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final fantasy GBA versus wonderswan

bummyhead

Member
Does anyone know of anywhere where there are screenshot/game comparisons?

I understand the pallettes is different/lighter on the GBA?

Any other differences?
 
Man, I was on this awesome site once that had comparisons of certain things (title screen, outside Corneria, battle) for just about every version of FF1, including several cellphone ports.

lemme see if I can dig it up again...
 
Dark Age Iron Savior said:
Man, I was on this awesome site once that had comparisons of certain things (title screen, outside Corneria, battle) for just about every version of FF1, including several cellphone ports.

lemme see if I can dig it up again...


that'd be great. ive been searching for a while but the best ive found was a text comparison at gamefaqs which was only enough to wet my appetite.
 
The best version is the one on PSX. No load times at all on that one either.

FFV and FFVI are gross for load times on PSX though. I'll be happy for GBA versions of those games
 
just as i suspected. they "brightened" up the colour pallette on the GBA version, I suppose to compensate for the washed out screen of both the original GBA and original non bakclit SP.

Just tired playing FF1 on my SP and it was uplayable after viewing the game on DS. It's so dark and hard to see, and I am amazed I thought the SPs screen was good when I got it.

Playing GBA games on DS is fine, but I am so tempted to buy either a micro or a new backlit sp anyway....
 
Tabris said:
The best version is the one on PSX. No load times at all on that one either.

FFV and FFVI are gross for load times on PSX though. I'll be happy for GBA versions of those games


I heard that the PS version had sloppy controls, not that it matters since I never plan to play it.
 
bummyhead said:
I heard that the PS version had sloppy controls, not that it matters since I never plan to play it.

FFIV on the PS was ok, but if you never played the cartridge, you'd think it was perfect. But it does have some loading, very minmal but sitll noticable compared to the original superfami cartridge game. FFV and VI on PS were pretty bad ports. Loadtimes and even slowdown. The intro cinematic was very good though. That's the kind of FF movie I'd like to see. :(
 
excuse the multiple posts. this is my little obsession for the evening.

viewing these pages side by side I was able to to make a few judgements.

http://collector.5gigs.com/gba/ff1shots.html GBA
http://collector.5gigs.com/swan/shots.html WonderSwan
http://collector.5gigs.com/psx/ff1shots.html Playstation

The playstation version has slightly higher resolution battle backgrounds, and very slightly more detailed sprites. It also has the best colour pallette, IMO. Of course none of these screenshots are directly representetive of what the game will look like on any given tv or other display device, so....

Also, interesting is that the GBA inherits all of the grpahical improvements of the PS verson, aside for the afformentioned battle backgrouns and slightly larger enemy sprites, but it has better looking water than either the PS or WS.

Most written comparisons say the GBA's airpship grpahics are best, but I have been unable to find any screenshots of either the WS or PS airship mode...

Overall I think the GBA nudges ahead as the best version overall.
 
Eh? I'm confused... Are you just trying to figure out which release has the best graphics, or which release is the best overall?
 
Scott said:
Eh? I'm confused... Are you just trying to figure out which release has the best graphics, or which release is the best overall?

i have no goal. im just researching this for no reason. I was also curious as to wether the GBA version was more similar to the playstation version or the wswan version. Based on what i've seen/read, it appears it take the best elements of both.
 
bummyhead said:
i have no goal. im just researching this for no reason. I was also curious as to wether the GBA version was more similar to the playstation version or the wswan version. Based on what i've seen/read, it appears it take the best elements of both.

I have to say this but Final Fantasy 1&2 on the Micro looks absolutely fantastic. Failing that, the revised SP will also work for FF greatness. I never thought GBA would end up bieng such a great home to these games, but it is.
 
I might be able to help out here, then.

For starters, I posted a comparison between the PSOne & GBA releases (of both FFI & FFII) awhile back, and you can find it here. Most of the changes are mentioned there, outside the very minute details which I've probably forgotten by now... It's not terribly in-depth, though, so I'll expand on things a bit here.

