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Final Fantasy was the first entry in the now widely recognized Final Fantasy franchise, originally developed on the NES by Square (now Square-Enix).

<h2>History</h2><p>In 1987 a small and struggling video game company called <a href="/square-co-ltd/3010-6323/" data-ref-id="3010-6323">Square</a> put all their remaining resources entirely into the hands of the Director of Planning and Development named <a href="/hironobu-sakaguchi/3040-633/" data-ref-id="3040-633">Hironobu Sakaguchi</a>. They earnestly hoped that whatever game he made would be a hit. As Hironobu was convinced this would be his last game ever, he called it Final Fantasy.</p><h2>Overview</h2><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/0/931/469148-final_fantasy_nes_screenshot1.jpg" data-ref-id="1300-469148" data-size="small" style="width: 256px" data-ratio="0.875" data-width="256" data-embed-type="image"><a class="fluid-height" style="padding-bottom:87.5%" href="https://static.giantbomb.com/uploads/original/0/931/469148-final_fantasy_nes_screenshot1.jpg" data-ref-id="1300-469148"><img alt=" Opening text. " src="https://www.giantbomb.com/a/uploads/original/0/931/469148-final_fantasy_nes_screenshot1.jpg" srcset="https://www.giantbomb.com/a/uploads/original/0/931/469148-final_fantasy_nes_screenshot1.jpg 256w" sizes="(max-width: 256px) 100vw, 256px" data-width="256"></a><figcaption> Opening text. </figcaption></figure><p>Final Fantasy is a single player role-playing game (RPG) which lets the player control four characters called the "Light Warriors." They begin by rescuing a princess from the Notorious Knight <a href="/garland/3005-3158/" data-ref-id="3005-3158">Garland</a>. Soon after, they are given the world spanning task of collecting four Orbs of Light and defeating four fiends. The fiends went by the names of Lich, Kary, Kraken, and Tiamat. They had taken the Orbs from the rightful place they belonged and spread corruption over all the lands, skies, and seas. After many battles the Light warriors had collected items, gold and experience. When all the fiends were defeated, it was revealed that they took Garland’s corpse and sent it back in time. He had now become a mass of living evil known as Chaos. Confusingly Chaos sent the four fiends into the future where they currently plagued the world. Only when Chaos was defeated in the past and the four fiends were defeated in the present, was the world's natural balance finally restored.</p><p>Final Fantasy was originally considered overbearingly difficult. Saves only came at resting in a Town’s Inn or using an expensive item known as a House. Spells in the late game cost more than half a million gil, and had a limited number of charges that could only be replenished by resting. Monster encounters could go from simplistic to overpowering at a moment’s notice.</p><h2>Battle System</h2><figure data-align="left" data-img-src="https://static.giantbomb.com/uploads/original/0/775/338481-1122909250_03.gif" data-ref-id="1300-338481" data-size="small" style="width: 544px" data-ratio="0.77941176470588" data-width="544" data-embed-type="image"><a class="fluid-height" style="padding-bottom:77.9%" href="https://static.giantbomb.com/uploads/original/0/775/338481-1122909250_03.gif" data-ref-id="1300-338481"><img alt=" Fighting wolves in the MSX version." src="https://www.giantbomb.com/a/uploads/scale_small/0/775/338481-1122909250_03.gif" srcset="https://www.giantbomb.com/a/uploads/original/0/775/338481-1122909250_03.gif 544w, https://www.giantbomb.com/a/uploads/scale_medium/0/775/338481-1122909250_03.gif 480w, https://www.giantbomb.com/a/uploads/scale_small/0/775/338481-1122909250_03.gif 320w" sizes="(max-width: 320px) 100vw, 320px" data-width="320"></a><figcaption> Fighting wolves in the MSX version.