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* ImageSource:
** PlayerParty (1st row)
** TheRedMage



* QuoteSource: DummiedOut.
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* QuoteSource: DummiedOut.
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Removed: 538

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YMMV


* FanNickname:
** This game named the trope PeninsulaOfPowerLeveling due to the eponymous Peninsula of Power north of Pravoka, which featured late-game enemies that could be easily dispatched with Level 2 magic.
** The "Giants' Cave"/"Hall of Giants" is the small loop on the first floor in the Cavern of Earth where every step you take causes an encounter with one to four Giant-type enemies.
** The large group of chests in the second level of the volcano is called the armoury, especially by players of the randomiser version of the game.
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* NoBudget: The ''Prelude'' was the product of Music/NobuoUematsu being given no ''time'' budget. At the last minute, with the rest of the game basically finished, he was asked to compose something to play over the title screen in half an hour. Under such conditions, he simply fell back on basic music theory, throwing together a bunch of [[https://en.wikipedia.org/wiki/Arpeggio arpeggios]] and [[TruckDriversGearChange key changes]] because that's all he had time for. 35 years later, the tune has earned a place as one of the most iconic pieces of video game music of all time.
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** It's worth noting that in the ports released after the UsefulNotes/WonderSwan and [=PS1=] versions, the most D&D-related parts in the game were mandatorally changed to match the later ''Final Fantasy'' games (whereas the [=PS1=] version had retained a "classic" mode): the spell charge system was replaced with MP, and attacks aimed at a dead enemy now redirect to a live enemy.

to:

** It's worth noting that in the ports released after the UsefulNotes/WonderSwan and [=PS1=] versions, the most D&D-related parts in the game were mandatorally changed to match the later ''Final Fantasy'' games (whereas the [=PS1=] version had retained a "classic" mode): the spell charge system was replaced with MP, and attacks aimed at a dead enemy now redirect to a live enemy. The ''Pixel Remaster'' port restores the original spell charge system, but retains the redirection of attacks aimed at dead enemies to remaining live enemies.
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** Also noteworthy of the battle shot is the White Mage (slightly different design) holding some kind of sword and the red-robed Wizard (possibly the early design of the Red Mage) holding an axe. In the final game the only sword a White Mage can us is the Masamune and no class outside the Warrior/Knight can use axes.

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* LateExportForYou: Like the other ''Final Fantasy'' games before ''VII'', ''I ''wasn't released in Europe until 2003 when it was released for the UsefulNotes/PlayStation via the ''Origins'' remake. The original NES version wasn't released there until 2008 for the Wii Virtual Console.

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* LateExportForYou: LateExportForYou:
**
Like the other ''Final Fantasy'' games before ''VII'', ''I ''wasn't released in Europe until 2003 when it was released for the UsefulNotes/PlayStation via the ''Origins'' remake. The original NES version wasn't released there until 2008 for the Wii Virtual Console.Console.
** Even the original US release took nearly three years after the Japanese release.
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* NoExportForYou: There was a version in 2014 for the UsefulNotes/Nintendo3DS that was released in Japan as part of a first-wave bonus deal with ''VideoGame/FinalFantasyExplorers'' before being added to the Japanese eShop. It's basically the [=PSP=] version of the game with modifications to assets for the 3D effect as well as actually rendering the game world itself in 3D. For reasons completely unknown, it never came to the west in any form.

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* DummiedOut: The Angel's Ring item in the GBA remake onward can only be found under a set of conditions that can never actually happen, namely that you open the 10th chest on the 33rd floor of Whisperwind Cove. The only floor in the dungeon that has 10 chests is the "undead castle", which is never made the 33rd floor of the dungeon, and as such there's no way to obtain the Angel's Ring without hacking the game.



* An early spell list included in Final Fantasy Ultimania Archive Volume 1 indicates that the game was originally planned to have a level 1 NonElemental attacking spell called ミサイラ[[note]]''misaira'', roughly "Missira" or "Missila", from "missile" (ミサイル), all but certainly an adaptation of classic ''D&D'' spell Magic Missile[[/note]], with the iconic [[FireIceLightning Fire, Blizzard, Thunder]] spell set starting at spell level 2 and each having just two tiers instead of three. As well, the Paralyna spell was also planned to appear in the game (albeit with a slightly different Japanese name; パララナ instead of the final パラナ), but ultimately wouldn't make it into the series until ''[[VideoGame/FinalFantasyXI Final Fantasy XI]]''.

