Security and Final Fantasy (video game): Difference between pages

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{{Infobox VG
{{Refimprove|date=June 2007}}
| title = Final Fantasy
{{Otheruses}}
| image = [[Image:FF1 USA boxart.jpg|256px]]
{{Redirect|Security systems|the Max Headroom episode "Security Systems"|Max Headroom (TV series)}}
| caption = Cover box for original NES release in North America
[[Image:Flughafenkontrolle.jpg|thumb|[[X-ray machine]]s and [[metal detector]]s are used to control what is allowed to pass through an [[airport security]] perimeter]]
| developer = [[Square Co.|Square]]<br />[[Microcabin]] <small>(MSX2)</small><br />[[TOSE]] <small>(WSC, PS, GBA, PSP)</small>
| publisher = '''Famicom''':<br />{{vgrelease|JP=Square|NA=[[Nintendo|Nintendo of America]]}}'''MSX2''':<br />{{vgrelease|JP=[[Microcabin]]}}'''Game Boy Advance''':<br />{{vgrelease|JP=[[Square Enix]]|Other regions|[[Nintendo]]}}<br />'''PlayStation Portable''':<br />Square Enix
| designer = [[Hironobu Sakaguchi]]
| writer = [[Akitoshi Kawazu]]<br />[[Kenji Terada]]
| artist = [[Yoshitaka Amano]]
| composer = [[Nobuo Uematsu]]
| released = {{collapsible list|title=December 18, 1987|'''Nintendo Entertainment System'''<br />{{vgrelease|JP=December 18, 1987|NA=July 12, 1990}}'''MSX2'''<br />{{vgrelease|JP=December 1989}}'''WonderSwan Color'''<br />{{vgrelease|JP=December 9, 2000}}
'''PlayStation'''<br />{{vgrelease|JP=October 31, 2002|PAL=March 14, 2003}}{{vgrelease|NA=April 8, 2003}}'''Game Boy Advance'''<br />{{vgrelease|JP=July 29, 2004|AUS=November 18, 2004}}{{vgrelease|NA=November 29, 2004|EU=December 3, 2004}}'''Mobile phones'''<br />{{vgrelease|JP=March 1, 2004}}'''PlayStation Portable'''<br />{{vgrelease|JP=April 19, 2007|NA=June 26, 2007|EU=February 8, 2008|AUS=February 28, 2008}}}}
|Rating(s)|'''Game Boy Advance''':<br />{{vgratings|ESRB=E (Everyone)|OFLCA=G8+|PEGI=3+|USK=Free for all}}
| series = ''[[Final Fantasy]]''
| genre = [[Console role-playing game]]
| modes = [[Single-player]]
| platforms = [[Nintendo Entertainment System]], [[MSX|MSX2]], [[WonderSwan Color]], [[PlayStation]], [[Game Boy Advance]], [[mobile phone]]s, [[PlayStation Portable]]
| media = 2 [[megabit]] [[cartridge (electronics)|cartridge]]<br />[[Floppy disk|3.5" Floppy Disk]]<br />32 [[megabit]] [[cartridge (electronics)|cartridge]]<br />[[CD-ROM]]<br />128 [[megabit]] [[cartridge (electronics)|cartridge]]<br />[[NTT DoCoMo]]<br />[[FOMA]]<br />[[CDMA 1X WIN]]<br />[[Universal Media Disc|UMD]]
}}
{{nihongo|'''''Final Fantasy'''''|ファイナルファンタジー|Fainaru Fantajī}} is a [[console role-playing game]] developed and published in Japan by [[Square Co.|Square]] (now [[Square Enix]]) in 1987 and published in North America by [[Nintendo|Nintendo of America]] in 1990. It is the inaugural game in Square's flagship ''[[Final Fantasy]]'' series. Originally released for the [[Nintendo Entertainment System]], ''Final Fantasy'' has been [[video game remake|remade]] for several different [[video game console]]s. The game has frequently been packaged with its follow-up, ''[[Final Fantasy II]]'', in collections such as ''[[Final Fantasy I and Final Fantasy II (compilations)|Final Fantasy I-II]]'', ''[[Final Fantasy I and Final Fantasy II (compilations)#PlayStation|Final Fantasy Origins]]'', and ''[[Final Fantasy I and Final Fantasy II (compilations)#Game Boy Advance|Final Fantasy I & II: Dawn of Souls]]''.


The story begins with the appearance of the four youths called the "Light Warriors", who each carry one of their world's four [[classical elements|elemental]] orbs, which have been darkened by [[Four Fiends|the four Elemental Fiends]]. Together, they quest to defeat these evil forces and restore light to the orbs, thus saving the world.
[[Image:Security spikes 1.jpg|thumb|Security spikes protect a [[gated community]] in the [[East End of London]]]]
'''Security''' is the condition of being protected against danger, loss, and criminals. In the general sense, security is a concept similar to [[safety]]. The nuance between the two is an added emphasis on being protected from dangers that originate from outside. Individuals or actions that encroach upon the condition of protection are responsible for the breach of security.


''Final Fantasy'' was one of the most influential and successful role-playing games on the [[Nintendo Entertainment System]], and played a major role in popularizing the genre after ''[[Dragon Warrior]]''.


==Gameplay==
The word "security" in general usage is synonymous with "safety," but as a technical term "security" means that something not only ''is secure'' but that it ''has been secured''. In [[telecommunication]]s, the term '''security''' has the following meanings:<ref> {{cite web|url=http://www.its.bldrdoc.gov/fs-1037/dir-032/_4740.htm |title=security |accessdate=2007-10-14 |coauthors=Institute for Telecomunications Sciences |work=Federal Standard 1037C |publisher=Institute for Telecomunications Sciences }}</ref>
Final Fantasy has four basic modes of gameplay; an overworld map, town and dungeon maps, a battle screen, and a menu screen. The overworld map is a scaled-down version of the game's fictional world, which the player uses to direct characters to various locations. The primary means of travel across the overworld are by foot, but canoes, boats, and airships become available as the game progresses. With the exception of bosses, enemies are randomly encountered on field maps and on the overworld when traveling by foot, and must be either fought or fled from.<ref name="basicinfo4">{{cite book | year=1989 | editor=Square staff | title=Final Fantasy Explorer's Handbook (instruction manual) | pages= | publisher=[[Square Co.]] | id=NES-FF-USA}}</ref> Players begins the game by choosing four characters to be in their party for the duration of the game.<ref name="basicinfo"/>


The game's plot develops as the player progresses through towns and dungeons. Some town citizens will offer helpful information and others own inns and clinics for recovery of character health, and also item or equipment shops. Dungeons appear as a variety of areas, including forests, caves, mountains, swamps, and buildings. These dungeons often have treasure chests containing rare items that are not available in most stores. The menu screen is where the player makes such decisions as which equipment they wield, the magic they learn, and the configuration of the gameplay such as battle order. It is also used to track experience points and levels.<ref name="basicinfo4"/>
* A condition that results from the establishment and [[repair and maintenance|maintenance]] of protective measures that ensure a state of inviolability from hostile acts or influences.
* With respect to classified matter, the condition that prevents unauthorized persons from having [[access]] to official [[information]] that is safeguarded in the interests of [[national security]].
* Measures taken by a military unit, an activity or installation to protect itself against all acts designed to, or which may, impair its effectiveness.


A character's most basic attribute is its [[experience point|level]], which is numbered between one and fifty. A character's level is determined by how much experience it has, and higher level characters are more powerful than lower level characters. Gaining a level increases the character's attributes, such as their maximum [[hit point]]s (HP). HP represents a character's remaining health, and when a character reaches zero HP, they die. Additional attributes such as "Strength" govern other aspects of the character. Players gain [[experience point]]s through winning battles.<ref name="basicinfo4"/>
Security has to be compared and contrasted with other related concepts: [[Safety]], [[Wiktionary:continuity|continuity]], [[reliability]]. The key difference between security and reliability is that security must take into account the actions of active malicious agents attempting to cause destruction.


[[Image:Final Fantasy I Lich Battle.png|frame|left|The Light Warriors battle [[Lich]], Fiend of Earth]]
== Perceived security compared to real security ==


===Combat===
It is very often true that people's perception of security is not directly related to actual security. For example, a fear of flying is much more common than a fear of driving; however, driving is generally a much more dangerous form of transport. The tool may be mistaken for the effect, for example when multiple [[computer security]] programs interfere with each other, the user assumes the computer is secure when actual security has vanished.
Combat in ''Final Fantasy'' is menu-based, in which the player selects an action from a list of such options as Fight, Magic, and Item. Battles are turn-based, and continue until either side flees or is defeated. If the party wins, it gains experience and gold; if it flees, it returns to the map screen; and if the party dies, the game is over.<ref name="basicinfo4"/> ''Final Fantasy'' took many concepts for the battle system from popular RPGs: ''[[Ultima (video game series)|Ultima]]'' and ''[[Dragon Quest]]''. However, ''Final Fantasy'' was the first game to show the heroes on the right side of the screen, and the enemies on the left side of the screen, as opposed to a first person view. This made it easy to see who was attacking who.<ref name="FFI"/><ref name="State of the RPG"/> Unlike later versions of ''Final Fantasy'', if a character chooses to attack an enemy who had been defeated earlier in the round, then the attack is called "ineffective". Also, each magic-user is allowed "charges" for each level of spells; spells of a given level could only be cast as many times as the user had charges. As a character's level increased, more charges were gained.<ref name="basicinfo4"/>