</figcaption></figure><p>Attacks were played out in turn based combat. All characters and monsters all were told what to do before the round began, be it cast a spell, use an item, or commit a basic attack, and all actions were then played out from the fastest person on the battlefield to the slowest. In the original game, some attacks could be useless. For example, if a Fighter and a Thief were both instructed to attack a goblin they would both do so. If the Thief killed him, it wouldn't stop the fighter from doing exactly as he was told by swinging his sword at the space the goblin once stood instead of at the other enemies present. This was later altered in the re-releases for the <a href="/playstation/3045-22/" data-ref-id="3045-22">PSOne</a>, <a href="/game-boy-advance/3045-4/" data-ref-id="3045-4">Game Boy Advance</a>, <a href="/psp/3045-18/" data-ref-id="3045-18">PSP</a>, and <a href="/iphone/3045-96/" data-ref-id="3045-96">iPhone</a> versions, so the attacker would automatically attack the next available target.</p><h2>Innovation</h2><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/0/931/469132-ffscreenie3.png" data-ref-id="1300-469132" data-size="small" style="width: 256px" data-ratio="0.875" data-width="256" data-embed-type="image"><a class="fluid-height" style="padding-bottom:87.5%" href="https://static.giantbomb.com/uploads/original/0/931/469132-ffscreenie3.png" data-ref-id="1300-469132"><img alt=" Crafting a party from six available classes. Pictured is the default party setup: Fi, Th, BB, RM." src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 256px) 100vw, 256px" data-width="256" class="js-lazy-load-image" data-src="https://www.giantbomb.com/a/uploads/original/0/931/469132-ffscreenie3.png" data-srcset="https://www.giantbomb.com/a/uploads/original/0/931/469132-ffscreenie3.png 256w"><noscript><img alt=" Crafting a party from six available classes. Pictured is the default party setup: Fi, Th, BB, RM." src="https://www.giantbomb.com/a/uploads/original/0/931/469132-ffscreenie3.png" srcset="https://www.giantbomb.com/a/uploads/original/0/931/469132-ffscreenie3.png 256w" sizes="(max-width: 256px) 100vw, 256px" data-width="256"></noscript></a><figcaption> Crafting a party from six available classes. Pictured is the default party setup: Fi, Th, BB, RM.</figcaption></figure><p>The player chose their party of four with some combination of Black Mage, White Mage, Red Mage, Thief, Fighter, and Black Belt characters. These classes could be upgraded by the Dragon King, to; White Wizard, Black Wizard, Red Wizard, Ninja, Knight, and Master. Players traveled the world in vehicles, such as; boats, airships, and canoes. In combat, up to 9 monsters of various types could battle the player's party. Unless they soared through the skies in an airship or strolled in a safe area like a town, 'random encounters' were always possible. In these Encounters, a band of monsters could emerge and strike the party. Mages had a limited amount of spells they could learn.</p><p>Final Fantasy had almost 20 musical tracks. Some of which, like the tune played after 'Victorious battle' and the 'Opening Theme', remained in one form or another in Final Fantasy games for decades to come.</p><h2>Music</h2><p>The music for Final Fantasy was composed by <a href="/nobuo-uematsu/3040-635/" data-ref-id="3040-635">Nobuo Uematsu</a>. Some of the tracks became the trademarks to the Final Fantasy series: like the "Prelude", played on the title screen, and the "Victory Fanfare", which is played after every victorious battle.</p><h2>Version Differences</h2><h3>Wonderswan and PlayStation</h3><p>The <a href="/playstation/3045-22/" data-ref-id="3045-22">PSOne</a> release of Final Fantasy was under the title of <a href="/final-fantasy-origins/3030-7866/" data-ref-id="3030-7866">Final Fantasy Origins</a> and contained enhanced remakes of both Final Fantasy I and II using higher quality MIDI and cleaner 16-bit graphics. These enhanced remakes were initially ports of the <a href="/wonderswan/3045-65/" data-ref-id="3045-65">Wonderswan</a> re-releases that never made it to the US for various reasons, most notably because the <a href="/wonderswan-color/3045-54/" data-ref-id="3045-54">Wonderswan Color</a> was never released in the US. Aside from the obvious graphical face-lift, various changes exist in the PSOne version that differ from the original NES version. An easy mode was created for the original Final Fantasy (increased Gil and EXP curves), auto-re-targeting, a temporary quicksave, and the addition of new items such as <a href="/phoenix-down/3055-1009/" data-ref-id="3055-1009">Phoenix Downs</a> (revive a fallen ally) and Gold Needles (remove petrification).