But first, I should mention that I've never played the Wonderswan Color release of FFI myself, and about all I do know about it is that both versions (Origins & Dawn of Souls) are "based" on it.

Anyway, onto each one:

The Origins release is by far the most faithful, to both the WSC version (from what I've read) and to the NES original, and it's also received the expected upgrades in the WSC -> PSOne transition (most notably of which being the soundtrack). Balancing-wise, putting Origins on "Normal" difficulty, and turning on the "Ineffective." strikes, it'll play rather closely to the NES original. Coupled with the difficulty settings, the ability to toggle off those annoying missed strikes, the tech upgrades, the neat unlockables (like art galleries), the new translation, etc. and it's by far the best, most complete release of FFI to date.

The Dawn of Souls release, on the other hand, is only very loosely based on any prior version. Some of the gameplay elements are tweaked drastically, like now there is an MP system in place of the original 1-point-per-spell system, there's no "Ineffective." strikes option, and so on... They've added a lot of new items, monsters, bosses, dungeons, etc that weren't present in any prior release, but they do little else than further break the balancing (ie: stronger weapons than Excalibur & Masamune, equipment with Flare/Holy/etc charges [usable by non-Mage classes], Ethers, Elixirs, etc). They've also raised the level cap from 50 to 99, toned down the difficulty on pretty much everything in the game (yay 1-round boss battles), etc. Couple all of this together, and you get one of the easiest RPGs in existance (as Red Scarlet puts it, "It's GameShark mode."), and something that resembles FFI in quest, but not gameplay.

All of that said, I'd personally rank them as: Origins > NES > Dawn of Souls. Though, I'm sure a lot of people will disagree with me on that last bit, and instead opt to place DoS over the original if only because of a)no "Ineffective." strikes, and b)the tech... but honestly, I don't find it to be a very good trade-off.
 
I hate you all.. you make me regret selling dawn of souls.. but then I think back and go "wow if i play that ill just get bored in 1 1/2 hrs again"
 
I was actually talking about Origins.

FFIV PSX is pretty damn good except for minor loading. Better than US FFII due to difficulty settings. It's harder. Quite a bit harder than US FFII.

Chrono Trigger was fucking brutal for load times, but the anime cutscenes fill out the story a bit more. So I dunno, kinda worth it.
 
Jonnyram said:
You're insane :P
Anyway, at least the GBA version of IV will have a decent translation going for it. Though that still won't please some people, I bet.

The decent translation already came with PSone though.
 
CVXFREAK said:
The decent translation already came with PSone though.

Actually, the translation for the GBA version is different yet again.

I am playing the GBA version, and since I have no prior experience with FF1 (FF6 and 4 were the first I played, and my favourites to this day), and I will admit it is pretty easy, levelling up takes no time at all, just for instance, but it's still been a lot of fun so far.

I wish there was a hard mode though.

I'm still a bit disapointed that FF4-6 are coming to GBA instead of DS. That means that FF 1-3, and especially 4 are drastically upgraded for portables, while FF6 is going to be a slight downgrade, which is kind of disapointing. Still I hold out hope that the GBA will be thouroghlly dead by the time Squate start work on 6 and they make it for DS instead.
 
Bizarro Sun Yat-sen said:
The GBA versions also use a completely rewritten (not just retranslated) game script.


The story is the same in every version of the gam, so how would you define the difference between re-written, and re-translated?
 
bummyhead said:
The story is the same in every version of the gam, so how would you define the difference between re-written, and re-translated?

The original japanese script was re-written (around the same plot/story, obviously). The re-written script was translated into english for the American version of the game.
 
So how did we get from this
ff1fm.png


to this
ff1wsc.png


to this?
ff1gba.png


There's a couple of differences from game to game, but some versions stray off more than others. Let's take a trip (I'm sure I am forgetting quite a bit)!


