So how did we get from this
to this
to this?
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.
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FF1 MSX
Have not played; all I really know about it is that it uses different colors for monsters and party members.
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FF1 NES
Pretty similar to the Famicom release, except for some minor changes, such as the Beholder and Death Beholder to the EYE,
and some censorship changes like the adding of a shirt to the Medusa enemies,
replacing crosses from churches
with a heart
• 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.
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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).
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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.
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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.