</p><h3>Game Boy Advance</h3><p>Using the same enhanced graphical look of the PSOne release, the <a href="/game-boy-advance/3045-4/" data-ref-id="3045-4">Gameboy Advance</a> release of Final Fantasy, known as <a href="/final-fantasy-i-ii-dawn-of-souls/3030-17928/" data-ref-id="3030-17928">Dawn of Souls</a>, was most notable for drastically reducing the difficulty. The version also included bonus dungeons for each game, though the complex battle transitions and music quality were reduced due to the technical limitations of the system. All changes to the battle system of the PSOne release carry over, however the magic system (previously levels of magic "slots" with limited number of uses) was changed to use Magic Points instead. Speculative reasons for the changes include Nintendo's fear that an overly difficult RPG would turn away the younger player-base, arguably a larger portion of the overall audience than on the PSOne.</p><h3>PSP</h3><p>The <a href="/psp/3045-18/" data-ref-id="3045-18">PSP</a> re-release featured the same difficulty reduction and added bonus dungeons of the Gameboy Advance re-release, but featured an even bigger graphical overhaul, with various post-processing effects added such as cloud overcast and hi-res sprites (including spells). However, unlike Origins and Dawn of Souls, these two versions were not sold together and retailed individually at release for $29.99 USD each. Together, these two releases doubled the price of the initial release of both Final Fantasy Origins and Dawn of Souls ($29.99). The price, in addition to the numerous other re-releases of the games on other platforms, resulted in the game receiving much criticism from the gaming press.</p><h3>iPhone</h3><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/6/61420/1294180-final_fantasy_i_ii_coming_to_iphone_20100120093724166.jpg" data-ref-id="1300-1294180" data-size="small" style="width: 480px" data-ratio="0.66666666666667" data-width="480" data-embed-type="image"><a class="fluid-height" style="padding-bottom:66.7%" href="https://static.giantbomb.com/uploads/original/6/61420/1294180-final_fantasy_i_ii_coming_to_iphone_20100120093724166.jpg" data-ref-id="1300-1294180"><img alt=" Giant D-Pad" src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 320px) 100vw, 320px" data-width="320" class="js-lazy-load-image" data-src="https://www.giantbomb.com/a/uploads/scale_small/6/61420/1294180-final_fantasy_i_ii_coming_to_iphone_20100120093724166.jpg" data-srcset="https://www.giantbomb.com/a/uploads/original/6/61420/1294180-final_fantasy_i_ii_coming_to_iphone_20100120093724166.jpg 480w, https://www.giantbomb.com/a/uploads/scale_small/6/61420/1294180-final_fantasy_i_ii_coming_to_iphone_20100120093724166.jpg 320w"><noscript><img alt=" Giant D-Pad" src="https://www.giantbomb.com/a/uploads/scale_small/6/61420/1294180-final_fantasy_i_ii_coming_to_iphone_20100120093724166.jpg" srcset="https://www.giantbomb.com/a/uploads/original/6/61420/1294180-final_fantasy_i_ii_coming_to_iphone_20100120093724166.jpg 480w, https://www.giantbomb.com/a/uploads/scale_small/6/61420/1294180-final_fantasy_i_ii_coming_to_iphone_20100120093724166.jpg 320w" sizes="(max-width: 320px) 100vw, 320px" data-width="320"></noscript></a><figcaption> Giant D-Pad</figcaption></figure><p>On February 25, 2010, Square-Enix released an updated version of this game onto the <a href="/iphone/3045-96/" data-ref-id="3045-96">iPhone</a> and iPod Touch. Retailing for $8.99, it is essentially a port of the PSP version of the game. The graphics are higher resolution than the Dawn of Souls remake, and are essentially on-par with the sprites seen in the PSP version. In addition, the Soul of Chaos, Labyrinth of Time, and the 4 special element-based dungeons are also included (which are unlocked after defeating one of the four Elemental Masters). The game immediately rocketed up to the #2 spot on the Top Grossing Apps list.