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* ** An early spell list included in Final Fantasy Ultimania Archive Volume 1 indicates that the game was originally planned to have a level 1 NonElemental attacking spell called ミサイラ[[note]]''misaira'', roughly "Missira" or "Missila", from "missile" (ミサイル), all but certainly an adaptation of classic ''D&D'' spell Magic Missile[[/note]], with the iconic [[FireIceLightning Fire, Blizzard, Thunder]] spell set starting at spell level 2 and each having just two tiers instead of three. As well, the Paralyna spell was also planned to appear in the game (albeit with a slightly different Japanese name; パララナ instead of the final パラナ), but ultimately wouldn't make it into the series until ''[[VideoGame/FinalFantasyXI Final Fantasy XI]]''.

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** An early spell list included in Final Fantasy Ultimania Archive Volume 1 indicates that the game was originally planned to have a level 1 NonElemental attacking spell called ミサイラ[[note]]''misaira'', roughly "Missira" or "Missila", from "missile" (ミサイル)[[/note]], with the iconic [[FireIceLightning Fire, Blizzard, Thunder]] spell set starting at spell level 2 and each having just two tiers instead of three. As well, the Paralyna spell was also planned to appear in the game (albeit with a slightly different Japanese name; パララナ instead of the final パラナ), but ultimately wouldn't make it into the series until ''[[VideoGame/FinalFantasyXI Final Fantasy XI]]''.

to:

\n** * An early spell list included in Final Fantasy Ultimania Archive Volume 1 indicates that the game was originally planned to have a level 1 NonElemental attacking spell called ミサイラ[[note]]''misaira'', roughly "Missira" or "Missila", from "missile" (ミサイル)[[/note]], (ミサイル), all but certainly an adaptation of classic ''D&D'' spell Magic Missile[[/note]], with the iconic [[FireIceLightning Fire, Blizzard, Thunder]] spell set starting at spell level 2 and each having just two tiers instead of three. As well, the Paralyna spell was also planned to appear in the game (albeit with a slightly different Japanese name; パララナ instead of the final パラナ), but ultimately wouldn't make it into the series until ''[[VideoGame/FinalFantasyXI Final Fantasy XI]]''.
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None


** Virtually the entire bestiary is lifted from 1st edition ''Advanced Dungeons & Dragons'', particularly the iconic Beholder and the elemental fiends (who are a lich, a marilith, a kraken, and dragon-goddess Tiamat); someone at Nintendo of America was savvy enough to change the Beholder so that Creator/{{TSR}} wouldn't sue for use of an assiduously-guarded part of the ''D&D'' IP. The only truly unique enemies in the game are Chaos, [=WarMech=], and the robots of the Flying Fortress (and the latter can feel like they're instead cribbing from other pop culture sources of the time, or the Square crew had played ''[[https://en.wikipedia.org/wiki/Expedition_to_the_Barrier_Peaks Expedition to the Barrier Peaks]]'' and expanded on it).

to:

** Virtually the entire bestiary is lifted from 1st edition ''Advanced Dungeons & Dragons'', particularly the iconic Beholder and the elemental fiends (who are a lich, a marilith, a kraken, and dragon-goddess Tiamat); someone at Nintendo of America involved with the production was savvy enough to change the Beholder so that Creator/{{TSR}} wouldn't sue for use of an assiduously-guarded part of the ''D&D'' IP. The only truly unique enemies in the game are Chaos, [=WarMech=], and the robots of the Flying Fortress (and the latter can feel like they're instead cribbing from other pop culture sources of the time, or the Square crew had played ''[[https://en.wikipedia.org/wiki/Expedition_to_the_Barrier_Peaks Expedition to the Barrier Peaks]]'' and expanded on it).
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** The middle screenshot depicts the party shopping for black magic spells. Notably, Fire, Thunder, ''and'' Blizzard are all Level 1 spells, while Blizzard is Level 2 in the final game. As well, the Focus spell is nowhere to be seen, with a spell called シェイブ[[note]]''sheibu'', "Shave"[[/note]] being included instead.

to:

** The middle screenshot depicts the party shopping for black magic spells. Notably, Fire, Thunder, ''and'' Blizzard are all Level 1 spells, while Blizzard is Level 2 sold from the same shop; in the final game.game, magic shops only ever sell spells of one level at a time. As well, the Focus spell is nowhere to be seen, with a spell called シェイブ[[note]]''sheibu'', "Shave"[[/note]] being included instead.