===Customization===
Another side of this is a phenomenon called [[security theatre]] where ineffective security measures such as screening of airline passengers based on static databases are introduced with little real increase in security or even, according to the critics of one such measure - [[Computer Assisted Passenger Prescreening System]] - with an actual ''decrease'' in real security.
Each character has an "occupation", or [[character class]], with different attributes and abilities that are either innate or can be acquired.<ref name="basicinfo">{{cite book | year=1989 | editor=Square staff | title=Final Fantasy Explorer's Handbook (instruction manual) | pages= 80| publisher=[[Square Co.]] | id=NES-FF-USA}}</ref> There are six classes; "[[Warrior (character class)|Fighter]]", "[[Thief (character class)|Thief]]", "[[Monk (character class)|Black Belt]]", "[[Red Mage]]", "[[White Mage]]", and "[[Black Mage]]".<ref name="basicinfo"/> Later in the game, each character undergoes a "class change", where their game images, or [[Sprite (computer graphics)|sprite]] portraits, mature, and they gain the ability to use weapons and magic that they previously could not utilize.<ref name="basicinfo4"/>


''Final Fantasy'' contains a variety of weapons, armor, and items that can be bought or discovered to make the Light Warriors more powerful in combat. Each Light Warrior has eight inventory slots, with four to hold weapons and four to hold armor. Each character class has restrictions on what weapons and armor it may use. Additionally, some weapons and armor are magical; if used during battle, some of these items will cast spells. Other magical artifacts provide protection, such as from certain spells. At shops, the Light Warriors can buy items to help themselves recover while they are traveling. Items available include "[[Potion]]s", which heal player characters or remove an ailment such as poison or petrification; "Tents" and "Cabins", which can be used on the world map to heal the player and optionally save the game; and "Houses", which additionally recover the party's magic after saving. Additional special items may be gained during or at the completion of [[quest]]s.<ref name="basicinfo4"/>
Additionally, however, sometimes if it is perceived that there is security then there will be an increase in actual security, even if the perception of security is mistaken. Sometimes a sign may warn that video surveillance is covering an area, and even if there is no actual visual surveillance then some malicious agents will be deterred by the belief that there may be. Also, often when there ''is'' actual security present in an area, such as video surveillance, an alarm system in a home, or an anti-theft system in a car such as a [[LoJack]], [[sign]]s advertising this security will increase its effectiveness, protecting the value of the secured vehicle or area itself. Since some intruders will decide not to attempt to break into such areas or vehicles, there can actually be less damage to [[window]]s in addition to protection of valuable objects inside. Without such [[advertisement]], a car-thief might, for example, approach a car, break the window, and then flee in response to an alarm being triggered. Either way, perhaps the car itself and the objects inside aren't stolen, but with ''perceived security'' even the windows of the car have a lower chance of being damaged, increasing the [[financial security]] of its owner(s). It is important, however, for signs advertising security not to give clues as to how to subvert that security, for example in the case where a home [[burglar]] might be more likely to break into a certain home if he or she is able to learn beforehand which company makes its security system.
Types of securities


Magic is a common ability in the game, and several of the character classes utilize it. Spells are divided into two groups; "white", which is defensive and healing, and "black", which is debilitating and destructive. Magic can be bought from White and Black magic shops and assigned to characters whose occupation allows them to use it. Spells are classified by a level between one and eight, and are more powerful the higher the number. Each type of magic has four spells that can be learned per level, but only three of which can be purchased and equipped. White and black mages can potentially learn all of their respective spells, and other classes cannot utilize most high level magic.<ref name="basicinfo4"/>
== Categorising security ==


==Plot==
There is an immense literature on the analysis and categorisation of security. Part of the reason for this is that, in most security systems, the "weakest link in the chain" is the most important. The situation is asymmetric since the ''defender'' must cover all points of attack while the attacker need only identify a single weak point upon which to concentrate.
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The consensus of WikiProject Final Fantasy is that spoilers should be expected in "Plot", "Story", and "Appearances" articles/sections, and thus spoiler warnings are unnecessary. If you disagree with this consensus, you are welcome to discuss it on the project discussion page [[Wikipedia talk:WikiProject Final Fantasy]]. In particular, see [http://en.wikipedia.org/wiki/Wikipedia_talk:WikiProject_Final_Fantasy/archive/21#Spoiler_Warnings:_a_compromise].


If you want to rename something, note that the general consensus is that the original NES name should be used in this section, with alternate names in parentheses or in remake-specific sections below.
=== Types of security ===
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===Setting===
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Please read the editor's note above (under Plot) before editing this section for important notes regarding the style used here.
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''Final Fantasy'' takes place on a fantasy world with three large [[continent]]s. The elemental powers on this world are determined by the state of four orbs (crystals in later localizations), each governing one of the four [[classical element]]s: earth, fire, water, and wind. The world of ''Final Fantasy'' is inhabited by numerous races. [[Elf|Elves]] appear as residents of Elfland (Elfheim). They are distinguished mainly by their pointy ears. The Elves are at war with the Dark Elves, led by Astos. [[Mermaid]]s live on the top floor of the submerged Sea Shrine (Sunken Shrine) and provide the player clues. [[Dragon]]s live in the Cardia islands. Bahamut, the King of the Dragons, will upgrade the Warriors' classes if they bring proof of courage from the Castle of Ordeal (Citadel of Trials). [[Robot]]s mainly reside in the Floating Castle (Sky Castle). Along with the castle itself and the airships, they were constructed by the ancient Lefeinish civilization.


===Story===
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Please read the editor's note above (under Plot) before editing this section for important notes regarding the style used here.
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Four hundred years prior to the start of the game, the Lefeinish (Lufenian) people, who used the Power of Wind to craft airships and a giant [[space station]] (called the Floating Castle (Sky Castle) in the game), watched their country decline as the Wind Orb went dark. Two hundred years later, violent storms sunk a massive shrine that served as the center of an ocean-based civilization, and the Water Orb went dark. The Earth Orb and the Fire Orb followed, plaguing the earth with raging [[wildfire]]s, and devastating the agricultural town of Melmond as the plains and vegetation decayed. Some time later, the sage Lukahn tells of a [[prophecy]] that four Light Warriors will come to save the world in a time of darkness.


The game begins with the appearance of the four youthful Light Warriors, the heroes of the story, who each carry one of the darkened Orbs (known as Crystals in later ''Final Fantasy'' games). Initially, the Light Warriors have access to the kingdom of Coneria (Cornelia) and the ruined Temple of Fiends. After the Warriors rescue princess Sara from the evil knight Garland, the grateful King of Coneria builds a bridge that enables the Light Warriors' passage east to the town of Pravoka. There the Light Warriors liberate the town from Bikke and his band of [[pirate]]s, and acquire the pirates' ship for their own use. The Warriors now embark on a chain of [[fetch quest]]s on the shores of the Aldi Sea. First they retrieve a stolen crown from the Marsh Cave for a king in a ruined castle, who turns out to be the dark elf Astos. Defeating him gains them the Crystal, which they return to the witch Matoya (Matouya) in exchange for an herb needed to awaken the Elf Prince cursed by Astos. The Elf Prince gives the Light Warriors a key capable of unlocking any door. The key unlocks a storage room in Coneria Castle which holds [[trinitrotoluene|TNT]] (Nitro Powder). Nerrick, one of the [[Dwarf|Dwarves]] of the Cave of Dwarf/Dwarf Village (Mount Deurgar), destroys a small isthmus using the TNT, connecting the Aldi Sea to the outside world.<ref name="FFI"/>
'''IT realm'''


[[Image:Final Fantasy - Outside Coneria.png|thumb|220px|Outside the Kingdom of Coneria]]
* [[Computer security|Computing security]]
After visiting the near-ruined town of Melmond, the Light Warriors go to the Earth Cave (Cavern of Earth) to defeat a vampire and retrieve the Ruby, which gains passage to Sage Sarda's (Sadda) cave. With Sarda's Rod, the Warriors venture deeper into the Earth Cave and destroy the Earth Fiend, Lich. The Light Warriors then obtain a canoe and enter Gurgu Volcano (Mt. Gulg) and defeat the Fire Fiend, Kary (Marilith). The Floater (Levistone) from the nearby Ice Cave allows them to raise an airship to reach the northern continents. After proving their courage by retrieving the Rat's Tail from the Castle of Ordeal (Citadel of Trials), the King of the Dragons, Bahamut, promotes each Light Warrior. Using an air-producing fairy artifact known as Oxyale, the Warriors defeat the Water Fiend, Kraken, in the Sunken Shrine. They also recover a Slab (Rosetta Stone), which allows a linguist named Dr. Unne to teach the Lefeinish language. The Lefeinish give the Light Warriors access to the Floating Castle (Sky Castle) that Tiamat, the Wind Fiend, has taken over.<ref name="FFI"/> With the four Fiends defeated and the Orbs restored, a portal to two thousand years in the past opens in the Temple of Fiends. There the Warriors discover that the four Fiends sent Garland (now the archdemon [[Chaos (Final Fantasy)|Chaos]]) back in time and he sent the Fiends to the future to do so, creating a [[Predestination paradox|time loop]] by which he could live forever.<ref name="manuel2">{{cite video game|title=Final Fantasy |developer=Square Co |publisher=Nintendo of America |date=1990-07-12 |platform=Nintendo Entertainment System }} '''Garland:''' Remember me, Garland? Your puny lot thought it had defeated me. But, the Four FIENDS sent me back 2000 years into the past. / From here I sent the Four FIENDS to the future. The FIENDS will send me back to here, and the Time-Loop will go on. / After 2000 years, I will be forgotten, and the Time-Loop will close. I will live forever, and you shall meet doom!!</ref> The Light Warriors defeat Chaos, thus ending the paradox, and return home. By ending the paradox, however, the Light Warriors have changed the future to one in which their heroic deeds from their own time remain unknown outside of legend.<ref name="FFI"/>
* [[Data security]]
* [[Application security]]
* [[Information security]]
* [[Network security]]