</p><figure data-align="left" data-img-src="https://static.giantbomb.com/uploads/original/6/61420/1294185-final_fantasy_1.jpg" data-ref-id="1300-1294185" data-size="small" style="width: 480px" data-ratio="0.66666666666667" data-width="480" data-embed-type="image"><a class="fluid-height" style="padding-bottom:66.7%" href="https://static.giantbomb.com/uploads/original/6/61420/1294185-final_fantasy_1.jpg" data-ref-id="1300-1294185"><img alt=" Big Buttons for easy pressingness" src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 320px) 100vw, 320px" data-width="320" class="js-lazy-load-image" data-src="https://www.giantbomb.com/a/uploads/scale_small/6/61420/1294185-final_fantasy_1.jpg" data-srcset="https://www.giantbomb.com/a/uploads/original/6/61420/1294185-final_fantasy_1.jpg 480w, https://www.giantbomb.com/a/uploads/scale_small/6/61420/1294185-final_fantasy_1.jpg 320w"><noscript><img alt=" Big Buttons for easy pressingness" src="https://www.giantbomb.com/a/uploads/scale_small/6/61420/1294185-final_fantasy_1.jpg" srcset="https://www.giantbomb.com/a/uploads/original/6/61420/1294185-final_fantasy_1.jpg 480w, https://www.giantbomb.com/a/uploads/scale_small/6/61420/1294185-final_fantasy_1.jpg 320w" sizes="(max-width: 320px) 100vw, 320px" data-width="320"></noscript></a><figcaption> Big Buttons for easy pressingness</figcaption></figure><p>The game has a specialized control scheme for the touch screen. The <a href="/overworld/3015-1004/" data-ref-id="3015-1004">overworld</a> has a simple D-pad overlay, and the battles are equipped with some large buttons and a simple tapping interface to select what action to perform and which enemy to perform it on. This is a highly efficient method for playing the game, but whereas in other games the player could just hold a button down to skip past the battles, it requires continued taps in this version, which can actually slow down the game. It currently sits around 4.5 stars on iTunes.</p>

Final Fantasy II follows four heroes who join a resistance group and try to stop an empire from taking over the world. Its gameplay deviates greatly from the first game by utilizing a usage-based growth system.

<h2>Overview</h2><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/0/1940/276871-352i343.png" data-ref-id="1300-276871" data-size="small" style="width: 510px" data-ratio="0.88235294117647" data-width="510" data-embed-type="image"><a class="fluid-height" style="padding-bottom:88.2%" href="https://static.giantbomb.com/uploads/original/0/1940/276871-352i343.png" data-ref-id="1300-276871"><img alt="Battle from the Famicom version." src="https://www.giantbomb.com/a/uploads/scale_small/0/1940/276871-352i343.png" srcset="https://www.giantbomb.com/a/uploads/original/0/1940/276871-352i343.png 510w, https://www.giantbomb.com/a/uploads/scale_medium/0/1940/276871-352i343.png 480w, https://www.giantbomb.com/a/uploads/scale_small/0/1940/276871-352i343.png 320w" sizes="(max-width: 320px) 100vw, 320px" data-width="320"></a><figcaption>Battle from the Famicom version.</figcaption></figure><p>Final Fantasy II is a sequel to <a href="/square-co-ltd/3010-6323/" data-ref-id="3010-6323">Square</a>'s <a href="/final-fantasy/3030-8403/" data-ref-id="3030-8403">Final Fantasy</a> and was only released in <a href="/japan/3035-37/" data-ref-id="3035-37">Japan</a> on the <a href="/nes/3045-21/" data-ref-id="3045-21">Famicom</a> in 1988. An English-language NES release was originally planned under the title "Shadow of Palamecia", but it was never completed. The game has since then been remade on various other platforms including the <a href="/wonderswan-color/3045-54/" data-ref-id="3045-54">WonderSwan Color</a>, <a href="/playstation/3045-22/" data-ref-id="3045-22">PlayStation</a>, <a href="/psp/3045-18/" data-ref-id="3045-18">PSP</a>, <a href="/game-boy-advance/3045-4/" data-ref-id="3045-4">Game Boy Advance</a> and <a href="/iphone/3045-96/" data-ref-id="3045-96">iPhone</a>. The game does not share any connection with the original Final Fantasy's world or characters, establishing a precedent all entries in the primary Final Fantasy series have since followed.</p><h2>Story</h2><figure data-align="left" data-img-src="https://static.giantbomb.com/uploads/original/0/431/295185-beavers.jpg" data-ref-id="1300-295185" data-size="small" style="width: 480px" data-ratio="0.56666666666667" data-width="480" data-embed-type="image"><a class="fluid-height" style="padding-bottom:56.7%" href="https://static.giantbomb.com/uploads/original/0/431/295185-beavers.jpg" data-ref-id="1300-295185"><img alt="Beavers are crucial to the story of Final Fantasy II." src="https://www.giantbomb.com/a/uploads/scale_small/0/431/295185-beavers.jpg" srcset="https://www.giantbomb.com/a/uploads/original/0/431/295185-beavers.jpg 480w, https://www.giantbomb.com/a/uploads/scale_small/0/431/295185-beavers.jpg 320w" sizes="(max-width: 320px) 100vw, 320px" data-width="320"></a><figcaption>Beavers are crucial to the story of Final Fantasy II.