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SOJ Final Fantasy · The History
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The History of Final Fantasy

Seven people, one last roll of the dice that kept rolling.

Final Fantasy reached the Famicom on December 18, 1987, and the NES in July 1990, published in America by Nintendo. Four Warriors of Light, four darkened crystals, four fiends: a quest assembled from the Western games its makers loved, rebuilt for a console. By March 2003 its versions had sold a combined two million copies, and the series it named has never stopped.

THE MAKING

The A-Team nobody at Square believed in

Hironobu Sakaguchi had wanted to make a role-playing game for a long time, and Square kept refusing: the company expected low sales. Then Dragon Quest was released and became a hit in Japan, and the company reconsidered. Only three colleagues volunteered for Sakaguchi's project at first, because he was thought of as a rough boss with a run of unsuccessful creations. The team that formed, seven core staff, called the A-Team, knew the company did not believe in them, and the record says that lack of faith is what motivated them to give their best.

The parts were divided with unusual clarity. Akitoshi Kawazu built the battle system on the tabletop Dungeons and Dragons and on Wizardry, importing elemental weaknesses that Japanese RPGs had not used, and argued for letting players choose their own party classes from the start, since he felt the fun of an RPG began when players created their characters. Koichi Ishii brought the idea of the crystals, and performed the project's neatest trick: Sakaguchi rejected his suggestion of illustrator Yoshitaka Amano, then showed Ishii magazine clippings of exactly the art style he wanted, which turned out to be Amano's own work. Iranian American programmer Nasir Gebelli coded the game, and slipped in a sliding puzzle minigame of his own invention, the first in an RPG. Kenji Terada wrote the scenario, Kazuko Shibuya drew the sprites, and Nobuo Uematsu composed, his sixteenth game score.

THE DESIGN

Side view battles and a party that is yours

Final Fantasy was the first game to put the player's party on the right of the battle screen and the enemies on the left, facing each other, instead of the first person view Dragon Quest used. The four heroes are chosen at the start from six classes, fighter, thief, black belt, and the red, white, and black mages, and the choice is locked for the whole game, which makes the party itself the player's first and largest decision. Later, a class upgrade matures each sprite and widens what they can wield and cast.

Magic is bought, not learned: eight levels of spells, four white and four black per level, three slots per character per level. Under the systems sits a story with a genuine knot in it, a time loop in which the knight Garland, sent 2,000 years into the past, becomes the archdemon Chaos and sends the four fiends forward to send him back, so that he can live forever.

THE EDITIONS

The versions, documented
Japan · 1987
Famicom, December 18, 1987. The working title had been Fighting Fantasy; trademark trouble and the circumstances around Square and Sakaguchi forced the change. The famous story behind the final name is told, and corrected, on this Library's naming page.
America · 1990
NES, July 1990, published by Nintendo, two and a half years after Japan.
Origins · 2002 to 2003
The PlayStation remake paired it with its sequel as Final Fantasy Origins, reaching North America in April 2003 with redrawn graphics and an easier mode.
Dawn of Souls and Pixel Remaster · 2004 and 2021
The Game Boy Advance paired the first two games again in 2004. The Pixel Remaster of 2021 returned the game to its original look, modernized, and carried it to nearly every platform since.

THE RECEPTION

Scores, sales, and the dissent
Sales · 2 million
All versions combined, worldwide, by March 2003, for a game made by seven people.
Praise · The graphics
Contemporary critical praise focused on the graphics, the richest the young genre had shown on the NES.
Dissent · The grinding
The standing criticism, then and since, is the amount of grinding the game asks for between its ideas.
Standing · Influential
It is now regarded as one of the most influential and successful RPGs on the NES, credited with a major role in popularizing the genre.

The honest summary is that the first Final Fantasy was admired before it was loved: reviewers saw the ambition and the art, and felt the hours the game demanded. Time has reversed the weighting.

THE LEGACY

What it left behind

Nearly everything the series is known for is present in embryo: the crystals, the airship, the class system, Uematsu's Prelude taking shape, and a final boss fight against Chaos himself. Square got its hit, Sakaguchi got his genre, and the name chosen under pressure became the most durable in the medium. The naming story, including Sakaguchi's own debunking of the bankruptcy legend, has its own page in this Library.

THE GAME ON THE SHELF

Final Fantasy · NES
Final Fantasy American NES box art
American NES box art · 1990
Square's seven person A-Team and the 1987 original behind the name, in its American NES dress.
The GalleryThe Final Fantasy GalleryWhy is it called Final Fantasy?
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THE FIRST WORD

New pages and new pieces, first.