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YMMV: Final Fantasy Mystic Quest
  • Angst? What Angst?: Benjamin seems more disgruntled than anguished about his village's destruction at the start of the game.
  • Awesome Music: Just in case the various other links to this trope haven't clued the reader in yet, this game has what is generally considered to be one of the finest soundtracks of its generation, even with a relatively limited track list. Most praise focuses on Ryuji Sasai's use of electric guitar, and several of the tracks that resulted (which is the three battle themes, "Lava Dome" and "Doom Castle"). The soundtrack even came with three remixes that combine battle music in one track, and "Doom Castle" and "Lava Dome" in the other, to a crescendo of awesome.
  • Breather Level: Hell, this is a breather game.
  • Crazy Awesome: Say whatever else you will about the game, but the trees can put you into Full Nelsons. This is in the game's first dungeon. Things just get crazier from there.
  • Cliché Storm: The plot. Find the Crystals. Defeat the evil dude. That's pretty much it, though it somehow manages to be good despite its simple premise.
  • Critical Backlash: The game has been hit hard with criticism of how laughably easy it is, but many people that play have admitted its reputation has been exaggerated, since functionally it works perfectly well and it's easy because it's designed to be easy, not because of exploitable flaws in the game.
  • Demonic Spiders: Enemies use the expected Standard Status Effects including Instant Death, Petrify, Paralysis and Confuse. And you might meet such enemies in pairs or trios. You only have two party members, do the math. Have fun with your Luck Based Battle. There's one Battlefield after clearing the Lava Dome, which is fond of ambushes and Stheno (Medusa recolors) pairs. These often end on the first turn because they can inflict all of those mentioned status ailments. It is probably, not merely possible, that they will get a first strike and instantly Petrify both your party members.
  • Epileptic Trees: Surprisingly, a few exist. One's around Tristam and whether or not he was supposed to be in the "party" longer - since his robe nulls Doom attacks but you don't meet a monster which uses that until he leaves. Bigger questions come from the back of the US box, however, which among other things showed Phoebe in the party... in the Great Tree, with the name "Tea" and wielding a morning star. Was that just a debug character, or?...
  • Game Breaker: It's easier to break this game with in-game items than to rip it out of the SNES and smash it with a hammer.
    • Seeds are a cheap purchasable item that completely restores the heroes' magic points. Once you gets spells like White and Flare, spamming magic is made easy.
    • Not to mention the Life spell that almost always defeats any non-zombie monster instantly, akin to a highly accurate One-Hit Kill spell. Revive Kills Zombie inverted. Did the developers invoke this on purpose?
    • Once you get the Dragon Claw... well, it has a 50% chance of inflicting Petrify with every hit, which is an instant kill on any enemy not immune to it. (Those who don't get Petrified, on the other hand, get hit with every other status effect in the game, more than making up for its (comparatively) low attack power!)
  • Gateway Series: The game was designed to make RPG novices interested in the genre.
  • Good Bad Bugs: Good grief, there's a few classic ones in here. Using Benjamin's Cure on the final boss for massive damage, for example. The revive spell is also rather broken in some ways, especially in the US release. Whether or not it was meant to completely supplant Cure as a party heal spell is debatable.
    • Cure damages the Dark King because it overflows the target's hit point restoration, turning what would be healing into damage. This also explains why Phoebe's Cure spell doesn't do the same thing — her Magic stat is so high that the overflow occurs twice, turning from healing to damage back into healing.
    • At high levels, Cure is enough to completely heal a single character or do 50% healing to both characters with a single cast. All Life really has on this (other than being able to target the fallen) is that it also heals status effects (which also go away when you die), but it also loses the ability to be cast on both characters simultaneously. Life's major brokenness comes from its effect on enemies in the US release of the game.
    • In a really strange glitch, party members will retain the element and status resistances of the one who last joined so long as you refrain from saving and restoring from said save, whereupon they're reset to their correct values. That said, you can use this to your benefit if you want to give Reuben resistance to things besides fire, for example.
    • Out of bombs? No problem, apparently Benjamin can blow up rocks with his fists. Out of Mega Grenades? Still no problem, apparently Ben can do this at range. Basically, the only thing you need the explosives themselves for is their use in battle. (Try to use them there when your out, and Ben'll just slug the enemy with his bare fists. This, surprisingly, has little effect.)
  • Ho Yay: Maybe it's just us, and the characterization is a little thin regardless, but certain people people have noted that Tristam's actions toward our hero come off as... rather interesting.
    • He is also the only character to join Ben on Captain Mac's ship in the ending...
  • It's Easy, so It Sucks
    • Not so in the Japanese version, where even the introductory enemies have beefed up stats and resistances, your spells are nerfed quite a bit, and generally the game fights back. Granted, it is still short and straight-forward.
  • It's Short, so It Sucks : Mystic Quest can be beaten in about six hours, ten if you actively search for every monster lair, weapon, armor, and spell.
  • Most Annoying Sound: Whenever Pazuzu (or Zuh) uses Psychshield. It sounds a bit like a cross between the noise a crow makes and a yelping dog, only much higher in pitch.
  • Those Two Bosses: Medusa and Pazuzu. Granted, the game is never hard, but these two can in fact kill you. Medusa simply uses a lot of status attacks like Paralyze and Stone. Pazuzu can reflect your Aero spells by using PsychShield, and he so happens to be weak to wind, and the damage bonus is applied before Aero is reflected, doing more than a 1000 damage to the caster. If you order both characters to use Aero and Pazuzu goes first and uses PsychShield, you just lost.
    • Zuh is Pazuzu's Palette Swap, he has slightly less HP, but still has PsychShield and adds in Doom Dance, a One-Hit Kill attack.
    • Pazuzu has the added distinction of being a Get Back Here Boss - you will have to spend quite some time running around the dungeon after him before your fight with him even starts.
  • Woolseyism: Done by the man himself.
    • Every playable character, as well as Spencer, went through a Dub Name Change. "Zash" to "Benjamin", "Karen" to "Kaeli", "Rock/Lock" to "Tristam", "Faye" to "Phoebe", "Red" to "Reuben", and "Jack" to "Spencer". And yes, Ted Woolsey translated FFMQ.
      • Which has become slightly more contentious as time has gone on - while the changes to the guys are generally sensible note , one does have to wonder what was so wrong with "Karen" as a name, and "Faye" is also a very fitting, if somewhat uncommon, name for the main magic user. And why did "Jack" need to be changed at all?
    • The Japanese version of the game appears to mention the final boss in the first conversation in the game whereas this knowledge is held back to be a twist in the English versions of the game.
    • The enemy names zigzag between this and "Blind Idiot" Translation. For Woolseyism, we have "Gatlinga" becoming "Sting Rat", "Pterygotus" (a sea creature) to "Phanquid", and "Bloodsucker" to "Fangpire". On the other hand, "Goblin" became "Brownie", "Phoenix" become "Hot Wings", and "Cockatrice" became "Stoney Roost".

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