FF1 Famicom
The original. The game that was make-or-break for Square. Somewhat rushed due to time/money constraints (IMO), a lot of bugs weren't fixed before the game was released, and there are some things possibly unique to this version (or shared with the MSX version). Some of these include:

• The invisible woman in Corneria Castle (says a different message after rescuing Sara).
• Many spells do not work at all, or incorrectly. Spells such as Sutorai/TMPR and its stronger brother spell Se-ba-/SABR do nothing when cast, instead of their otherwise what would have been useful effect.
• A tombstone in the Elf Town says 'Link sleeps here', a reference to Nintendo's Link character.
• Spells such as Sheipu/LOCK and Sheira/LOK2 work opposite to how they should (making it harder to hit an enemy, not harder for an enemy to hit you).
• The Hi-ra/HEL2 spell heals just as much HP as the Rahi-ra/HEL3 spell in battle.
• The Darkness status effect does nothing to a character.
• The 'Peninsula of Power' thought to be as a bug, is introduced.
• You can land on top of the Oasis in the desert where you buy the bottle.
• Some weapons have elemental bonuses (Dragon Sword more effective to dragons), but none of them utilize the bonus due to a bug.
• A Monk/Black Belt's Defense/ABSORB value when unequipped is the same as current level. A bug in the game makes the Defense value equal the Monk/Black Belt's level at a level up for equipped Monks too, and the Defense value is not corrected until the player goes to the menu screen to look at the status screen. Ever level up in the NES game, then have your Black Belt get his ass totally kicked in the next fight? That's what this is (and it's dumb).
• Running is messed up in that being able to escape isn't due to the character that is trying to run's LUCK value, but the character 2 above him or her's LUCK value.
• Only 1 save file on the cart.
• Can only name characters in Hiragana.
• Seems like it's only in this version, but sometimes the Big Eye (OddEye? the wimpy 10HP red eyeball in the ocean) uses the Deep Eye's color palette (blue instead of red).
• Secret world map accessed by holding down the B button and pressing Select (just for you, jonny!)
• Due to battles not really being random, you can be sneaky in this and the NES version to get money pretty quick. When you turn the game on, the first battle in the ocean is 2-5 Pirates/KYZOKU, which drop some good money. So you could be cheap by saving at Corneria, turning the game off then on, get into the ship and fight them always the first time, then go back to Corneria to save and repeat.

-

FF1 MSX
Have not played; all I really know about it is that it uses different colors for monsters and party members.

-

FF1 NES
Pretty similar to the Famicom release, except for some minor changes, such as the Beholder and Death Beholder to the EYE,
beholdereye.png


and some censorship changes like the adding of a shirt to the Medusa enemies,
ff1medusa.png


replacing crosses from churches
ff1jc.png


with a heart
ff1uc.png


• The crosses in some dungeons (Gulg Volcano and Bahamut's Cave for example) are replaced with candles.
• Gil replaced by Gold.
• Link's tombstone is replaced by the Nintendo-given name of the hero from Dragon Quest/Warrior, 'Erdrick'.
• Also a possible first change from the Famicom version is that in the Famicom version (and possibly the MSX one), on the bottom floor of the last place, you can randomly get fought by Death Beholders and other enemies (supposedly the bosses too, but I never did). This floor was changed to no random fights in the NES version and all later releases that I've played (WSC, JPS, US PS, JGBA, GBA).
• The 'bugs' and other stuff mentioned in the Famicom blurb seem to still be in this version.
• The roots of 'Goblin vs IMP' begin here, not to be realized until years later.
• Still only 1 save file on the cartridge.
• Secret world map accessed by holding down the B button and pressing Select.
• Crystals changed to ORBs.
• Could cast the FEAR spell enough times on Kary (first time) and she would actually run away. May work on the Famicom version too. Doesn't seem to work in any later versions.

-

FF1 Wonderswan Color
This is the first one with a lot of changes compared to the earlier ones.