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* WhatCouldHaveBeen: There's [[https://twitter.com/VGDensetsu/status/942857553918283777 an old flier for the game]] that seems to depict a battle not in the game, with a "dragon" (named in katakana) the size of the full enemy area facing off against four warriors of light, all wielding weapons at once, and with a Black Wizard in ''red'' (and this sprite makes the [[https://dragonlance.fandom.com/wiki/Raistlin_Majere Raistlin comparison]], hair color aside, a ''lot'' more obvious). The dragon graphic is one not used in the final product, too (its sprite is bigger than ''Chaos's'' and it looks more like enemy sprites from ''II'' or ''III'' than the ones found in ''I'', bearing particular resemblance to ''II'''s [[SeaSerpents Sea Snake]] enemies). There's also what appears to be a ''castle'' at Crescent Lake, and Crescent Lake's design is itself somewhat different (with a small "sub-lake" within the crescent).

to:

* WhatCouldHaveBeen: There's [[https://twitter.com/VGDensetsu/status/942857553918283777 an old flier for the game]] that seems to depict an earlier build with very noticeable differences from the final game:
** The leftmost screenshot depicts an area of the world map not present in the final game that may have become either Cornelia or Crescent Lake if it wasn't cut entirely. The geography doesn't quite match any location in the final game, and the player character in the screenshot appears to be a blue-colored Warrior. In the final game, [[RedIsHeroic Warriors are colored red]].
** The middle screenshot depicts the party shopping for black magic spells. Notably, Fire, Thunder, ''and'' Blizzard are all Level 1 spells, while Blizzard is Level 2 in the final game. As well, the Focus spell is nowhere to be seen, with a spell called シェイブ[[note]]''sheibu'', "Shave"[[/note]] being included instead.
** The rightmost screenshot depicts
a battle not in the game, with a "dragon" (named in katakana) the size of the full enemy area facing off against four warriors of light, all wielding weapons at once, and with a Black Wizard in ''red'' (and this sprite makes the [[https://dragonlance.fandom.com/wiki/Raistlin_Majere Raistlin comparison]], hair color aside, a ''lot'' more obvious). The dragon graphic is one not used in the final product, too (its sprite is bigger than ''Chaos's'' and it looks more like enemy sprites from ''II'' or ''III'' than the ones found in ''I'', bearing particular resemblance to ''II'''s [[SeaSerpents Sea Snake]] enemies). There's also what appears to be a ''castle'' at Crescent Lake, and Crescent Lake's design is itself somewhat different (with a small "sub-lake" within the crescent).enemies).
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None


** An early spell list included in Final Fantasy Ultimania Archive Volume 1 indicates that the game was originally planned to have a level 1 NonElemental attacking spell called ミサイラ[note]''misaira'', roughly "Missira" or "Missila", from "missile" (ミサイル)[/note], with the iconic [[FireIceLightning Fire, Blizzard, Thunder]] spell set starting at spell level 2 and each having just two tiers instead of three. As well, the Paralyna spell was also planned to appear in the game (albeit with a slightly different Japanese name; パララナ instead of the final パラナ), but ultimately wouldn't make it into the series until ''[[VideoGame/FinalFantasyXI Final Fantasy XI]]''.

to:

** An early spell list included in Final Fantasy Ultimania Archive Volume 1 indicates that the game was originally planned to have a level 1 NonElemental attacking spell called ミサイラ[note]''misaira'', ミサイラ[[note]]''misaira'', roughly "Missira" or "Missila", from "missile" (ミサイル)[/note], (ミサイル)[[/note]], with the iconic [[FireIceLightning Fire, Blizzard, Thunder]] spell set starting at spell level 2 and each having just two tiers instead of three. As well, the Paralyna spell was also planned to appear in the game (albeit with a slightly different Japanese name; パララナ instead of the final パラナ), but ultimately wouldn't make it into the series until ''[[VideoGame/FinalFantasyXI Final Fantasy XI]]''.

Added: 660

Changed: 80

Is there an issue? Send a MessageReason:
None


* WhatCouldHaveBeen: There's [[https://twitter.com/VGDensetsu/status/942857553918283777 an old flier for the game]] that seems to depict a battle not in the game, with a "dragon" (named in katakana) the size of the full enemy area facing off against four warriors of light, all wielding weapons at once, and with a Black Wizard in ''red'' (and this sprite makes the [[https://dragonlance.fandom.com/wiki/Raistlin_Majere Raistlin comparison]], hair color aside, a ''lot'' more obvious). The dragon graphic is one not used in the final product, too (its sprite is bigger than ''Chaos'' and it looks more like enemy sprites from ''II'' or ''III'' than the ones found in ''I''). There's also what appears to be a ''castle'' at Crescent Lake, and Crescent Lake's design is itself somewhat different (with a small "sub-lake" within the crescent).