</figcaption></figure><p>Final Fantasy II is about four heroes, including main protagonist <a href="/firion/3005-5195/" data-ref-id="3005-5195">Firion</a>, who join a resistance group called Wild Rose and try to stop the Empire of Palamecia from taking over the world. The dialogue in Final Fantasy II is a lot more dynamic than the first; players can ask <a href="/non-player-character/3015-967/" data-ref-id="3015-967">NPC</a>s about key terms and items to advance the plot or unlock certain events. It is also the first Final Fantasy where party members can join and leave the party during the game. Final Fantasy II also introduced elements that have since become defining concepts of the Final Fantasy series. It is the first game to feature the <a href="/chocobo/3015-259/" data-ref-id="3015-259">chocobo</a>, a mount that would let the player ride across the world without any random encounters, and a character named <a href="/cid/3015-4748/" data-ref-id="3015-4748">Cid</a>.</p><h2>Gameplay</h2><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/0/8618/455187-124988_2_1.jpg" data-ref-id="1300-455187" data-size="small" style="width: 464px" data-ratio="0.56681034482759" data-width="464" data-embed-type="image"><a class="fluid-height" style="padding-bottom:56.7%" href="https://static.giantbomb.com/uploads/original/0/8618/455187-124988_2_1.jpg" data-ref-id="1300-455187"><img alt="Battle scene from the PSP remake." src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 320px) 100vw, 320px" data-width="320" class="js-lazy-load-image" data-src="https://www.giantbomb.com/a/uploads/scale_small/0/8618/455187-124988_2_1.jpg" data-srcset="https://www.giantbomb.com/a/uploads/original/0/8618/455187-124988_2_1.jpg 464w, https://www.giantbomb.com/a/uploads/scale_small/0/8618/455187-124988_2_1.jpg 320w"><noscript><img alt="Battle scene from the PSP remake." src="https://www.giantbomb.com/a/uploads/scale_small/0/8618/455187-124988_2_1.jpg" srcset="https://www.giantbomb.com/a/uploads/original/0/8618/455187-124988_2_1.jpg 464w, https://www.giantbomb.com/a/uploads/scale_small/0/8618/455187-124988_2_1.jpg 320w" sizes="(max-width: 320px) 100vw, 320px" data-width="320"></noscript></a><figcaption>Battle scene from the PSP remake.</figcaption></figure><p>Final Fantasy II's combat and character progression use different systems than were seen in the original game. Instead of gaining <a href="/experience-points/3015-39/" data-ref-id="3015-39">experience points</a> to increase in level and raise stats across the board, the heroes gain skill levels for the attributes they use in battle. For example, if they use <a href="/sword/3055-1/" data-ref-id="3055-1">swords</a>, their strength and sword skill will increase; if they get hit in battle, their <a href="/hit-points/3015-400/" data-ref-id="3015-400">hit points</a> will increase.</p><p>A glitch in the Famicom version of the game registers canceled stat-boosting commands. If the player were to repeatedly input and cancel a particular command, they could conceivably give the related stats a substantial boost before the end of a single battle. This glitch was fixed in later ports.</p><p>Final Fantasy II also introduced the idea of <a href="/party-system/3015-125/" data-ref-id="3015-125">party formation</a> to the franchise. The player could move their characters to the back of the line in battle, reducing their chances of taking damage while limiting their own attack capabilities to using <a href="/bow-and-arrow/3055-73/" data-ref-id="3055-73">bows</a> or magic.</p><h2>Version Differences</h2><p>As stated above, Final Fantasy II has seen numerous iterations since its conception. What follows below are the different versions released over the years and the iterative changes with each subsequent release.