• A lot of the bugs mentioned in the Famicom version were fixed.
-- The invisible woman is gone.
-- The spells that did not work correctly now do. The Sutorai/TMPR and Se-ba-/SABR spells are stackable and pretty deadly.
-- You cannot land on the Oasis anymore.
-- Elemental bonuses of weapons work correctly.
-- You can't row the canoe north of the Waterfall Cave.
• New prologue about the crystals if you leave the game sitting.
• If you enter the town part of Corneria, guards will block the exits. You get warped to the King of Corneria, then can leave.
• Cutscenes added in some areas of the game, such as the bridge being built, using the Nitro Powder/TNT, using the submarine.
• The slide puzzle game is different now in that you no longer only get 100 gil as your prize; you can get up to a 10,000 gil bonus for a new first place time and some healing items.
• The menu screen goes through a complete revamping, with new commands selectable, background colors changable, game options changable like the 'ineffective rule' from the earlier releases being avoidable, dashing while in towns and dungeons, etc.
• The equip screen and item screens are totally revamped, allowing full equipment on any character, and anyone can use an item in the item menu (if equipped, only the wielder can use said item in battle) during a fight instead of only being able to use what is in that character's personal limited inventory.
• Graphics and sound were upgraded (graphics more than sound).
-- 4 new boss battle songs were added.
-- Enemies that recover HP now show the HP recovered between rounds.
-- Some monsters have increased HP (boss-types), others have different attack patterns (Dark Wizard/MAGE now tends to cast Figa/Fire3 first instead of Death/RUB).
• A new 'quick save' is added, but it is the type of quick save in that when you choose to do it, the game goes back to the title screen, and when you choose to load it, the quick save is deleted.
• Saving is still done the same way as the other versions (Inn, Sleeping Bag, Tent, Cottage).
• The encounter rate seems to have gone up to some people, but it is debatable due to being able to dash and cover more ground faster.
• For some reason, the 'number of steps counter' from FF6 was included in this. I tried a 'low step game' (under 10,000) a little bit after the PS version came out, and got 11,xxx and didn't really bother again, but that could be something to try again.
• Play time (in hours and minutes) also added.
• Up to 8 save files per cart.
• Can name characters in Hiragana, Katakana, and English.
• After rescuing the Princess and speaking to the king, the Princess will talk to you if you try to leave the room, and force the Lute into your inventory. IIRC in the NES version, you could leave without talking to her and not get the Lute (but still get it if you came back). I seem to remember this happening to me on the NES version once (didn't have Lute in the last place).
• The Silence/MUTE spell no longer prevents Winter/Frost Wolves from using their blizzard/FROST attack like in the NES version. They can be silenced, but can still use the attack on the party! Ouch!
• Can still fight Ice Gigas and Winter Wolves in the desert the caravan is at.
• Party/enemy damage is now bouncy numbers instead of bottom-screen text, resulting in a faster-paced battle system.
• When a character gets poisoned, they no longer get moved to position #4 like in the Famicom/NES(/MSX?) version.
• Potions no longer always heal 30HP outside of battle like in older versions; both in and out of battle a Potion heals around that much, but it is a random amount.
• The nifty 'The End' from the Famicom/NES version was removed. :/
• In battle, you can see each party member's current and max HP instead of only current.
• Kearuga/Curaga/CUR4 now actually shows how powerful it is, by healing 9999HP instead of just filling the character's HP back up to max.
• Wow, I'm dumb and totally forgot one of the best things they did change (thx Scott): you can buy items at shops in bulk, instead of one...by...one.
• Weapons, Armor, and Items can be sold at any of the aforementioned shops, instead of weapons only at weapon shops, armor only at armor shops, and items not being sellable in the earlier games.
• Magic spells can now be 'unequipped' via the Forget option, instead of being stuck with a spell once it has been purchased. At the magic shop, the character classes that can buy/use the spell are displayed in a window.
• Small help window gives explanation of what items/equipment/spells do.
• Secret world map accessed by holding down the B button and pressing Start. Can move map around and zoom in, and the map is decently labelled.

More or less, this version is (to me) in a way more of what the original designers intended but weren't able to deliver (fixed bugs, etc).