to:

* WhatCouldHaveBeen: There's [[https://twitter.com/VGDensetsu/status/942857553918283777 an old flier for the game]] that seems to depict a battle not in the game, with a "dragon" (named in katakana) the size of the full enemy area facing off against four warriors of light, all wielding weapons at once, and with a Black Wizard in ''red'' (and this sprite makes the [[https://dragonlance.fandom.com/wiki/Raistlin_Majere Raistlin comparison]], hair color aside, a ''lot'' more obvious). The dragon graphic is one not used in the final product, too (its sprite is bigger than ''Chaos'' ''Chaos's'' and it looks more like enemy sprites from ''II'' or ''III'' than the ones found in ''I''). ''I'', bearing particular resemblance to ''II'''s [[SeaSerpents Sea Snake]] enemies). There's also what appears to be a ''castle'' at Crescent Lake, and Crescent Lake's design is itself somewhat different (with a small "sub-lake" within the crescent).crescent).
** An early spell list included in Final Fantasy Ultimania Archive Volume 1 indicates that the game was originally planned to have a level 1 NonElemental attacking spell called ミサイラ[note]''misaira'', roughly "Missira" or "Missila", from "missile" (ミサイル)[/note], with the iconic [[FireIceLightning Fire, Blizzard, Thunder]] spell set starting at spell level 2 and each having just two tiers instead of three. As well, the Paralyna spell was also planned to appear in the game (albeit with a slightly different Japanese name; パララナ instead of the final パラナ), but ultimately wouldn't make it into the series until ''[[VideoGame/FinalFantasyXI Final Fantasy XI]]''.
Is there an issue? Send a MessageReason:
None


** The spell system and list is lifted from D&D almost entirely, with set spells-per-rest, the spell lists trimmed a bit to the most iconic spells thanks to space limitations ([=FIR2=] is Fireball, BANE is Cloudkill, XXXX is Power Word Kill, etc.) and only a slight bit of redesign at the top end to compensate for the missing ninth spell level, squishing or combining some spells together. The only real exception is the Cure spells, which funnily enough got reworked from the system early ''D&D'' used (two direct "cure wounds" spells and "heal") to a system ironically much more like what 3rd Edition and ''TabletopGame/{{Pathfinder}}'' would implement a decade or more later (four ranks of Cure spells, along with a separate series of mass-healing spells distinct from the single-target direct heals).

to:

** The spell system and list is lifted from D&D almost entirely, with set spells-per-rest, the spell lists trimmed a bit to the most iconic spells thanks to space limitations ([=FIR2=] ([=FIR2=]/Fira is Fireball, BANE BANE/Scourge is Cloudkill, XXXX XXXX/Kill is Power Word Word: Kill, etc.) and only a slight bit of redesign at the top end to compensate for the missing ninth spell level, squishing or combining some spells together. The only real exception is the Cure spells, which funnily enough got reworked from the system early ''D&D'' used (two direct "cure wounds" spells and "heal") to a system ironically much more like what 3rd Edition and ''TabletopGame/{{Pathfinder}}'' would implement a decade or more later (four ranks of Cure spells, along with a separate series of mass-healing spells distinct from the single-target direct heals).
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None


* PopCultureUrbanLegends: Contrary to popular belief, the title ''Final Fantasy'' was not chosen because Square was about to go bankrupt. In reality, creator Hironobu Sakaguchi wanted the initials "FF" for the game, but his first choice, ''Fighting Fantasy'', was [[Literature/FightingFantasy already taken]].

to:

* PopCultureUrbanLegends: Contrary to popular belief, the title ''Final Fantasy'' was not chosen because Square was about to go bankrupt. In reality, creator Hironobu Sakaguchi wanted the initials "FF" for the game, but his first choice, ''Fighting Fantasy'', was [[Literature/FightingFantasy already taken]]. (Square still wasn't doing ''great'' at the time, especially with their "Disk Operating Group" venture ending up as largely a failure, and they hadn't yet produced a self-published title that had even broken 100,000 sales, let alone a million, but the company wasn't in utter, dire peril yet when ''[=FF1=]'' came out.)
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* PopCultureUrbanLegends: Contrary to popular belief, the title ''Final Fantasy'' was not chosen because Square was about to go bankrupt. In reality, Creator/HironobuSakaguchi wanted the initials "FF" for the game, but his first choice, ''Fighting Fantasy'', was [[Literature/FightingFantasy already taken]].