</p><h3>Famicom (1988 and 1994)</h3><p>The original Final Fantasy II was released for the Famicom in Japan and was set to release in North America supposedly with the subtitle Dark Shadow Over Palakia. With the looming release of the Super Nintendo and a long localization process, the 8-bit version never made its way outside of Japan despite the success of the first Final Fantasy and Square advertisements of the beta version. The Famicom version was re-released in Japan as part of a compilation with the first Final Fantasy in 1994. This version still remains exclusive to Japan despite Nintendo's claims that each pre-PlayStation Final Fantasy would be released over its Virtual Console service.</p><h3>WonderSwan Color (2001)</h3><p>More than a decade after Final Fantasy II's original release, Square decided to put support behind the WonderSwan Color, a Japan handheld gaming device. Along with this support came re-releases of Final Fantasies I, II and III, whose graphics were updated to suit the 16-bit handheld. The game also had fully drawn backgrounds for battle sequences and remastered audio. Final Fantasy II for the WonderSwan was a release title and was also featured in a limited edition bundle. The bundle included the game, a specially branded system and a premium strap with Final Fantasy II branding.</p><h3>PlayStation (2002 and 2003)</h3><p>Nearly 15 years later, gamers outside of Japan could purchase a version of Final Fantasy representative of their own territory. The PlayStation version added CG cutscenes and featured technical improvements beyond that of the WonderSwan Color version. It was released separately or compiled in Japan and released solely as the compilation Final Fantasy Origins overseas.</p><h3>Mobile Phones (2004 and 2006)</h3><p>Due to the immense popularity of cell phone gaming in Japan, a mobile phone version was released over three services providers on different dates. The graphics and sound most closely resemble that of the more widely known Game Boy Advance version. This version remains exclusive to Japan.</p><h3>Game Boy Advance (2004)</h3><p>This version of Final Fantasy II signaled Square's returning support for Nintendo handhelds as well as Final Fantasy II's first official release in the Australia territory. Released under the compilation Final Fantasy I &amp; II: Dawn of Souls, the reworked title also featured a new post-game sequence called Souls of Rebirth, in which players can control the various support characters that died during the main storyline.</p><h3>PlayStation Portable (2007 and 2008)</h3><p>To commemorate the 20th anniversary of the Final Fantasy series, Square-Enix brought Final Fantasy II out of the vault once more for the release of Final Fantasy II Anniversary Edition. It is considered as the ultimate version of Final Fantasy II as it includes all the bonuses from previous versions as well as updated graphics and sound, a rebalanced combat system and two extra dungeons.</p><h3>iPhone (2010)</h3><p>The iPhone version retains all aspects of the PSP anniversary release. The only main difference between the two versions is the method of control. Whereas the PSP utilizes digital button inputs, the iPhone version is controlled solely by its touch screen interface.</p><h2>Soundtrack</h2><p>The original soundtrack was composed by <a href="/nobuo-uematsu/3040-635/" data-ref-id="3040-635">Nobuo Uematsu</a>. The remakes of the game have sound produced and arranged by <a href="/tsuyoshi-sekito/3040-94857/" data-ref-id="3040-94857">Tsuyoshi Sekito</a>.</p><h3>PlayStation track listing:</h3><p>1. "Opening Movie"</p><p>2. "Opening Movie SE"</p><p>3. "Opening Theme"</p><p>4. "Prelude"</p><p>5. "Battle Scene 1"</p><p>6. "Time of Revival"</p><p>7. " Reunion"</p><p>8. "Rebel Army Theme"</p><p>9. "Town"</p><p>10. "Main Theme"</p><p>11. "Pandemonium Castle"</p><p>12. "Imperial Army Theme"</p><p>13. "Chocobo's Theme"</p><p>14. "Tower of Magic-users"</p><p>15. "Escape!"</p><p>16. "Ancient Castle"</p><p>17. "Dungeon"</p><p>18. "Emperor's Revival"</p><p>19. "Victory"</p><p>20. "Waltz"</p><p>21. "Temptation of the Princess"</p><p>22. "Dead Music"</p><p>23. "Fanfare"</p><p>24. "Include in the Group"</p><p>25. "Inn"</p><p>26. "Battle Scene A"</p><p>27. "Battle Scene B"</p><p>28. "Battle Scene 2"</p><p>29. "Finale"</p>

The third Final Fantasy released on the Famicom. This version of the game was never released internationally.