-

FF1 Playstation
This version is pretty similar to the Wonderswan Color version. The changes in that version are also in this one, but the graphics and sound were improved more, more color depth to the BG are selectable, an Omake/Collections mode was added for completionists, Quick Save is changed to the debatably 'cheap' Memo File command.

• Battles truly 'randomized' (may also be in the Wonderswan Color version as well). In the NES/Famicom version, it was not truly random; fights have actually been completely figured out. Rare monsters are now truly rare, such as Death Machine/Warmech. A 3 in 64 chance (7 of 8 in rareness), meaning 12 definite bumps in the chain of 255 fights is now really a 1 in 64 and can take hours upon hours or two minutes.
• Omake/Collections bonus added. As you complete the Monster List and treasures list, you open more Yoshitaka Amano artwork from the game, and some stillshots of the FMV intro/ending.
• Short FMV intro/ending sequence.
• An 'Easy Mode' is added.
-- Changes the maximum experience level from 50 to 99 (less experience needed to gain levels as well).
-- Some stuff in shops cost less to buy.
-- Changes the maximum number of spell charges per magic level from the maximum of 9 up to 99 for some levels.
-- Mages gain quite a bit of power compared to earlier versions of the game.
• Normal mode without using the Memo File command is very similar to the Wonderswan Color version in how they play.
• Something to note is that in the NA release, the accept/cancel buttons were switched around, and a 'dancing cursor' bug NOT present in the Japanese version is in this version.
• Also to note is that in the NA version, Link is once again buried in the Elf Town.
• Secret world map accessed by holding down the X or O button (depends on JP, US, or PAL version) and pressing Start (maybe it's Select..I forget). Can move map around and zoom in, and the map is decently labelled.
• US version got rid of the ANNOYING NAMING STUFF IN CAPS that the NES version had.
• This version of the game does not have the menu screen music, likely because it would slow the game down having to load it up whenever you go to the menu.

-

FF1 Game Boy Advance
This version looks similar to the Wonderswan Color/PS version, but plays very differently from any other version of the game. There is no mode to select, but the 'mode' in this is basically Easy Mode on steroids. Big changes to the game are made:

• Some of the options available in the Wonderswan Color and PS1 version that made the game play more like the Famicom/NES version are no longer options; you are forced to play with no 'ineffective rule' and a MP system instead of charges.
• Stuff costs less (similar to Easy Mode on the PS) to buy.
• Party starts with some equipment already and more gil.
• Mithril/Silver Sword no longer sold at the Elf Town.
• Character usefulness flip-flops.
-- Monks are no longer powerhouses (they take more level-ups to do more hits, the 'nothing equipped = Defense' has been removed).
-- Thieves now do '2hits' at level 1 (I think Red Mages do too), instead of being the crappiest character in the game they are now pretty good and comparable to Warriors.

The hardest game to beat solo in the earlier versions, now it is very easy to beat the regular game with this character; possibly even easier than the old easiest ones, Warrior/Monk.
I am at the last place in my solo Thief game; I've had almost no problems at all in this version going through; the PS1 one was a pain in the ass (Lv27-ish for Astos, Lv34 for Lich).