==Development==
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{{main|Development history of the Final Fantasy series#Final Fantasy|l1=Development history of Final Fantasy}}


''Final Fantasy'' was developed during Square's brush with [[bankruptcy]] in 1987: in a display of [[gallows humor]], director [[Hironobu Sakaguchi]] declared that his "final" game would be a "fantasy" role-playing game, hence the title.<ref>{{cite web|url=http://features.teamxbox.com/xbox/1554/An-Introduction-to-SquareEnix/p2/|title=An Introduction to Square-Enix|publisher= TeamXbox|author=Berardini, César A.|date=2006-04-26|accessdate=2008-03-30}}</ref> When Sakaguchi was asked what type of game he wanted to make, he replied "I don't think I have what it takes to make a good action game. I think I'm better at telling a story." Sakaguchi's concept was a game with a large world map to explore and an engaging story.
'''Physical realm'''


Sakaguchi took an in-development ROM of the game to ''Family Computer Magazine'', but they would not review it. Japanese video game magazine [[Famitsu]] did give the game extensive coverage. The development team was composed of seven people, large at that time. Sakaguchi stated that the game was titled ''Final Fantasy'' due to his personal situation, that if the game failed, he would quit making video games and return to university and be forced to make up a year and be friendless. Only 200,000 copies were to be shipped, and Sakaguchi pleaded with the company to make 400,000 in order to help spawn a sequel, and they agreed. The other team at Square had twenty people on theirs.<ref name="developmentFF">{{cite web | author=Ed Fear | title=Sakaguchi discusses the development of Final Fantasy| url=http://www.developmag.com/news/28960/Sakaguchi-discusses-the-development-of-Final-Fantasy |date= [[2007-12-13]]| publisher=developmag | accessdate=2008-04-26}}</ref>
* [[Physical security]]
* [[Security guard|Shopping centre security]]
* [[Airport security]]
* [[Food security]]
* [[Home security]]
* [[Cargo security]]


The characters and title logo were designed by [[Yoshitaka Amano]]. The scenario was co-written by [[Akitoshi Kawazu]] and freelance writer [[Kenji Terada]]. Iranian-American freelance game programmer [[Nasir Gebelli]], who was living in Japan at the time, worked as the programmer for this game. Among the other developers were [[Hiromichi Tanaka]], [[Akitoshi Kawazu]], [[Koichi Ishii]], and Kazuko Shibuya. The game was developed by Square's A-Team. Following the successful North American [[Software localization|localization]] of ''Dragon Quest'' (as ''[[Dragon Warrior]]''), [[Nintendo|Nintendo of America]] translated ''Final Fantasy'' into English and published it in North America in 1990. The North American version of ''Final Fantasy'' met with modest success, due partly to Nintendo's aggressive [[marketing]] tactics. No version of the game was marketed in the [[PAL region]] until ''Final Fantasy Origins'' in 2003.
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===Music===
'''Political'''
{{main|Music of Final Fantasy I and II}}
The music was composed by [[Nobuo Uematsu]], and was his 16th video game music composition.<ref name="FFI">{{cite web | author=GameTrailers Staff | title=Final Fantasy Retrospective: Part I | url=http://www.gametrailers.com/player/22250.html |date= [[2007-07-15]]| publisher=[[GameTrailers]] | accessdate=2008-04-16}}</ref> The score was released on CD together with the score of ''[[Final Fantasy II]]''. A few of the game's tracks became mainstays to the ''Final Fantasy'' series: the "Prelude", the [[arpeggio]] played on the title screen; the "Opening Theme", which is played when the party crosses the bridge early in the game and later referred to as the ''Final Fantasy'' theme; and the "Victory Fanfare", which is played after every victorious battle. The opening [[Motif (music)|motif]] of the Battle theme has also been reused a number of times in the series.<ref name="FFI"/>


==Re-releases and remakes==
* [[International security]]
===MSX2===
* [[National security]]
The [[MSX|MSX2]] computer standard was roughly analogous, in terms of technical capabilities, to the NES, and as a result, the MSX2 version of ''Final Fantasy'' is probably the closest to the original Famicom version. However, while the Famicom was designed to operate exclusively as a gaming console, the MSX2 was intended to be used more generally as a [[personal computer]]. In practice, this meant that the game was subtly altered to take advantage of certain features offered by the MSX2 and not by the Famicom, and vice versa.{{Fact|date=October 2008}}
* [[Human security]]
* [[Homeland security]]
* [[Public security]]


Due to its release on [[floppy diskette]], the MSX2 version of the game had access to almost three times as much storage space as the Famicom version (720 [[kilobyte|KB]] vs. 256 KB), but suffered from a variety of problems not present in Nintendo's cartridge media, including noticeable loading times. There were also relatively minor graphical upgrades. In general, the MSX2 version sports an ostensibly improved color palette which adds a degree of vibrancy to character and background graphics. In addition, the world map seems to have been moved slightly, meaning that the placement of monster "areas" on the world map is slightly different, and that monsters appear in different places than in the Famicom version.
'''Monetary'''


Further, game data could not be saved onto the original program diskette, so it was necessary to provide a blank floppy diskette to save one's progress. For some reason, it was possible to store only one saved game on any given disk at one time, although it was possible to have multiple diskettes for multiple saved games.{{Fact|date=February 2007}} As an upgrade, the MSX2 featured more sound channels than the Famicom, and as such many music tracks and sound effects were altered or improved for the port. Also, some dungeon music was swapped. The player would reach a point where a Black Belt could do more damage without any weapons than he could with weapons. In the MSX2 version, this is not the case: Black Belt strength does not increase nearly as quickly, and as such he cannot operate effectively as a barehanded fighter. Also, a few items available at stores have had their costs changed.
* [[Security (finance)|Financial security]]


[[Image:FF1 battle WSC.jpg|left|thumb|The WonderSwan Color version was one of the first expansive remakes of the game.]]
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===WonderSwan Color===
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Many more changes were introduced for the [[WonderSwan Color]] (WSC) remake of the game. The 8-bit graphics of the original Famicom game were completely redrawn for the WSC version, bringing the game roughly on-par with 16-bit era graphics (between ''[[Final Fantasy V]]'' and ''[[Final Fantasy VI]]''). The color palette was much larger and battle scenes now featured full background images.
'''Psychological'''


Character sprites, or two-dimensional pre-rendered figures, were also redesigned to look more like characters from the [[Super Nintendo Entertainment System|Super Famicom]] ''Final Fantasy'' games, especially as they upgraded in class. In the Famicom version, shops and inns had no interior map: once a character entered the building, they were greeted with a menu-based purchase screen. In the WSC version this was changed to more closely resemble other games in the series, where each building had an interior, along with a shop counter where the transaction screen could be accessed. Similarly, the battle screen was redesigned, with all textual information moved down to a blue window stretched across the bottom of the screen in an arrangement similar to that utilized in ''[[Final Fantasy II]]'' through ''[[Final Fantasy VII]]''. As a further update, short cutscenes using the internal game engine were added to expand the story of the game somewhat. One such cutscene involved the construction of the bridge by the army of Cornelia.
* [[Emotional security]]
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Aviation Security is a combination of measures and material and human resources intended to counter the unlawful interference with the aviation security.


Also of significance{{Fact|date=October 2008}} is that the original Famicom version of the game did not have the ability to display more than one window of text during a conversation, which meant that all conversations with [[non-player character]]s were strictly limited in length. The WSC version removes this restriction. In the original version of the game, any attempt to attack a monster that had been killed by a previous character's attack would result in an "ineffective" attack. The WSC version introduced an option wherein the attack would be redirected to another monster rather than fail. Similarly, a "dash" option had been introduced: holding down a specific button while walking around in a town or dungeon map would cause the character to move around at twice their normal pace. Both of these options can be turned on and off via the game's configuration screen.
== Security concepts ==


As in the original version, every magic-using character has successive "spell levels". Each character has only three available slots per spell level, but is given the option of choosing from four spells. Once that choice had been made in the original version, there was no way to "unlearn" spells to free up a space for the unchosen fourth spell. In the WSC version, this has been changed so that it is possible to delete spells once purchased. In the original Famicom version, the cartridge could only store one set of game data at a time, and every time a new save was made, the previous one was overwritten. The WSC version provides up to eight distinct slots for saved game data. There is also a "quick save" feature introduced which allows the player to save his or her progress at any time (except during battles). This will exit the game, however, and as soon as the game is resumed, any quick save data is lost.
Certain concepts recur throughout different fields of security.


