One of my life’s goals is to create a JRPG using O.H.R.R.P.G.C.E, a game engine I discovered on dial-up Internet as a twelve-year-old. Growing up console-less, my tween years were spent pining over Final Fantasy VII and VIII. In fact, my discovery of OHRRPGCE was the result of an Internet rabbit hole driven by my Final Fantasy infatuation. Eventually, I would play parts of Final Fantasy IV, VI, and VIII and complete VII, IX, and X. After reading Marina’s blog on Final Fantasy I (FFI), I was inspired to experience the original myself.

In many ways, the NES version of Final Fantasy is the product of its constraints. There are probably many videos and articles on the topic, but one I found interesting as an artist is the analysis of FFI’s animation on the YT Channel, New Frame Plus. The limited 8-bit hardware resulted in a game with a robust network of adventures, enemies, character classes, items, weapons, armor, and spells which is incredibly cryptic and even bug ridden (some spells don’t work as intended). The result is that I have played through the activation of the first of the four orbs, constantly switching between the game and a browser with three or four tabs pulled up with various tables and maps to understand the world before spending my hard-earned gil. Here is a good resource with tables for Items, Weapons, Armor, Spells, and more . As someone who is not particularly good at games and gets frustrated easily, I’m used to referencing walkthroughs. In the past, I looked down on this style of play as less worthy, but as an adult often playing games that I wished I could have played as a child, I appreciate how a guided approach can smooth unintended design flaws and can connect the player to the community who has loved and appreciated the game for years.

Marina suggests not using the dungeon maps provided in walkthroughs. I wasn’t planning on playing beyond the activation of the first orb, but I may play at least one more dungeon without using maps now that I better understand the dungeon design. Dungeons are hard. Filled with random encounters with powerful multi-enemy formations, dungeons destroy you by grinding down your limited inventory and spells. Bosses on the other hand are comically easy. Running from most encounters to preserve your limited resources ends up being the best strategy for completing a dungeon.

When not running from combat, I was surprised to find the combat engaging thanks to the need to actively target enemies. When an enemy is destroyed, any following attacks aren’t retargeted resulting in a wasted turn. Learning the hit points of enemies then deploying your team’s capabilities efficiently requires a high level of engagement even in routine random encounters which often feature formations of multiple enemies. One of the things that has made boss fights easy is that there has yet to be a boss formation with more than one enemy which eliminates any targeting decisions. Generally, I’ve enjoyed that routine combat requires engagement, but there are also definitely times when I’ve wished I could opt out when grinding for experience and gil.

Iargeting a single Iguana in combat

I mostly enjoyed my play experience. I really like the artwork and design of Kazuko Shibuya (in addition to the artwork, she is responsible for the blue menu screens and finger pointer, I haven't read all of this interview, it's long, but the parts I have read are good). I also have a more clear idea of the areas I’d like to focus on in order to create interesting dungeon and combat experiences.

Which is your favorite Final Fantasy title? Why?