• The Intelligence stat makes spells stronger; paired with the new, already overpowered items introduced in this version, Mages are very overpowered now.
• New items are findable in the game, some from earlier games that radically change how the game was played. Phoenix Tails are easy to buy for reviving a dead party member whenever, High Potions, X-Potions, Elixir are also in the game.
• Potions, etc. heal a higher and non random amount of HP in and outside of battle.
-- Potions now heal 50HP instead of ~30.
-- High Potions heal 150HP.
-- Ethers replenish 50MP.
-- Ether Turbos replenish 150MP.
-- Elixirs recover all HP and MP to a party member.
-- Last Elixir recover all HP and MP to all living party members.
• Regular MP is used instead of charges (Ether, etc heal MP), adding to the overpower-ness of mages.
• New prizes are winnable (along with the gil bonus) from the slide puzzle game, including spellcasting items that can cast level 4 or level 6 spells; making a lack of spellcasters not much of a problem anymore if you are patient.
• Stat-increasing potions are also buyable, making pretty much any boss really easy when paired with a Heal/Rune Staff.
• Max level is 99. Levels take less experience to reach than in Normal Mode of the PS1 version and earlier versions.
• As you beat one of the elemental bosses, a new cave is available, each one being elementally themed and having bosses from later games in the series. Many of these bosses drop extremely unbalancing equipment.
• Only 3 save files per cart. Saving is now just like the 'Memo File' of the PS version, and that's it. Staying at the Inn or using a Sleeping Bag/Tent/Cottage is not necessary in order to save the game.
• Characters walk out/in slower when choosing commands compared to the Wonderswan
Color version, resulting in slightly slower 'quick fights'.
• Secret world map accessed by holding down the B and pressing Start. Can move map around and zoom in, and the map is decently labelled.
• Just hit 'A' to use the Earth Rod in the Earth Cave and Lute at the end instead of having to go to the key item screen.
• New monsters are added (some of these and old monsters now can randomly drop items), but only fightable in the 4 new randomly-generated floors dungeons.
• Some old bosses have even more HP now (Chaos had 2,000 to start with, then 4,000 in the Wonderswan Color/PS1 version, and now 20,000 in the GBA version), but once again it really doesn't make the game harder due to all the new items and equipment in the game.
• Music Player unlockable with the BGM from FF1 and 2 added.
• The amount of experience points needed to level up is almost 50% lower in this version than it was in Easy Mode in the PSX version. I've gained 17 levels just going through the last place. As a comparison:
Lv 82-1,470,282 experience <-PS easy mode
Lv 83- 749,641<- GBA.
-- Quite literally, you gain a level every other fight or sometimes two or three fights in a row. But this is in solo conditions. But regardless, it takes a lot less experience to level up in this version compared to any of the others.


Although it is cool to fight Gilgamesh again, the novelty wears off quickly when you see it is just a hollow sprite with regurgitated attacks of other monsters and more HP.

The 'quest' is the same, but it is a very different experience from any other version of the game. I feel the game is severely nerfed and mind-numblingly easy in this version, and the extra stuff really isn't that fantastic after the first time, either. If anything, I enjoy the Wonderswan Color version best over the PS1 (plays faster), then the Famicom/NES version after that.

If the GBA version is all you can play, then it isn't too bad. It's just so radically different in how it plays that it feels like a fan-made hack more than a commercial release to me.

The Wonderswan Color or PS version are a closer experience to the original, and it is debatable whether or not those or the actual Famicom/NES version are more in tune with what the creators were gunning for in 1987.

Yeah. I'm pretty sure I am forgetting quite a bit, but I've been up for 20 hours and had school all day today.
 
Deku said:
FFIV on the PS was ok, but if you never played the cartridge, you'd think it was perfect. But it does have some loading, very minmal but sitll noticable compared to the original superfami cartridge game. FFV and VI on PS were pretty bad ports. Loadtimes and even slowdown. The intro cinematic was very good though. That's the kind of FF movie I'd like to see. :(
Nobody ever seems to mention that FFIV on the PSX was buggy. The game crashed on me like three times during my trip through the Tower of Babel (which is supposedly the most-affected area in the game). It crashed on me about two or three times at various other places combined. Oh yeah and, my PSone couldn't even tell that the game was a legit PlayStation game more than 50% of the time when I turned it on. IIRC, the reason Square-EA left FFIV out of FF Anthology was because they thought it was too buggy to release in America as it was, and they needed more time to work on it.

Although the loading times of FFV and VI are worse than the bugs of FFIV.
 
The controls, the controls!! HYPER SPAZ RUN!

The JP CT for ps1 loaded faster too (it seemed) and had smoother animation than the US release, such backwardness with those games on the ps.
 
Yeah, I used to have the rom, but never had a working emulator for it..some day I can hopefully find the uh..disc? or whatever the MSX used. I have to get it someday!

Your pics don't work though, they're all MOBYGAMES logos. :/ Main thing people seem to say about the MSX one is all the funky colors everything had (like that url that works at the bottom of your post shows).
 