Another change from the original version involves items; only items specifically assigned to a character could be used during battle. In the WSC, this has been changed so that there is a party-wide "pool" of items which can be accessed at any time by all characters. Certain status-healing items (such as "Soft") can now be used during battle. Further, in the original game, not only did each character have their own armor and weapon inventory, each was fixed to storing only 4 of each category per character. This meant that as opposed to the first game, one could now actually equip all 5 different armor types, as well as collect every single armor and weapon in the game without needing to drop or sell anything. A number of magic spells that didn't work properly in the original were also now "fixed" to work as originally intended. The [[Status effect|status ailment]] "silence" no longer prevents items from being used. In addition to remixing the soundtrack, composer [[Nobuo Uematsu]] has composed several new tracks, including a new "boss battle" theme. Because many of the above changes make the game simpler than before, the [[hit point]]s of certain monsters, and almost all boss monsters, have been substantially increased (doubled, in some cases) in order to better balance the gameplay.{{Fact|date=October 2008}}
* [[Risk]] - a risk is a possible event which could cause a loss
* Threat - a threat is a method of triggering a risk event that is dangerous
* Vulnerability - a weakness in a target that can potentially be exploited by a threat
* Exploit - a vulnerability that has been triggered by a threat - a risk of 1.0 (100%)
* [[Countermeasure]] - a countermeasure is a way to stop a threat from triggering a risk event
* [[Defense in depth]] - never rely on one single security measure alone
* [[Assurance services|Assurance]] - assurance is the level of guarantee that a security system will behave as expected


===PlayStation===
== Security management in organizations ==
{{main|Rereleases of Final Fantasy I and II#PlayStation}}
In the corporate world, various aspects of security were historically addressed separately - notably by distinct and often noncommunicating departments for IT security, physical security, and fraud prevention. Today there is a greater recognition of the interconnected nature of security requirements, an approach variously known as holistic security, "all hazards" management, and other terms. Inciting factors in the convergence of security disciplines include the development of digital video surveillance technologies (see [[Professional video over IP]]) and the digitization and networking of physical control systems (see [[SCADA]])<ref>[http://www.csoonline.com/read/090402/beast.html Taming the Two-Headed Beast], CSOonline, September 2002</ref><ref>[http://www.csoonline.com/read/041505/constellation.html Security 2.0], CSOonline, April 2005</ref>. Greater interdisciplinary cooperation is further evidenced by the February 2005 creation of the Alliance for Enterprise Security Risk Management, a joint venture including leading associations in security ([[ASIS]]), information security ([[ISSA]], the Information Systems Security Association), and IT audit ([[ISACA]], the Information Systems Audit and Control Association)<ref>[http://www.aesrm.org/ AESRM Website]</ref>.
Released both individually (in Japan only) and alongside its follow-up, ''Final Fantasy II'' in a collection entitled ''Final Fantasy Origins'' (or ''Final Fantasy I+II Premium Collection'' in Japan), the PlayStation port of ''Final Fantasy'' by [[TOSE]] was based on WonderSwan Color version. Most of the changes instituted in that version of the game remain in this version. However, there are a few differences. Although the graphics are basically the same as in the WSC version, the higher [[Display resolution|screen resolution]] of the PlayStation means that most have been improved to some degree, with more detail.{{Fact|date=February 2007}} [[Tsuyoshi Sekito]] also remixed the soundtrack to ''[[Final Fantasy IX]]'' quality to utilize the audio capabilities of the Sony PlayStation and also composed a few new tracks like the ones used in the opening movies.{{Fact|date=August 2008}}


In the [[Japanese language]] version, the script has been changed to include [[kanji]]. The [[English language]] translation, too, has been completely rewritten, and is, in most cases, much closer to the Japanese than the original English NES version was.{{Fact|date=February 2007}} Character and magic name lengths have been increased from four to six characters, as well. Saved game data takes up one block on the PlayStation memory card, which means that up to fifteen games can be saved onto each memory card (as opposed to one on the NES cartridge). The "quick save" feature of the WonderSwan Color version has been excised, but in its place a "memo save" feature has been introduced where game data can be temporarily saved to the PlayStation's [[random access memory]] (RAM). This data remains until the system is turned off, or its power supply is otherwise interrupted. The game is now bookended by two full-motion, prerendered video cutscenes. An "[[omake]]" (or bonus) section has also been made available. It includes a bestiary, an art gallery, and an item collection that are unlocked as the player progresses through the game. Also, a new "easy mode" could be chosen at the beginning of the game wherein shop prices are lower, experience is gained more quickly, and stats increase more rapidly.
== IT Security standards ==


===''Final Fantasy I & II: Dawn of Souls''===
* ISO/IEC 15443 A framework for IT security assurance (covering many methods, i.e. [[TCSEC]], [[Common Criteria]], [[ISO/IEC 17799]])
{{main|Final Fantasy I and II (compilations)#Game Boy Advance}}
** [http://www.iso.org/iso/iso_catalogue/catalogue_tc/catalogue_detail.htm?csnumber=39733 ISO/IEC 15443-1: Overview and framework]
Another fairly extensive list of changes accompanies the Game Boy Advance release of ''Final Fantasy'' as part of ''Final Fantasy I & II: Dawn of Souls''.
** [http://www.iso.org/iso/iso_catalogue/catalogue_tc/catalogue_detail.htm?csnumber=39271 ISO/IEC 15443-2: Assurance methods]
** [http://www.iso.org/iso/iso_catalogue/catalogue_tc/catalogue_detail.htm?csnumber=41693 ISO/IEC 15443-3: Analysis of assurance methods]
* [http://www.iso.org/iso/en/CombinedQueryResult.CombinedQueryResult?queryString=15408 ISO/IEC 15408] refer also to [[Common Criteria]]
* [http://www.iso.org/iso/en/CatalogueDetailPage.CatalogueDetail?CSNUMBER=39612&ICS1=35&ICS2=40&ICS3= ISO/IEC 17799:2005 Code of practice for information security management] refer also to [[ISO/IEC 17799]]


The [[difficulty level]] of the Game Boy Advance version most closely resembles the "easy mode" of the ''Final Fantasy Origins''. Unlike that version, however, there is no option to switch back to the original difficulty level. Similarly, the redirection of "ineffective" hits, which had been optional since it was introduced in the WSC version, is now mandatory. Graphics are more or less identical to the WSC version, but the GBA has a slightly higher screen resolution than the WSC, and certain sequences (such as flying around on the airship) look better on the GBA than on the WSC.{{Fact|date=February 2007}}
* refer also to [[TCSEC]] Trusted Computer System Evaluation Criteria (Orange Book)


The "spell level"-based magic system is dropped from this version in favor of the point-based magic system used in more recent ''Final Fantasy'' games.<ref>{{cite web | author=Unicorn Lynx | title=Nintendo World Report Review:Final Fantasy I and II: Dawn of Souls | publisher=[[Nintendo World Report]] | date=2004-11-29 | url=http://www.NintendoWorldReport.com/reviewArt.cfm?artid=4299| accessdate=2006-03-08}}</ref> Although spells are still classified at certain levels for some purposes (characters can still only be equipped with three of the four available spells of any given level, for instance), every spell is now assigned a point value. When cast, that value is subtracted from a total number of magic points that apply to all spells known by a character. Many new items have been introduced. Healing items are now much easier to procure, and less expensive, as well. The party starts the game with 500 [[gil (Final Fantasy)|gil]] instead of 400 gil as in previous versions.
{{Sectstub|date=May 2008}}


The [[omake]] artwork gallery and item collection present in the PlayStation version have been omitted, but the bestiary gallery remains and operates more or less exactly as it did previously. Certain classes have been modified: the Thief and Monk have become more powerful, whereas the Red Mage has become less so. Stat growth has been altered, and Intelligence now affects the strength of weapon-based magic spells. The game can now be saved at any time, anywhere.<ref>{{cite web | author=Comer, Daniel | title=Final Fantasy I and II: Dawn of Souls review | publisher=[[UGO]] | year=2002 | url=http://www.ugo.com/channels/games/features/finalfantasyiandii/review.asp| accessdate=2006-03-08}}</ref> There are three available save game slots; however, there is no way of clearing or deleting their contents aside from starting a new game.{{Fact|date=February 2007}} Because the changes introduced in this version make the game less challenging, many monsters and boss monsters have had their [[hit point]]s increased once again;{{Fact|date=October 2008}} for example, the final boss Chaos now has ten times as many hit points in this version as he did in the Famicom/NES original. Four new optional dungeons have been introduced, one corresponding to each Fiend, and becoming available after that Fiend is defeated. These dungeons are especially challenging and feature items and monsters not found anywhere else in the game. At the end of each dungeon, there are a variety of [[boss (video games)|boss monsters]] from ''Final Fantasy III'' through ''Final Fantasy VI''. Finally, during character creation, the player can choose to have the game randomly assign a name to each character, using character names from other games in the series.
== Security experts ==


===Mobile phones===
=== Computer Security experts ===
In {{vgy|2004}}, Square Enix released a version of ''Final Fantasy'' for two Japanese [[mobile phone]] networks. A version for [[NTT DoCoMo]] [[FOMA]] 900i series phones was launched on March 1, 2004 under the title ''Final Fantasy i''.<ref>{{cite web |author=Tsukioka, Aki |title=SQUARE ENIX to Launch DoCoMo Sites for World-Famous Game Titles |url=http://www.japancorp.net/Article.Asp?Art_ID=6612 |publisher=[[Japan Corporate News Network]] |date=2004-02-24 |accessdate=2008-02-02}}</ref> A subsequent version for the [[CDMA 1X WIN]]-compatible W21x series was released on August 19, 2004 as ''Final Fantasy EZ''. Another version, simply titled ''Final Fantasy'', was also released for [[SoftBank]] [[Yahoo!|Yahoo! Keitai]] phones on July 3, 2006.<ref>{{cite web | title=ファイナルファンタジー for MOBILE | publisher=[[Square Enix]] | url=http://www.square-enix.co.jp/mobile/ff/ |language=Japanese| accessdate=2007-01-09}}</ref> Graphically, the games are superior to the original 8-bit game, but not as advanced as many of the more recent console and handheld ports. Square Enix planned to release this version of the game for North American mobile phones sometime in 2006.<ref>{{cite web | title=SQUARE ENIX TO SHOWCASE ALL ENCOMPASSING LINE-UP AT E3 2006 | publisher=[[Square Enix]] | url=http://www.square-enix.com/na/company/press/2006/0424/ | accessdate=2006-04-24}}</ref>
* [[Ross J. Anderson]]
{{-}}
* [[Dan Geer]]
* [[Bruce Schneier]]
* [[Andrew Odlyzko]]
* [[Joseph Magee]]
See also [[cryptography]] and [[economics of security]].