<h2>Overview</h2><p>Final Fantasy III is a Japanese roleplaying game originally developed and published for the <a href="/nintendo-entertainment-system/3045-21/" data-ref-id="3045-21">Nintendo Entertainment System</a> by <a href="/square-enix/3010-104/" data-ref-id="3010-104">Square</a> on April 27th, 1990. Although given a <a href="/final-fantasy-iii/3030-31147/" data-ref-id="3030-31147">3D remake</a> on the <a href="/nintendo-ds/3045-52/" data-ref-id="3045-52">Nintendo DS</a> in 2006, the original NES version has never been published outside of Japan in any officially licensed form. <a href="/final-fantasy-vi/3030-6336/" data-ref-id="3030-6336">Final Fantasy VI</a>, when it was eventually released in the U.S., would end up being re-branded as "Final Fantasy III" as it was only the third in the series to be published in the states, despite being a completely different game on the <a href="/super-nintendo-entertainment-system/3045-9/" data-ref-id="3045-9">Super Nintendo Entertainment System</a>.</p><h2>Plot</h2><figure data-align="right" data-size="small" data-img-src="https://static.giantbomb.com/uploads/original/10/105400/2638345-474993-final-fantasy-iii-nes-screenshot-on-the-world-maps.png" data-ref-id="1300-2638345" data-ratio="0.9375" data-width="256" data-embed-type="image" style="width: 256px"><a class="fluid-height" style="padding-bottom:93.8%" href="https://static.giantbomb.com/uploads/original/10/105400/2638345-474993-final-fantasy-iii-nes-screenshot-on-the-world-maps.png" data-ref-id="1300-2638345"><img alt="No Caption Provided" src="https://www.giantbomb.com/a/uploads/original/10/105400/2638345-474993-final-fantasy-iii-nes-screenshot-on-the-world-maps.png" srcset="https://www.giantbomb.com/a/uploads/original/10/105400/2638345-474993-final-fantasy-iii-nes-screenshot-on-the-world-maps.png 256w" sizes="(max-width: 256px) 100vw, 256px" data-width="256"></a></figure><p>The game is set in the<a href="/floating-island/3015-1560/" data-ref-id="3015-1560"> floating continent</a>, and puts players in control of four orphans raised by an elder named Topopa in the village of Ur. After an earthquake opens up a hidden cavern in the Altar Cave just outside of their village, the orphans set out to explore what lies within. What they find is a crystal of light which grants them each a portion of its power and instructs them to restore balance to the world.</p><p>In the past when the Light was threatening to overtake the world 4 Dark Warriors emerged and cut a swath of destruction. In the present these characters now work for the Light, hopefully to once again restore balance to a world now threatened by the <a href="/xande/3005-5192/" data-ref-id="3005-5192">Xande</a> and the <a href="/cloud-of-darkness/3005-5124/" data-ref-id="3005-5124"><em>Cloud of Darkness</em></a>--a nihilistic mastermind behind the world’s descent, and the game’s ultimate foe.</p><h2>Gameplay</h2><p>The gameplay of Final Fantasy III is a mixture of both previous titles in the series, with several additions. Common staples of the series and genre in general such as an <a href="/overworld/3015-1004/" data-ref-id="3015-1004">overworld map</a>, <a href="/random-encounter/3015-123/" data-ref-id="3015-123">random encounters</a>, <a href="/dungeon-crawling/3015-165/" data-ref-id="3015-165">dungeon crawling</a> and numerous <a href="/boss-fight/3015-50/" data-ref-id="3015-50">boss battles</a> all remain prevalent, and central to the game's core experience. New features however, such as <a href="/summoning/3015-99/" data-ref-id="3015-99">summons</a> and the removal of others like the <a href="/active-time-battle/3015-95/" data-ref-id="3015-95">active time battle</a> system, make the game distinct in comparison.</p><h3>Combat</h3><figure data-align="right" data-size="small" data-img-src="https://static.giantbomb.com/uploads/original/10/105400/2638346-474987-final-fantasy-iii-nes-screenshot-battle-s.png" data-ref-id="1300-2638346" data-ratio="0.9375" data-width="256" data-embed-type="image" style="width: 256px"><a class="fluid-height" style="padding-bottom:93.8%" href="https://static.giantbomb.com/uploads/original/10/105400/2638346-474987-final-fantasy-iii-nes-screenshot-battle-s.png" data-ref-id="1300-2638346"><img alt="No Caption Provided" src="https://www.giantbomb.com/a/uploads/original/10/105400/2638346-474987-final-fantasy-iii-nes-screenshot-battle-s.png" srcset="https://www.giantbomb.com/a/uploads/original/10/105400/2638346-474987-final-fantasy-iii-nes-screenshot-battle-s.png 