Pretty sure only 1 came out for it..but Dragon Quest 1 and 2 came out for it too..those are the bane of my collection. dsalfkasdhfasr

Wonder what the music was like on the MSX one..eh Terrene?
 
EXCELLENT write-up Red, thanks!

I think Dawn of Souls was partially made so easy just because most people have already gone through FF1 a billion times, and with it being easier we can blow through the game faster to get to the new bonus dungeons and whatnot faster. That said, I started a game on it recently, and it is stupid easy, but I'm still having a good time with it.
 
Chaos in FF1GBA WAS harder!
I killed him in a round and a half in my NES run (Nuke, Fighter hit, Fighter hit, Wall - Chaos does something dumb - Nuke, Fighter hit, done.) but it took me a good twenty minutes to get him in my GBA run.
 
Just cast Haste, use the Giant Gauntlet, spam the TMPR spell and/or use potions on a character and you can get rid of that 20,000HP in a few rounds anyway, Rev.

In 2 rounds my Knight and Ninja were doing 3,000+ damage. 20,000 doesn't take very long to get rid of. NES version Chaos can be beaten in 1 hit at level 50 though. 2000HP isn't much for a high-level party to take down.

If those stat potions weren't added, then the 20,000 would take a bit longer to whittle down. As it is though, those potions make the HP largely irrelevant for not only Chaos, but the new monsters as well.

SailorDaravon said:
EXCELLENT write-up Red, thanks!

I think Dawn of Souls was partially made so easy just because most people have already gone through FF1 a billion times, and with it being easier we can blow through the game faster to get to the new bonus dungeons and whatnot faster. That said, I started a game on it recently, and it is stupid easy, but I'm still having a good time with it.

I keep remembering stuff that I retardedly forgot, though. That's like the nerdiest post I've typed in a long time. I'm not even sure if it is a faster game or not with what they did; I haven't tried blitzing through. It'd have to be shorter than 3.5 hours to be the shortest for me, and hm..something to try later today, perhaps.
 
My biggest gripe with Soul of Chaos was that the new dungeons throw goblins, wolves, and other very low level enemies at you for the first 2/3 of each on most levels. Some of the new bosses can be slightly challenging, but the excessively high encounter rate coupled with the easy foes makes the dungeons consist of a handful of entertaining floors mixed in with hours of tedium.

The few "event" levels in the dungeons were great.

Actually, a reduced encounter rate would balance out the increased experience and level bonuses, making the whole game somewhat challenging again.
 
The length of that write-up is a little scary. I'm not sure I could write a version history of the application I'm solely responsible for (and have been working 40 hrs/wk on for over a year) that complete. Kudos to you.
 
cubicle47b said:
The length of that write-up is a little scary. I'm not sure I could write a version history of the application I'm solely responsible for (and have been working 40 hrs/wk on for over a year) that complete. Kudos to you.

It's not impressive for a ROBOT!
 
Red Scarlet said:
Was that the one supposedly going to be done by Eidos before FF Anthology was announced?

I dunno, but wasn't FF5 scheduled to come out in the US as FF Extreme?
 
I just remembered a couple other things too. I'm finishing up my Thief solo right now, so more stuff popped into my head. Lv69 and almost to Lich2 in the last place.

I did beat the new Earth Cave with my solo Thief (forget which bosses I fought and why), and I did beat Gilgamesh to get that Judgement Staff (casts Flare), but I couldn't get past Cagnazzo nor Milon at the time.

OIL.....OILLLLLLLLLLLLLLLLLLLLL

But he did ask about what was different, so yeah.

In my prime I could do a similar post about most of the FF/DQ games though, and Chrono Trigger to an extent, but dunno anymore.

This kinda stuff..IS WHAT I DO..ITS ALL I DO[/t1 reference]

No one really cared about that Dragon Quest 3 list I did that was similar. Haters!

If you saw how many times I've edited that post, and it still isn't complete, it's not very impressive.
 
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