===PlayStation Portable===
=== National Security experts ===
For the 20th anniversary of ''Final Fantasy'', Square Enix has remade ''Final Fantasy'' for the PSP along with ''[[Final Fantasy II]]''. The first game was released in Japan on April 19, 2007,{{Fact|date=August 2008}} the North American version was released on June 26, 2007,<ref>{{cite web|url=http://www.square-enix.com/na/company/press/2007/0626/ |title=Square Enix ships remastered edition of Final Fantasy to retail|publisher=[[Square Enix]]|date=2007-06-26|accessdate=2007-06-27}}</ref> the European version was released on February 8, 2008,{{Fact|date=August 2008}} and the Australian version on February 28, 2008.<ref>{{cite web |url=http://www.gamespot.com/psp/rpg/finalfantasyanniversaryedition/similar.html?mode=versions |title=Final Fantasy Anniversary Edition |accessdate=2008-07-07 |publisher=[[GameSpot]]}}</ref>
* [[Richard A. Clarke]]
* [[David H. Holtzman]]


[[Image:FF1 battle PSP.jpg|thumb|A battle against [[Gilgamesh (Final Fantasy)|Gilgamesh]] in the Japanese PSP version]]
See also the listing of experts at the [[Belfer Center for Science and International Affairs]] and in the [[national security]] entry.
The PSP version has higher-resolution 2D graphics, the FMV sequences from the ''Origins'' release and the bonus dungeons from the ''Dawn of Souls'' release. It also borrowed the soundtrack from the ''Origins'' release, though the extra dungeon boss battles use the music that was used in the game they originated from (e.g Gilgamesh's music from Final Fantasy V while fighting Gilgamesh), and the gameplay from the ''Dawn of Souls'' release. The Japanese script and English translation are also borrowed from the ''Dawn of Souls'' version, aside from the PSP exclusive dungeons. The PSP version has aerial effects on the towns and dungeons. Scaling and rotation effects (similar to [[Mode 7]] effects on a [[Super Nintendo]] console) have been added to the world map. It also contains an all-new dungeon, as well as an Amano Art Gallery. The gallery uses the PSP's high resolution to display high-quality art by [[Yoshitaka Amano]], with new pieces of art being unlocked as the player progresses through the game. The new dungeon, titled "Labyrinth of Time", is a dungeon with a time limit, in which the player's HP constantly decreases as time passes. The player is able to exchange abilities such as White Magic usage and the Dash command in order to extend the time limit, allowing them to delve deeper into the dungeon.<ref>{{cite web | title=Square-Enix to remake FF I and II for anniversary | publisher=[[IGN]] | url=http://uk.psp.ign.com/articles/755/755976p1.html | accessdate=2007-01-18}}</ref>


== See also ==
==Reception and legacy==
''Final Fantasy'' was one of the most influential early console role-playing games, and played a major role in legitimizing and popularizing the genre. According to one reviewer, ''Final Fantasy''{{'}}s storyline, which dealt with elaborate tales and time travel, had a deeper and more engaging story than the original ''[[Dragon Warrior|Dragon Quest]]''.<ref name="State of the RPG">{{cite web | first=Matt |last=Casamassina | title=State of the RPG: GameCube | publisher=[[IGN]] | date=2005-07-19 | url=http://cube.ign.com/articles/634/634965p1.html| accessdate=2006-09-03}}</ref> Many modern critics point out that the game is poorly paced by contemporary standards, and involves much more time wandering in search of random battle encounters to raise their [[experience point|experience]] levels and money than it does exploring and solving puzzles, while other reviewers find the level-building and exploration portions of the game as the most enduringly fun ones.<ref>{{cite web | author=Dunham, Jeremy |title=Final Fantasy Origins | publisher=[[IGN]] | date=2003-04-15| url=http://psx.ign.com/articles/400/400156p1.html| accessdate=2006-03-08}}</ref> In March 2006, ''Final Fantasy'' appeared in the ''[[Famitsu]]'' magazine's Top 100 games list, where readers voted it the 63rd best game of all time.<ref>{{cite web | author=Campbell, Bolin | title=Japan Votes on All Time Top 100 | publisher=[[Next Generation Magazine]] | date=2006-03-03 | url=http://www.next-gen.biz/index.php?option=com_content&task=view&id=2401&Itemid=2| accessdate=2006-08-07}}</ref> In 2005, GameFAQs users made a similar list, which ranked ''Final Fantasy'' at 76th.<ref>{{cite web |date=[[2005-09-01]]| title=Fall 2005: 10-Year Anniversary Contest&nbsp;— The 10 Best Games Ever| url=http://www.gamefaqs.com/features/contest/top10| publisher=[[GameFAQs]] | accessdate=2006-07-01}}</ref> It was rated the 49th best game made on a Nintendo System in ''[[Nintendo Power]]''{{'}}s Top 200 Games list.<ref>{{Cite journal |journal=[[Nintendo Power]] |first=Pete |last=Michaud |month=January | year=2006| title=NP Top 200 |volume=199 |pages=42–43}}</ref> [[IGN]] praised the Wonderswan Color version of ''Final Fantasy'', rating it at 8.6 and praising its graphical improvements, especially in the area of combat.<ref>{{cite web |author=Schneider, Peer| date=2001-02-12| title=Final Fantasy (Import)| url=http://gameboy.ign.com/articles/165/165845p1.html| publisher=[[IGN]] | accessdate=2008-02-10}}</ref> The version of ''Final Fantasy'' in the ''Final Fantasy Origins'' compilation was generally well received, though it lacks many of the innovations found in later ''Final Fantasy'' games such as ''Final Fantasy IV'', and some commented that the additional content like improved graphics did not significantly improve the overall game experience.<ref>{{cite web | author=Fox, Fennec; Grube, Tim | title=Final Fantasy Origins Review | publisher=[[GamePro]] | date=2003-04-08| url=http://www.gamepro.com/sony/psx/games/reviews/28844.shtml| accessdate=2006-03-08}}</ref> The PlayStation Portable version was rated 6.9, or "Passable", stating that there had been better and cheaper releases of the game, though the much improved graphics were "quite pleasant".<ref>{{cite web | author=Dunham, Jeremy | title=Final Fantasy Review | publisher=[[IGN]] | date=2007-06-27 | url=http://psp.ign.com/articles/799/799831p1.html| accessdate=2008-02-10}}</ref> The game has been called epic for its time, but not nearly as engaging as subsequent titles in ''Final Fantasy''.<ref name="FFI"/> The game sold 400,000 copies.<ref name="developmentFF"/> The game has frequently been packaged with its follow-up, ''[[Final Fantasy II]]'', in collections such as ''[[Final Fantasy I and Final Fantasy II (compilations)|Final Fantasy I-II]]'', ''[[Final Fantasy I and Final Fantasy II (compilations)#PlayStation|Final Fantasy Origins]]'', and ''[[Final Fantasy I and Final Fantasy II (compilations)#Game Boy Advance|Final Fantasy I & II: Dawn of Souls]]''.<ref>{{cite web | author=Gantayat, Anoop | title=More Final Fantasy and Dragon Quest | publisher=[[IGN]] | date=2004-07-12| url=http://wireless.ign.com/articles/529/529654p1.html| accessdate=2006-03-07}}</ref>
{{col-start}}


The theme song that plays when the player characters first cross the bridge from Coneria has become the recurring theme music of the series, and has been featured in most numbered ''Final Fantasy'' titles except ''Final Fantasy II'' and ''Final Fantasy XI''. ''Final Fantasy'' was also the basis for the series finale of a video game-themed cartoon series ''[[Captain N: The Game Master]]'' entitled ''The Fractured Fantasy of Captain N''.<ref>{{cite web | author=GameTrailers Staff | title=Final Fantasy Retrospective - Part X | publisher=[[GameTrailers]] | date=2007-09-25| url=http://www.gametrailers.com/player/25549.html| accessdate=2008-09-20}}</ref> ''[[8-Bit Theater]]'', a sprite-based [[webcomic]] parodying the game, has become very popular in the gaming community.
{{col-break}}


==References==
'''Concepts'''
{{reflist|colwidth=30em}}


==External links==
* [[3D Security]]
* {{wikiquote-inline|Final Fantasy}}
* [[Surveillance]]
*[http://finalfantasy.wikicities.com/wiki/Category:Final_Fantasy_I ''Final Fantasy'' Wiki category list for ''Final Fantasy'']
** [[Wireless sensor network]]
*[http://finalfantasy.wikia.com/wiki/Final_Fantasy Final Fantasy at the ''Final Fantasy Wiki'']
* [[Insecurity]]
* [[Insurance]]
* [[Classified information]]
* [[Security breach]]
* [[List of System Quality Attributes]]
* [[Right-financing]]


{{col-break}}
{{FFI&II}}
{{Final Fantasy series}}

'''Branches'''

* [[National security]]
* [[Human security]]
* [[Information security]]
** [[CISSP]]
* [[Computer security]]
** [[Hacking]]
** [[Cracking]]
** [[Phreaking]]
* [[Communications security]]
* [[Physical Security]]
** [[Police]]
** [[Public Security Bureau]]
*** [[Security guard]]
*** [[Security police]]
*** [[Search]]

{{col-end}}

==References==
{{reflist}}


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[[Category:Mobile phone games]]
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[[Category:Nintendo Entertainment System games]]
[[Category:PlayStation games]]
[[Category:PlayStation Portable games]]
[[Category:Time travel video games]]
[[Category:WonderSwan Color games]]


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Revision as of 19:52, 12 October 2008

Final Fantasy
Cover box for original NES release in North America
Developer(s)Square
Microcabin (MSX2)
TOSE (WSC, PS, GBA, PSP)
Publisher(s)Famicom:
MSX2:
Game Boy Advance:

PlayStation Portable:
Square Enix
Designer(s)Hironobu Sakaguchi
Artist(s)Yoshitaka Amano
Writer(s)Akitoshi Kawazu
Kenji Terada
Composer(s)Nobuo Uematsu
SeriesFinal Fantasy
Platform(s)Nintendo Entertainment System, MSX2, WonderSwan Color, PlayStation, Game Boy Advance, mobile phones, PlayStation Portable
Release
December 18, 1987
  • Nintendo Entertainment System
    MSX2
    WonderSwan Color
    PlayStation
    Game Boy Advance
    Mobile phones
    PlayStation Portable
Genre(s)Console role-playing game
Mode(s)Single-player

Final Fantasy (ファイナルファンタジー, Fainaru Fantajī) is a console role-playing game developed and published in Japan by Square (now Square Enix) in 1987 and published in North America by Nintendo of America in 1990. It is the inaugural game in Square's flagship Final Fantasy series. Originally released for the Nintendo Entertainment System, Final Fantasy has been remade for several different video game consoles. The game has frequently been packaged with its follow-up, Final Fantasy II, in collections such as Final Fantasy I-II, Final Fantasy Origins, and Final Fantasy I & II: Dawn of Souls.

