodying this game also became popular. 8-Bit Theatre depicted Fighter as an idiot obsessed with shiny things, Black Mage as a psychopath with a crush on White Mage, Thief as a greedy coward, Red Mage as a man convinced he is a D&D character, and Monk as a power-crazy lunatic.

References

  1. ^ Gantayat, Anoop (July 12, 2004). "More Final Fantasy and Dragon Quest". ign.com. Retrieved 2006-03-07.
  2. ^ kupoartist (April 2nd, 2004). "Final Fantasy Numerology". ps2fantasy.com. Retrieved 2006-03-08. {{cite web}}: Check date values in: |year= (help)
  3. ^ Triche, Stephen (2002). "Final Fantasy Origins". gamevortex.com. Retrieved 2006-03-08.
  4. ^ Unicorn Lynx (July 11th, 2003). "Game Trivia for Final Fantasy Origins". mobygames.com. Retrieved 2006-03-08. {{cite web}}: Check date values in: |year= (help)
  5. ^ The Collector (2005). "Final Fantasy 1 Version Differences FAQ v3.01". fforigins.com. Retrieved 2006-03-07.
  6. ^ Unicorn Lynx (November 29, 2004). "Planet GameCube Review:Final Fantasy I and II: Dawn of Souls". planetgamecube.com. Retrieved 2006-03-08.
  7. ^ Comer, Daniel (2002). "Final Fantasy I and II:Dawn of Souls". ugo.com. Retrieved 2006-03-08.
  8. ^ "SQUARE ENIX TO SHOWCASE ALL ENCOMPASSING LINE-UP AT E3 2006". Square-Enix.com. Retrieved 2006-04-24.
  9. ^ Dunham, Jeremy (April 15th, 2003). "Final Fantasy Origins". ign.com. Retrieved 2006-03-08. {{cite web}}: Check date values in: |year= (help)
  10. ^ Stella, Shiva; Grube, Tim (2003). "Final Fantasy Origins: Beginning of an Era". gamehorizon.com. Retrieved 2006-03-08.{{cite web}}: CS1 maint: multiple names: authors list (link)
  11. ^ Fox, Fennec; Grube, Tim (April 8th, 2003). "Final Fantasy Origins Review". gamepro.com. Retrieved 2006-03-08. {{cite web}}: Check date values in: |year= (help)CS1 maint: multiple names: authors list (link)

External links