to:

* PopCultureUrbanLegends: Contrary to popular belief, the title ''Final Fantasy'' was not chosen because Square was about to go bankrupt. In reality, Creator/HironobuSakaguchi creator Hironobu Sakaguchi wanted the initials "FF" for the game, but his first choice, ''Fighting Fantasy'', was [[Literature/FightingFantasy already taken]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* PopCultureUrbanLegends: Contrary to popular belief, the title ''Final Fantasy'' was not chosen because Square was about to go bankrupt. In reality, Creator/HironobuSakaguchi wanted the initials "FF" for the game, but his first choice, ''Fighting Fantasy'', was [[Literature/FightingFantasy already taken]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The large group of chests in the second level of the volcano is called the armoury, especially by players of the randomiser version of the game.
Is there an issue? Send a MessageReason:
None


* PlayerParty (1st row)
* TheRedMage

to:

* ** PlayerParty (1st row)
* ** TheRedMage
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* ImageSource:
* PlayerParty (1st row)
* TheRedMage
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** The spell system and list is lifted from D&D almost entirely, with set spells-per-rest, the spell lists trimmed a bit to the most iconic spells thanks to space limitations ([=FIR2=] is Fireball, BANE is Cloudkill, XXXX is Power Word Kill, etc.) and only a slight bit of redesign at the top end to compensate for the missing ninth spell level, squishing or combining some spells together. The only real exception is the Cure spells, which ironically got reworked from the system early ''D&D'' used (two direct "cure wounds" spells and "heal") to a system ironically much more like what 3rd Edition and ''TabletopGame/{{Pathfinder}}'' would implement a decade or more later (four ranks of Cure spells, along with a separate series of mass-healing spells distinct from the single-target direct heals).

to:

** The spell system and list is lifted from D&D almost entirely, with set spells-per-rest, the spell lists trimmed a bit to the most iconic spells thanks to space limitations ([=FIR2=] is Fireball, BANE is Cloudkill, XXXX is Power Word Kill, etc.) and only a slight bit of redesign at the top end to compensate for the missing ninth spell level, squishing or combining some spells together. The only real exception is the Cure spells, which ironically funnily enough got reworked from the system early ''D&D'' used (two direct "cure wounds" spells and "heal") to a system ironically much more like what 3rd Edition and ''TabletopGame/{{Pathfinder}}'' would implement a decade or more later (four ranks of Cure spells, along with a separate series of mass-healing spells distinct from the single-target direct heals).
Is there an issue? Send a MessageReason:
None


** Virtually the entire bestiary is lifted from 1st edition ''Advanced Dungeons & Dragons'', particularly the iconic Beholder and the elemental fiends (who are a lich, a marilith, a kraken, and dragon-goddess Tiamat); someone at Nintendo of America was savvy enough to change the Beholder so that Creator/{{TSR}} wouldn't sue for use of an assiduously-guarded part of the ''D&D'' IP. The only truly unique enemies in the game are Chaos, [=WarMech=], and the robots of the Flying Fortress (and the latter can feel like they're instead cribbing from other pop culture sources of the time).

to:

** Virtually the entire bestiary is lifted from 1st edition ''Advanced Dungeons & Dragons'', particularly the iconic Beholder and the elemental fiends (who are a lich, a marilith, a kraken, and dragon-goddess Tiamat); someone at Nintendo of America was savvy enough to change the Beholder so that Creator/{{TSR}} wouldn't sue for use of an assiduously-guarded part of the ''D&D'' IP. The only truly unique enemies in the game are Chaos, [=WarMech=], and the robots of the Flying Fortress (and the latter can feel like they're instead cribbing from other pop culture sources of the time).time, or the Square crew had played ''[[https://en.wikipedia.org/wiki/Expedition_to_the_Barrier_Peaks Expedition to the Barrier Peaks]]'' and expanded on it).
Is there an issue? Send a MessageReason:
None


** The spell system and list is lifted from D&D almost entirely, with set spells-per-rest, the spell lists trimmed a bit to the most iconic spells thanks to space limitations (FIR2 is Fireball, BANE is Cloudkill, XXXX is Power Word Kill, etc.) and only a slight bit of redesign at the top end to compensate for the missing ninth spell level, squishing or combining some spells together. The only real exception is the Cure spells, which ironically got reworked from the system early ''D&D'' used (two direct "cure wounds" spells and "heal") to a system ironically much more like what 3rd Edition and ''TabletopGame/{{Pathfinder}}'' would implement a decade or more later (four ranks of Cure spells, along with a separate series of mass-healing spells distinct from the single-target direct heals).
** Substantial parts of the 1e combat systems are incorporated into the ''FF1'' battle engine, from simultaneous initiative rolls, multiple hits per attack action (which lives on to this day), attacks landing on a dead target deliberately (because you have to designate targets ahead of initiative), etc.