256w" sizes="(max-width: 256px) 100vw, 256px" data-width="256"></a></figure><p>Combat in the game is primarily turn-based as was the case with both the earlier games, only without the ATB system. The biggest technical improvement over the original system however is the inclusion of an auto-targeting mechanic for physical attacks which frees players from having to worry about missing a hit completely because the enemy had been killed in a previously queued battle command. This would also later be applied to magical attacks in subsequent games. Another change lies in the graphical display of damage to characters which instead of being shown as a caption, instead are shown above the respective characters' sprites.</p><h3>Experience &amp; Jobs</h3><figure data-align="right" data-size="small" data-img-src="https://static.giantbomb.com/uploads/original/10/105400/2638347-474988-final-fantasy-iii-nes-screenshot-item-equipment-stats-menus.png" data-ref-id="1300-2638347" data-ratio="0.9375" data-width="256" data-embed-type="image" style="width: 256px"><a class="fluid-height" style="padding-bottom:93.8%" href="https://static.giantbomb.com/uploads/original/10/105400/2638347-474988-final-fantasy-iii-nes-screenshot-item-equipment-stats-menus.png" data-ref-id="1300-2638347"><img alt="No Caption Provided" src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 256px) 100vw, 256px" data-width="256" class="js-lazy-load-image" data-src="https://www.giantbomb.com/a/uploads/original/10/105400/2638347-474988-final-fantasy-iii-nes-screenshot-item-equipment-stats-menus.png" data-srcset="https://www.giantbomb.com/a/uploads/original/10/105400/2638347-474988-final-fantasy-iii-nes-screenshot-item-equipment-stats-menus.png 256w"><noscript><img alt="No Caption Provided" src="https://www.giantbomb.com/a/uploads/original/10/105400/2638347-474988-final-fantasy-iii-nes-screenshot-item-equipment-stats-menus.png" srcset="https://www.giantbomb.com/a/uploads/original/10/105400/2638347-474988-final-fantasy-iii-nes-screenshot-item-equipment-stats-menus.png 256w" sizes="(max-width: 256px) 100vw, 256px" data-width="256"></noscript></a></figure><p>Although scrapped as a feature in Final Fantasy II, the <a href="/experience-points/3015-39/" data-ref-id="3015-39">experience system</a> introduced in the first game makes a return, along with a completely re-tooled <a href="/classes/3015-405/" data-ref-id="3015-405">character class</a> system also absent from the second game which would prove to be permanent fixtures in the series.</p><p>In Final Fantasy III, players are given a "<a href="/job-system/3015-298/" data-ref-id="3015-298">job system</a>" which essentially allows characters to switch between different classes at any time. Although all four of the player characters begin as a rudimentary class named "Onion Knight", additional and more complex classes are unlocked throughout the game by collecting crystals and can be applied to any of the four characters so long as they have saved enough "capacity points" acquired through battle to do so.</p><p>As players earn experience, they also become more proficient with whatever job they have currently equipped. Higher level jobs increase battle statistics of characters, reduce the cost of switching to the job, and increase the effectiveness of specialised weaponry, armor, accessories and spells utilized by the class. Jobs also allow characters to use special innate abilities like the Thief's ability to open secret passages, or battle commands such as Steal which allows players to gain extra loot from battles.</p><h3>Summons</h3><p>Final Fantasy III is the first game in the series to feature creatures which can be summoned at any time to deal high-level damage to enemies. Summons can be bought in stores, but also defeated in combat and bent to the party’s service. Several of these creatures include <a href="/shiva/3005-11811/" data-ref-id="3005-11811">Shiva</a>, <a href="/ifrit/3005-2883/" data-ref-id="3005-2883">Ifrit</a> and <a href="/bahamut/3005-1744/" data-ref-id="3005-1744">Bahamut</a>. Similarly, this is the first in the series to feature friendly helper creatures named <a href="/moogles/3015-497/" data-ref-id="3015-497">moogles</a>, a now prominent staple of the franchise.</p><p> </p>

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