The story begins with the appearance of the four youths called the "Light Warriors", who each carry one of their world's four elemental orbs, which have been darkened by the four Elemental Fiends. Together, they quest to defeat these evil forces and restore light to the orbs, thus saving the world.

Final Fantasy was one of the most influential and successful role-playing games on the Nintendo Entertainment System, and played a major role in popularizing the genre after Dragon Warrior.

Gameplay

Final Fantasy has four basic modes of gameplay; an overworld map, town and dungeon maps, a battle screen, and a menu screen. The overworld map is a scaled-down version of the game's fictional world, which the player uses to direct characters to various locations. The primary means of travel across the overworld are by foot, but canoes, boats, and airships become available as the game progresses. With the exception of bosses, enemies are randomly encountered on field maps and on the overworld when traveling by foot, and must be either fought or fled from.[1] Players begins the game by choosing four characters to be in their party for the duration of the game.[2]

The game's plot develops as the player progresses through towns and dungeons. Some town citizens will offer helpful information and others own inns and clinics for recovery of character health, and also item or equipment shops. Dungeons appear as a variety of areas, including forests, caves, mountains, swamps, and buildings. These dungeons often have treasure chests containing rare items that are not available in most stores. The menu screen is where the player makes such decisions as which equipment they wield, the magic they learn, and the configuration of the gameplay such as battle order. It is also used to track experience points and levels.[1]

A character's most basic attribute is its level, which is numbered between one and fifty. A character's level is determined by how much experience it has, and higher level characters are more powerful than lower level characters. Gaining a level increases the character's attributes, such as their maximum hit points (HP). HP represents a character's remaining health, and when a character reaches zero HP, they die. Additional attributes such as "Strength" govern other aspects of the character. Players gain experience points through winning battles.[1]

The Light Warriors battle Lich, Fiend of Earth

Combat

Combat in Final Fantasy is menu-based, in which the player selects an action from a list of such options as Fight, Magic, and Item. Battles are turn-based, and continue until either side flees or is defeated. If the party wins, it gains experience and gold; if it flees, it returns to the map screen; and if the party dies, the game is over.[1] Final Fantasy took many concepts for the battle system from popular RPGs: Ultima and Dragon Quest. However, Final Fantasy was the first game to show the heroes on the right side of the screen, and the enemies on the left side of the screen, as opposed to a first person view. This made it easy to see who was attacking who.[3][4] Unlike later versions of Final Fantasy, if a character chooses to attack an enemy who had been defeated earlier in the round, then the attack is called "ineffective". Also, each magic-user is allowed "charges" for each level of spells; spells of a given level could only be cast as many times as the user had charges. As a character's level increased, more charges were gained.[1]

Customization

Each character has an "occupation", or character class, with different attributes and abilities that are either innate or can be acquired.[2] There are six classes; "Fighter", "Thief", "Black Belt", "Red Mage", "White Mage", and "Black Mage".[2] Later in the game, each character undergoes a "class change", where their game images, or sprite portraits, mature, and they gain the ability to use weapons and magic that they previously could not utilize.[1]

Final Fantasy contains a variety of weapons, armor, and items that can be bought or discovered to make the Light Warriors more powerful in combat. Each Light Warrior has eight inventory slots, with four to hold weapons and four to hold armor. Each character class has restrictions on what weapons and armor it may use. Additionally, some weapons and armor are magical; if used during battle, some of these items will cast spells. Other magical artifacts provide protection, such as from certain spells. At shops, the Light Warriors can buy items to help themselves recover while they are traveling. Items available include "Potions", which heal player characters or remove an ailment such as poison or petrification; "Tents" and "Cabins", which can be used on the world map to heal the player and optionally save the game; and "Houses", which additionally recover the party's magic after saving. Additional special items may be gained during or at the completion of quests.[1]

Magic is a common ability in the game, and several of the character classes utilize it. Spells are divided into two groups; "white", which is defensive and healing, and "black", which is debilitating and destructive. Magic can be bought from White and Black magic shops and assigned to characters whose occupation allows them to use it. Spells are classified by a level between one and eight, and are more powerful the higher the number. Each type of magic has four spells that can be learned per level, but only three of which can be purchased and equipped. White and black mages can potentially learn all of their respective spells, and other classes cannot utilize most high level magic.[1]

Plot

Setting

Final Fantasy takes place on a fantasy world with three large continents. The elemental powers on this world are determined by the state of four orbs (crystals in later localizations), each governing one of the four classical elements: earth, fire, water, and wind. The world of Final Fantasy is inhabited by numerous races. Elves appear as residents of Elfland (Elfheim). They are distinguished mainly by their pointy ears. The Elves are at war with the Dark Elves, led by Astos. Mermaids live on the top floor of the submerged Sea Shrine (Sunken Shrine) and provide the player clues. Dragons live in the Cardia islands. Bahamut, the King of the Dragons, will upgrade the Warriors' classes if they bring proof of courage from the Castle of Ordeal (Citadel of Trials). Robots mainly reside in the Floating Castle (Sky Castle). Along with the castle itself and the airships, they were constructed by the ancient Lefeinish civilization.

Story

Four hundred years prior to the start of the game, the Lefeinish (Lufenian) people, who used the Power of Wind to craft airships and a giant space station (called the Floating Castle (Sky Castle) in the game), watched their country decline as the Wind Orb went dark. Two hundred years later, violent storms sunk a massive shrine that served as the center of an ocean-based civilization, and the Water Orb went dark. The Earth Orb and the Fire Orb followed, plaguing the earth with raging wildfires, and devastating the agricultural town of Melmond as the plains and vegetation decayed. Some time later, the sage Lukahn tells of a prophecy that four Light Warriors will come to save the world in a time of darkness.

The game begins with the appearance of the four youthful Light Warriors, the heroes of the story, who each carry one of the darkened Orbs (known as Crystals in later Final Fantasy games). Initially, the Light Warriors have access to the kingdom of Coneria (Cornelia) and the ruined Temple of Fiends. After the Warriors rescue princess Sara from the evil knight Garland, the grateful King of Coneria builds a bridge that enables the Light Warriors' passage east to the town of Pravoka. There the Light Warriors liberate the town from Bikke and his band of pirates, and acquire the pirates' ship for their own use. The Warriors now embark on a chain of fetch quests on the shores of the Aldi Sea. First they retrieve a stolen crown from the Marsh Cave for a king in a ruined castle, who turns out to be the dark elf Astos. Defeating him gains them the Crystal, which they return to the witch Matoya (Matouya) in exchange for an herb needed to awaken the Elf Prince cursed by Astos. The Elf Prince gives the Light Warriors a key capable of unlocking any door. The key unlocks a storage room in Coneria Castle which holds TNT (Nitro Powder). Nerrick, one of the Dwarves of the Cave of Dwarf/Dwarf Village (Mount Deurgar), destroys a small isthmus using the TNT, connecting the Aldi Sea to the outside world.[3]

File:Final Fantasy - Outside Coneria.png
Outside the Kingdom of Coneria

After visiting the near-ruined town of Melmond, the Light Warriors go to the Earth Cave (Cavern of Earth) to defeat a vampire and retrieve the Ruby, which gains passage to Sage Sarda's (Sadda) cave. With Sarda's Rod, the Warriors venture deeper into the Earth Cave and destroy the Earth Fiend, Lich. The Light Warriors then obtain a canoe and enter Gurgu Volcano (Mt. Gulg) and defeat the Fire Fiend, Kary (Marilith). The Floater (Levistone) from the nearby Ice Cave allows them to raise an airship to reach the northern continents. After proving their courage by retrieving the Rat's Tail from the Castle of Ordeal (Citadel of Trials), the King of the Dragons, Bahamut, promotes each Light Warrior. Using an air-producing fairy artifact known as Oxyale, the Warriors defeat the Water Fiend, Kraken, in the Sunken Shrine. They also recover a Slab (Rosetta Stone), which allows a linguist named Dr. Unne to teach the Lefeinish language. The Lefeinish give the Light Warriors access to the Floating Castle (Sky Castle) that Tiamat, the Wind Fiend, has taken over.[3] With the four Fiends defeated and the Orbs restored, a portal to two thousand years in the past opens in the Temple of Fiends. There the Warriors discover that the four Fiends sent Garland (now the archdemon Chaos) back in time and he sent the Fiends to the future to do so, creating a time loop by which he could live forever.[5] The Light Warriors defeat Chaos, thus ending the paradox, and return home. By ending the paradox, however, the Light Warriors have changed the future to one in which their heroic deeds from their own time remain unknown outside of legend.[3]

Development

Final Fantasy was developed during Square's brush with bankruptcy in 1987: in a display of gallows humor, director Hironobu Sakaguchi declared that his "final" game would be a "fantasy" role-playing game, hence the title.[6] When Sakaguchi was asked what type of game he wanted to make, he replied "I don't think I have what it takes to make a good action game. I think I'm better at telling a story." Sakaguchi's concept was a game with a large world map to explore and an engaging story.