to:

** The spell system and list is lifted from D&D almost entirely, with set spells-per-rest, the spell lists trimmed a bit to the most iconic spells thanks to space limitations (FIR2 ([=FIR2=] is Fireball, BANE is Cloudkill, XXXX is Power Word Kill, etc.) and only a slight bit of redesign at the top end to compensate for the missing ninth spell level, squishing or combining some spells together. The only real exception is the Cure spells, which ironically got reworked from the system early ''D&D'' used (two direct "cure wounds" spells and "heal") to a system ironically much more like what 3rd Edition and ''TabletopGame/{{Pathfinder}}'' would implement a decade or more later (four ranks of Cure spells, along with a separate series of mass-healing spells distinct from the single-target direct heals).
** Substantial parts of the 1e combat systems are incorporated into the ''FF1'' ''[=FF1=]'' battle engine, from simultaneous initiative rolls, multiple hits per attack action (which lives on to this day), attacks landing on a dead target deliberately (because you have to designate targets ahead of initiative), etc.



** It's worth noting that in the ports released after the UsefulNotes/WonderSwan and [=PS1=] versions, the most D&D-related parts in the game were mandatorally changed to match the later ''Final Fantasy'' games (whereas the PS1 version had retained a "classic" mode): the spell charge system was replaced with MP, and attacks aimed at a dead enemy now redirect to a live enemy.

to:

** It's worth noting that in the ports released after the UsefulNotes/WonderSwan and [=PS1=] versions, the most D&D-related parts in the game were mandatorally changed to match the later ''Final Fantasy'' games (whereas the PS1 [=PS1=] version had retained a "classic" mode): the spell charge system was replaced with MP, and attacks aimed at a dead enemy now redirect to a live enemy.

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Breaking this up a bit for pure readability purposes.


* FollowTheLeader: The NES version of ''Final Fantasy'' is really, more or less, an unlicensed ''[[TabletopGame/DungeonsAndDragons D&D]]'' product. Virtually the entire bestiary is lifted from 1st edition ''Advanced Dungeons & Dragons'', particularly the iconic Beholder; someone at Nintendo of America was savvy enough to change it so that Creator/{{TSR}} wouldn't sue for use of an assiduously-guarded part of the ''D&D'' IP. Almost all the classes are taken right from the D&D class list (with the exception of the Red Mage and with the White Mage losing a Cleric's heavy armor for balance purposes, though the Red Mage may have origins in ''Literature/{{Dragonlance}}''. The spell system and list is lifted from D&D almost entirely, with only a slight change to compensate for the missing ninth spell level. Substantial parts of the combat systems are taken from simultaneous initiative rolls, multiple hits per attack action, attacks landing on a dead target deliberately (because you have to designate targets ahead of initiative), etc. It seems a bit miraculous that TSR never took Square to court over it all. They probably would have, if the Beholder had actually made it into the English release. Square probably owes its continued existence to that anonymous Nintendo of America employee who realized what a dire legal threat it posed and how that one monster made all the difference between homage and outright plagiarism. In the ports released after the UsefulNotes/WonderSwan and [=PS1=] versions, the most D&D related parts in the game were changed to match the later ''Final Fantasy'' games: The spell charge system was replaced with MP, and attacks aimed at a dead enemy now redirect to a live enemy.
* LateExportForYou: Like the other Final Fantasy games before 7, 1 wasn't released in Europe until 2003 when it was released for the UsefulNotes/PlayStation via the Origins remake. The original NES version wasn't released there until 2008 for the Wii Virtual Console.

to:

* FollowTheLeader: The NES version of ''Final Fantasy'' is really, more or less, an unlicensed ''[[TabletopGame/DungeonsAndDragons D&D]]'' product. product, and it all gets a bit breathtaking once you really examine just how much is similar. As examples:
**
Virtually the entire bestiary is lifted from 1st edition ''Advanced Dungeons & Dragons'', particularly the iconic Beholder; Beholder and the elemental fiends (who are a lich, a marilith, a kraken, and dragon-goddess Tiamat); someone at Nintendo of America was savvy enough to change it the Beholder so that Creator/{{TSR}} wouldn't sue for use of an assiduously-guarded part of the ''D&D'' IP. The only truly unique enemies in the game are Chaos, [=WarMech=], and the robots of the Flying Fortress (and the latter can feel like they're instead cribbing from other pop culture sources of the time).
**
Almost all the classes are taken right from the D&D class list (with the exception of the Red Mage and with the White Mage losing a Cleric's heavy armor for balance purposes, though the Red Mage may have origins in ''Literature/{{Dragonlance}}''. ''Literature/{{Dragonlance}}'', specifically some kind of attempt to recreate [[https://tvtropes.org/pmwiki/pmwiki.php/Characters/Dragonlance Raistlin Majere]] and the idea of the "red robes of neutrality").
**
The spell system and list is lifted from D&D almost entirely, with set spells-per-rest, the spell lists trimmed a bit to the most iconic spells thanks to space limitations (FIR2 is Fireball, BANE is Cloudkill, XXXX is Power Word Kill, etc.) and only a slight change bit of redesign at the top end to compensate for the missing ninth spell level. level, squishing or combining some spells together. The only real exception is the Cure spells, which ironically got reworked from the system early ''D&D'' used (two direct "cure wounds" spells and "heal") to a system ironically much more like what 3rd Edition and ''TabletopGame/{{Pathfinder}}'' would implement a decade or more later (four ranks of Cure spells, along with a separate series of mass-healing spells distinct from the single-target direct heals).
**
Substantial parts of the 1e combat systems are taken incorporated into the ''FF1'' battle engine, from simultaneous initiative rolls, multiple hits per attack action, action (which lives on to this day), attacks landing on a dead target deliberately (because you have to designate targets ahead of initiative), etc. It etc.
** When looking at it like this, it
seems a bit miraculous that TSR never took Square to court over it all. They probably would have, ''would'' have if the Beholder had actually made it into the English release. Square probably owes its continued existence to that anonymous Nintendo of America employee who realized what a dire legal threat it posed and how that one monster made all the difference between homage and outright plagiarism. In
** It's worth noting that in
the ports released after the UsefulNotes/WonderSwan and [=PS1=] versions, the most D&D related D&D-related parts in the game were mandatorally changed to match the later ''Final Fantasy'' games: The games (whereas the PS1 version had retained a "classic" mode): the spell charge system was replaced with MP, and attacks aimed at a dead enemy now redirect to a live enemy.
* LateExportForYou: Like the other Final Fantasy ''Final Fantasy'' games before 7, 1 wasn't ''VII'', ''I ''wasn't released in Europe until 2003 when it was released for the UsefulNotes/PlayStation via the Origins ''Origins'' remake. The original NES version wasn't released there until 2008 for the Wii Virtual Console.



* WhatCouldHaveBeen: There's [[https://twitter.com/VGDensetsu/status/942857553918283777 an old flier for the game]] that seems to depict a battle not in the game, with a "dragon" (named in katakana) the size of the full enemy area facing off against four warriors of light, all wielding weapons at once, and with a Black Wizard in ''red''. The dragon graphic is one not used in the final product, too (its sprite is bigger than ''Chaos'' and it looks more like enemy sprites from ''II'' or ''III'' than the ones found in ''I''). There's also what appears to be a ''castle'' at Crescent Lake, and Crescent Lake's design is itself somewhat different (with a small "sub-lake" within the crescent).

to:

* WhatCouldHaveBeen: There's [[https://twitter.com/VGDensetsu/status/942857553918283777 an old flier for the game]] that seems to depict a battle not in the game, with a "dragon" (named in katakana) the size of the full enemy area facing off against four warriors of light, all wielding weapons at once, and with a Black Wizard in ''red''.''red'' (and this sprite makes the [[https://dragonlance.fandom.com/wiki/Raistlin_Majere Raistlin comparison]], hair color aside, a ''lot'' more obvious). The dragon graphic is one not used in the final product, too (its sprite is bigger than ''Chaos'' and it looks more like enemy sprites from ''II'' or ''III'' than the ones found in ''I''). There's also what appears to be a ''castle'' at Crescent Lake, and Crescent Lake's design is itself somewhat different (with a small "sub-lake" within the crescent).
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* TheWikiRule: The [[http://finalfantasy.fandom.com/wiki/Final_Fantasy_Wiki Final Fantasy Wiki]].
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* WordOfDante: A lot of people attribute the personalities (and in the case of the White Mage, gender) of the ''Webcomic/EightBitTheater'' cast to the characters in the game. Of course, nobody has a personality in the game, so you can add pretty much whatever you want and it still works.
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* FollowTheLeader: The NES version of ''Final Fantasy'' is really, more or less, an unlicensed ''[[TabletopGame/DungeonsAndDragons D&D]]'' product. Virtually the entire bestiary is lifted from 1st edition ''Advanced Dungeons & Dragons'', particularly the iconic Beholder; someone at Nintendo of America was savvy enough to change it so that Creator/{{TSR}} wouldn't sue for use of an assiduously-guarded part of the ''D&D'' IP. Almost all the classes are taken right from the D&D class list (with the exception of the Red Mage and with the White Mage losing a Cleric's heavy armor for balance purposes, though the Red Mage may have origins in ''Literature/{{Dragonlance}}''. The spell system and list is lifted from D&D almost entirely, with only a slight change to compensate for the missing ninth spell level. Substantial parts of the combat systems are taken from simultaneous initiative rolls, multiple hits per attack action, attacks landing on a dead target deliberately (because you have to designate targets ahead of initiative), etc. It seems a bit miraculous that TSR never took Square to court over it all. They probably would have, if the Beholder had actually made it into the English release. Square probably owes its continued existence to that anonymous Nintendo of America employee who realized what a dire legal threat it posed and how that one monster made all the difference between homage and outright plagiarism. In the ports released after the UsefulNotes/WonderSwan and [=PS1=] versions, the most D&D related parts in the game were changed to match the later ''Final Fantasy'' games: The spell charge system was replaced with MP, and attacks aimed at a dead enemy now redirect to a conscious enemy.

to:

* FollowTheLeader: The NES version of ''Final Fantasy'' is really, more or less, an unlicensed ''[[TabletopGame/DungeonsAndDragons D&D]]'' product. Virtually the entire bestiary is lifted from 1st edition ''Advanced Dungeons & Dragons'', particularly the iconic Beholder; someone at Nintendo of America was savvy enough to change it so that Creator/{{TSR}} wouldn't sue for use of an assiduously-guarded part of the ''D&D'' IP. Almost all the classes are taken right from the D&D class list (with the exception of the Red Mage and with the White Mage losing a Cleric's heavy armor for balance purposes, though the Red Mage may have origins in ''Literature/{{Dragonlance}}''. The spell system and list is lifted from D&D almost entirely, with only a slight change to compensate for the missing ninth spell level. Substantial parts of the combat systems are taken from simultaneous initiative rolls, multiple hits per attack action, attacks landing on a dead target deliberately (because you have to designate targets ahead of initiative), etc. It seems a bit miraculous that TSR never took Square to court over it all. They probably would have, if the Beholder had actually made it into the English release. Square probably owes its continued existence to that anonymous Nintendo of America employee who realized what a dire legal threat it posed and how that one monster made all the difference between homage and outright plagiarism. In the ports released after the UsefulNotes/WonderSwan and [=PS1=] versions, the most D&D related parts in the game were changed to match the later ''Final Fantasy'' games: The spell charge system was replaced with MP, and attacks aimed at a dead enemy now redirect to a conscious live enemy.
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Added DiffLines:

* FollowTheLeader: The NES version of ''Final Fantasy'' is really, more or less, an unlicensed ''[[TabletopGame/DungeonsAndDragons D&D]]'' product. Virtually the entire bestiary is lifted from 1st edition ''Advanced Dungeons & Dragons'', particularly the iconic Beholder; someone at Nintendo of America was savvy enough to change it so that Creator/{{TSR}} wouldn't sue for use of an assiduously-guarded part of the ''D&D'' IP. Almost all the classes are taken right from the D&D class list (with the exception of the Red Mage and with the White Mage losing a Cleric's heavy armor for balance purposes, though the Red Mage may have origins in ''Literature/{{Dragonlance}}''. The spell system and list is lifted from D&D almost entirely, with only a slight change to compensate for the missing ninth spell level. Substantial parts of the combat systems are taken from simultaneous initiative rolls, multiple hits per attack action, attacks landing on a dead target deliberately (because you have to designate targets ahead of initiative), etc. It seems a bit miraculous that TSR never took Square to court over it all. They probably would have, if the Beholder had actually made it into the English release. Square probably owes its continued existence to that anonymous Nintendo of America employee who realized what a dire legal threat it posed and how that one monster made all the difference between homage and outright plagiarism. In the ports released after the UsefulNotes/WonderSwan and [=PS1=] versions, the most D&D related parts in the game were changed to match the later ''Final Fantasy'' games: The spell charge system was replaced with MP, and attacks aimed at a dead enemy now redirect to a conscious enemy.

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