Sakaguchi took an in-development ROM of the game to Family Computer Magazine, but they would not review it. Japanese video game magazine Famitsu did give the game extensive coverage. The development team was composed of seven people, large at that time. Sakaguchi stated that the game was titled Final Fantasy due to his personal situation, that if the game failed, he would quit making video games and return to university and be forced to make up a year and be friendless. Only 200,000 copies were to be shipped, and Sakaguchi pleaded with the company to make 400,000 in order to help spawn a sequel, and they agreed. The other team at Square had twenty people on theirs.[7]

The characters and title logo were designed by Yoshitaka Amano. The scenario was co-written by Akitoshi Kawazu and freelance writer Kenji Terada. Iranian-American freelance game programmer Nasir Gebelli, who was living in Japan at the time, worked as the programmer for this game. Among the other developers were Hiromichi Tanaka, Akitoshi Kawazu, Koichi Ishii, and Kazuko Shibuya. The game was developed by Square's A-Team. Following the successful North American localization of Dragon Quest (as Dragon Warrior), Nintendo of America translated Final Fantasy into English and published it in North America in 1990. The North American version of Final Fantasy met with modest success, due partly to Nintendo's aggressive marketing tactics. No version of the game was marketed in the PAL region until Final Fantasy Origins in 2003.

Music

The music was composed by Nobuo Uematsu, and was his 16th video game music composition.[3] The score was released on CD together with the score of Final Fantasy II. A few of the game's tracks became mainstays to the Final Fantasy series: the "Prelude", the arpeggio played on the title screen; the "Opening Theme", which is played when the party crosses the bridge early in the game and later referred to as the Final Fantasy theme; and the "Victory Fanfare", which is played after every victorious battle. The opening motif of the Battle theme has also been reused a number of times in the series.[3]

Re-releases and remakes

MSX2

The MSX2 computer standard was roughly analogous, in terms of technical capabilities, to the NES, and as a result, the MSX2 version of Final Fantasy is probably the closest to the original Famicom version. However, while the Famicom was designed to operate exclusively as a gaming console, the MSX2 was intended to be used more generally as a personal computer. In practice, this meant that the game was subtly altered to take advantage of certain features offered by the MSX2 and not by the Famicom, and vice versa.[citation needed]

Due to its release on floppy diskette, the MSX2 version of the game had access to almost three times as much storage space as the Famicom version (720 KB vs. 256 KB), but suffered from a variety of problems not present in Nintendo's cartridge media, including noticeable loading times. There were also relatively minor graphical upgrades. In general, the MSX2 version sports an ostensibly improved color palette which adds a degree of vibrancy to character and background graphics. In addition, the world map seems to have been moved slightly, meaning that the placement of monster "areas" on the world map is slightly different, and that monsters appear in different places than in the Famicom version.

Further, game data could not be saved onto the original program diskette, so it was necessary to provide a blank floppy diskette to save one's progress. For some reason, it was possible to store only one saved game on any given disk at one time, although it was possible to have multiple diskettes for multiple saved games.[citation needed] As an upgrade, the MSX2 featured more sound channels than the Famicom, and as such many music tracks and sound effects were altered or improved for the port. Also, some dungeon music was swapped. The player would reach a point where a Black Belt could do more damage without any weapons than he could with weapons. In the MSX2 version, this is not the case: Black Belt strength does not increase nearly as quickly, and as such he cannot operate effectively as a barehanded fighter. Also, a few items available at stores have had their costs changed.

File:FF1 battle WSC.jpg
The WonderSwan Color version was one of the first expansive remakes of the game.

WonderSwan Color

Many more changes were introduced for the WonderSwan Color (WSC) remake of the game. The 8-bit graphics of the original Famicom game were completely redrawn for the WSC version, bringing the game roughly on-par with 16-bit era graphics (between Final Fantasy V and Final Fantasy VI). The color palette was much larger and battle scenes now featured full background images.

Character sprites, or two-dimensional pre-rendered figures, were also redesigned to look more like characters from the Super Famicom Final Fantasy games, especially as they upgraded in class. In the Famicom version, shops and inns had no interior map: once a character entered the building, they were greeted with a menu-based purchase screen. In the WSC version this was changed to more closely resemble other games in the series, where each building had an interior, along with a shop counter where the transaction screen could be accessed. Similarly, the battle screen was redesigned, with all textual information moved down to a blue window stretched across the bottom of the screen in an arrangement similar to that utilized in Final Fantasy II through Final Fantasy VII. As a further update, short cutscenes using the internal game engine were added to expand the story of the game somewhat. One such cutscene involved the construction of the bridge by the army of Cornelia.

Also of significance[citation needed] is that the original Famicom version of the game did not have the ability to display more than one window of text during a conversation, which meant that all conversations with non-player characters were strictly limited in length. The WSC version removes this restriction. In the original version of the game, any attempt to attack a monster that had been killed by a previous character's attack would result in an "ineffective" attack. The WSC version introduced an option wherein the attack would be redirected to another monster rather than fail. Similarly, a "dash" option had been introduced: holding down a specific button while walking around in a town or dungeon map would cause the character to move around at twice their normal pace. Both of these options can be turned on and off via the game's configuration screen.

As in the original version, every magic-using character has successive "spell levels". Each character has only three available slots per spell level, but is given the option of choosing from four spells. Once that choice had been made in the original version, there was no way to "unlearn" spells to free up a space for the unchosen fourth spell. In the WSC version, this has been changed so that it is possible to delete spells once purchased. In the original Famicom version, the cartridge could only store one set of game data at a time, and every time a new save was made, the previous one was overwritten. The WSC version provides up to eight distinct slots for saved game data. There is also a "quick save" feature introduced which allows the player to save his or her progress at any time (except during battles). This will exit the game, however, and as soon as the game is resumed, any quick save data is lost.

Another change from the original version involves items; only items specifically assigned to a character could be used during battle. In the WSC, this has been changed so that there is a party-wide "pool" of items which can be accessed at any time by all characters. Certain status-healing items (such as "Soft") can now be used during battle. Further, in the original game, not only did each character have their own armor and weapon inventory, each was fixed to storing only 4 of each category per character. This meant that as opposed to the first game, one could now actually equip all 5 different armor types, as well as collect every single armor and weapon in the game without needing to drop or sell anything. A number of magic spells that didn't work properly in the original were also now "fixed" to work as originally intended. The status ailment "silence" no longer prevents items from being used. In addition to remixing the soundtrack, composer Nobuo Uematsu has composed several new tracks, including a new "boss battle" theme. Because many of the above changes make the game simpler than before, the hit points of certain monsters, and almost all boss monsters, have been substantially increased (doubled, in some cases) in order to better balance the gameplay.[citation needed]

PlayStation

Released both individually (in Japan only) and alongside its follow-up, Final Fantasy II in a collection entitled Final Fantasy Origins (or Final Fantasy I+II Premium Collection in Japan), the PlayStation port of Final Fantasy by TOSE was based on WonderSwan Color version. Most of the changes instituted in that version of the game remain in this version. However, there are a few differences. Although the graphics are basically the same as in the WSC version, the higher screen resolution of the PlayStation means that most have been improved to some degree, with more detail.[citation needed] Tsuyoshi Sekito also remixed the soundtrack to Final Fantasy IX quality to utilize the audio capabilities of the Sony PlayStation and also composed a few new tracks like the ones used in the opening movies.[citation needed]

In the Japanese language version, the script has been changed to include kanji. The English language translation, too, has been completely rewritten, and is, in most cases, much closer to the Japanese than the original English NES version was.[citation needed] Character and magic name lengths have been increased from four to six characters, as well. Saved game data takes up one block on the PlayStation memory card, which means that up to fifteen games can be saved onto each memory card (as opposed to one on the NES cartridge). The "quick save" feature of the WonderSwan Color version has been excised, but in its place a "memo save" feature has been introduced where game data can be temporarily saved to the PlayStation's random access memory (RAM). This data remains until the system is turned off, or its power supply is otherwise interrupted. The game is now bookended by two full-motion, prerendered video cutscenes. An "omake" (or bonus) section has also been made available. It includes a bestiary, an art gallery, and an item collection that are unlocked as the player progresses through the game. Also, a new "easy mode" could be chosen at the beginning of the game wherein shop prices are lower, experience is gained more quickly, and stats increase more rapidly.

Final Fantasy I & II: Dawn of Souls

Another fairly extensive list of changes accompanies the Game Boy Advance release of Final Fantasy as part of Final Fantasy I & II: Dawn of Souls.

The difficulty level of the Game Boy Advance version most closely resembles the "easy mode" of the Final Fantasy Origins. Unlike that version, however, there is no option to switch back to the original difficulty level. Similarly, the redirection of "ineffective" hits, which had been optional since it was introduced in the WSC version, is now mandatory. Graphics are more or less identical to the WSC version, but the GBA has a slightly higher screen resolution than the WSC, and certain sequences (such as flying around on the airship) look better on the GBA than on the WSC.[citation needed]

The "spell level"-based magic system is dropped from this version in favor of the point-based magic system used in more recent Final Fantasy games.[8] Although spells are still classified at certain levels for some purposes (characters can still only be equipped with three of the four available spells of any given level, for instance), every spell is now assigned a point value. When cast, that value is subtracted from a total number of magic points that apply to all spells known by a character. Many new items have been introduced. Healing items are now much easier to procure, and less expensive, as well. The party starts the game with 500 gil instead of 400 gil as in previous versions.

The omake artwork gallery and item collection present in the PlayStation version have been omitted, but the bestiary gallery remains and operates more or less exactly as it did previously. Certain classes have been modified: the Thief and Monk have become more powerful, whereas the Red Mage has become less so. Stat growth has been altered, and Intelligence now affects the strength of weapon-based magic spells. The game can now be saved at any time, anywhere.[9] There are three available save game slots; however, there is no way of clearing or deleting their contents aside from starting a new game.[citation needed] Because the changes introduced in this version make the game less challenging, many monsters and boss monsters have had their hit points increased once again;[citation needed] for example, the final boss Chaos now has ten times as many hit points in this version as he did in the Famicom/NES original. Four new optional dungeons have been introduced, one corresponding to each Fiend, and becoming available after that Fiend is defeated. These dungeons are especially challenging and feature items and monsters not found anywhere else in the game. At the end of each dungeon, there are a variety of boss monsters from Final Fantasy III through Final Fantasy VI. Finally, during character creation, the player can choose to have the game randomly assign a name to each character, using character names from other games in the series.

Mobile phones

In Template:Vgy, Square Enix released a version of Final Fantasy for two Japanese mobile phone networks. A version for NTT DoCoMo FOMA 900i series phones was launched on March 1, 2004 under the title Final Fantasy i.[10] A subsequent version for the CDMA 1X WIN-compatible W21x series was released on August 19, 2004 as Final Fantasy EZ. Another version, simply titled Final Fantasy, was also released for SoftBank Yahoo! Keitai phones on July 3, 2006.[11] Graphically, the games are superior to the original 8-bit game, but not as advanced as many of the more recent console and handheld ports. Square Enix planned to release this version of the game for North American mobile phones sometime in 2006.[12]

PlayStation Portable

For the 20th anniversary of Final Fantasy, Square Enix has remade Final Fantasy for the PSP along with Final Fantasy II. The first game was released in Japan on April 19, 2007,[citation needed] the North American version was released on June 26, 2007,[13] the European version was released on February 8, 2008,[citation needed] and the Australian version on February 28, 2008.[14]

File:FF1 battle PSP.jpg
A battle against Gilgamesh in the Japanese PSP version

The PSP version has higher-resolution 2D graphics, the FMV sequences from the Origins release and the bonus dungeons from the Dawn of Souls release. It also borrowed the soundtrack from the Origins release, though the extra dungeon boss battles use the music that was used in the game they originated from (e.g Gilgamesh's music from Final Fantasy V while fighting Gilgamesh), and the gameplay from the Dawn of Souls release. The Japanese script and English translation are also borrowed from the Dawn of Souls version, aside from the PSP exclusive dungeons. The PSP version has aerial effects on the towns and dungeons. Scaling and rotation effects (similar to Mode 7 effects on a Super Nintendo console) have been added to the world map. It also contains an all-new dungeon, as well as an Amano Art Gallery. The gallery uses the PSP's high resolution to display high-quality art by Yoshitaka Amano, with new pieces of art being unlocked as the player progresses through the game. The new dungeon, titled "Labyrinth of Time", is a dungeon with a time limit, in which the player's HP constantly decreases as time passes. The player is able to exchange abilities such as White Magic usage and the Dash command in order to extend the time limit, allowing them to delve deeper into the dungeon.[15]

Reception and legacy

Final Fantasy was one of the most influential early console role-playing games, and played a major role in legitimizing and popularizing the genre. According to one reviewer, Final Fantasy's storyline, which dealt with elaborate tales and time travel, had a deeper and more engaging story than the original Dragon Quest.[4] Many modern critics point out that the game is poorly paced by contemporary standards, and involves much more time wandering in search of random battle encounters to raise their experience levels and money than it does exploring and solving puzzles, while other reviewers find the level-building and exploration portions of the game as the most enduringly fun ones.[16] In March 2006, Final Fantasy appeared in the Famitsu magazine's Top 100 games list, where readers voted it the 63rd best game of all time.[17] In 2005, GameFAQs users made a similar list, which ranked Final Fantasy at 76th.[18] It was rated the 49th best game made on a Nintendo System in Nintendo Power's Top 200 Games list.[19] IGN praised the Wonderswan Color version of Final Fantasy, rating it at 8.6 and praising its graphical improvements, especially in the area of combat.[20] The version of Final Fantasy in the Final Fantasy Origins compilation was generally well received, though it lacks many of the innovations found in later Final Fantasy games such as Final Fantasy IV, and some commented that the additional content like improved graphics did not significantly improve the overall game experience.[21] The PlayStation Portable version was rated 6.9, or "Passable", stating that there had been better and cheaper releases of the game, though the much improved graphics were "quite pleasant".[22] The game has been called epic for its time, but not nearly as engaging as subsequent titles in Final Fantasy.[3] The game sold 400,000 copies.[7] The game has frequently been packaged with its follow-up, Final Fantasy II, in collections such as Final Fantasy I-II, Final Fantasy Origins, and Final Fantasy I & II: Dawn of Souls.[23]

The theme song that plays when the player characters first cross the bridge from Coneria has become the recurring theme music of the series, and has been featured in most numbered Final Fantasy titles except Final Fantasy II and Final Fantasy XI. Final Fantasy was also the basis for the series finale of a video game-themed cartoon series Captain N: The Game Master entitled The Fractured Fantasy of Captain N.[24] 8-Bit Theater, a sprite-based webcomic parodying the game, has become very popular in the gaming community.

References

  1. ^ a b c d e f g h Square staff, ed. (1989). Final Fantasy Explorer's Handbook (instruction manual). Square Co. NES-FF-USA.
  2. ^ a b c Square staff, ed. (1989). Final Fantasy Explorer's Handbook (instruction manual). Square Co. p. 80. NES-FF-USA.
  3. ^ a b c d e f g GameTrailers Staff (2007-07-15). "Final Fantasy Retrospective: Part I". GameTrailers. Retrieved 2008-04-16. {{cite web}}: Check date values in: |date= (help)
  4. ^ a b Casamassina, Matt (2005-07-19). "State of the RPG: GameCube". IGN. Retrieved 2006-09-03.
  5. ^ Square Co (1990-07-12). Final Fantasy (Nintendo Entertainment System). Nintendo of America. Garland: Remember me, Garland? Your puny lot thought it had defeated me. But, the Four FIENDS sent me back 2000 years into the past. / From here I sent the Four FIENDS to the future. The FIENDS will send me back to here, and the Time-Loop will go on. / After 2000 years, I will be forgotten, and the Time-Loop will close. I will live forever, and you shall meet doom!!
  6. ^ Berardini, César A. (2006-04-26). "An Introduction to Square-Enix". TeamXbox. Retrieved 2008-03-30.
  7. ^ a b Ed Fear (2007-12-13). "Sakaguchi discusses the development of Final Fantasy". developmag. Retrieved 2008-04-26. {{cite web}}: Check date values in: |date= (help)
  8. ^ Unicorn Lynx (2004-11-29). "Nintendo World Report Review:Final Fantasy I and II: Dawn of Souls". Nintendo World Report. Retrieved 2006-03-08.
  9. ^ Comer, Daniel (2002). "Final Fantasy I and II: Dawn of Souls review". UGO. Retrieved 2006-03-08.
  10. ^ Tsukioka, Aki (2004-02-24). "SQUARE ENIX to Launch DoCoMo Sites for World-Famous Game Titles". Japan Corporate News Network. Retrieved 2008-02-02.
  11. ^ "ファイナルファンタジー for MOBILE" (in Japanese). Square Enix. Retrieved 2007-01-09.
  12. ^ "SQUARE ENIX TO SHOWCASE ALL ENCOMPASSING LINE-UP AT E3 2006". Square Enix. Retrieved 2006-04-24.
  13. ^ "Square Enix ships remastered edition of Final Fantasy to retail". Square Enix. 2007-06-26. Retrieved 2007-06-27.
  14. ^ "Final Fantasy Anniversary Edition". GameSpot. Retrieved 2008-07-07.
  15. ^ "Square-Enix to remake FF I and II for anniversary". IGN. Retrieved 2007-01-18.
  16. ^ Dunham, Jeremy (2003-04-15). "Final Fantasy Origins". IGN. Retrieved 2006-03-08.
  17. ^ Campbell, Bolin (2006-03-03). "Japan Votes on All Time Top 100". Next Generation Magazine. Retrieved 2006-08-07.
  18. ^ "Fall 2005: 10-Year Anniversary Contest — The 10 Best Games Ever". GameFAQs. 2005-09-01. Retrieved 2006-07-01. {{cite web}}: Check date values in: |date= (help)
  19. ^ Michaud, Pete (2006). "NP Top 200". Nintendo Power. 199: 42–43. {{cite journal}}: Unknown parameter |month= ignored (help)
  20. ^ Schneider, Peer (2001-02-12). "Final Fantasy (Import)". IGN. Retrieved 2008-02-10.
  21. ^ Fox, Fennec; Grube, Tim (2003-04-08). "Final Fantasy Origins Review". GamePro. Retrieved 2006-03-08.{{cite web}}: CS1 maint: multiple names: authors list (link)
  22. ^ Dunham, Jeremy (2007-06-27). "Final Fantasy Review". IGN. Retrieved 2008-02-10.
  23. ^ Gantayat, Anoop (2004-07-12). "More Final Fantasy and Dragon Quest". IGN. Retrieved 2006-03-07.
  24. ^ GameTrailers Staff (2007-09-25). "Final Fantasy Retrospective - Part X". GameTrailers. Retrieved 2008-09-20.

External links

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