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Added example(s): Given what's mentioned under Broken Base, I feel like the first TWAPGC is worth noting at least.


** The Cave of Darkness, especially in the ''Pixel Remaster''. All of the enemies in the dungeon split if they're physically attacked by any one not a Dark Knight. So while the obvious solution is to change some of your characters into Dark Knight, the other problem is that the equipment they can use is severely limited, requiring you to go to another town. Except they don't sell much equipment for them to make them worthwhile compared to what other physical attackers you may have. On top of this, the dungeon itself has 11 floors and is filled with hidden passages all over, some of which lead to dead ends or loops. And when you get to the end? You have a fairly challenging boss fight.

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** The Cave of Darkness, especially in the ''Pixel Remaster''.2D versions. All of the enemies in the dungeon split if they're physically attacked by any one not a Dark Knight. So while the obvious solution is to change some of your characters into Dark Knight, the other problem is that the equipment they can use is severely limited, requiring you to go to another town. Except they don't sell much equipment for them to make them worthwhile compared to what other physical attackers you may have. On top of this, the dungeon itself has 11 floors and is filled with hidden passages all over, some of which lead to dead ends or loops. And when you get to the end? You have a fairly challenging boss fight. In an interview in the 3D remake's strategy guide, Hiroaki Yabuta singles out the Cave of Darkness as a particular area they wanted to change because it was ''that'' much of a pain to navigate.
* TheyWastedAPerfectlyGoodCharacter:
** The main protagonists of the 3D remake are an interesting case: While the remake was in production, [[WhatCouldHaveBeen there were quite a few scenes that displayed and expanded on their personalities]], to the point that [[AdaptationExpansion certain sequences]] would be different from the original [[note]]such as Luneth's brashness getting the party captured at Castle Hein and having to work with a man named "Falb" to escape or Arc, annoyed at Ingus and Refia treating him like a kid, leaving on his own to find the key to Saronia's Dragon Spire (although Alus decides to follow him anyway).[[/note]]. However, concerns over straying too far from the original and how players, especially veterans, would react to the scenes led to most of them getting scrapped. Thus, outside of a few skits and [[OrphanedReference Orphaned References]], the main characters' personalities don't factor much into the plot of the game and, outside of Refia being featured in ''VideoGame/WorldOfFinalFantasy'' and a few Record Dungeon moments in ''VideoGame/FinalFantasyRecordKeeper'', they have yet to be featured in a story-based spinoff that could explore their personalities more.
** Despite his TragicVillain nature, Xande is only ever confronted at the end of the game, where he acts like a GenericDoomsdayVillain and has about 2-3 lines; Even the remake could only explore him indirectly. ''VideoGame/DissidiaFinalFantasyOperaOmnia'' would eventually explore Xande's character, showing him to be a PragmaticVillain and eventually exploring his thoughts on Noah and his 'gift'.


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** The entire element of [[spoiler: the main characters being from the Surface. The plotline itself is [[AbortedArc dropped in the final game]] after TheReveal and while the DummiedOut text does continue it, the only character whose former life is even implicated is Ingus[[note]]who is heavily implied to have been born in the Dark Knight village of Falgabard[[/note]], with Luneth having vague memories of the airship crash[[note]]the lone remnant of this in the final in Luneth's sense of DejaVu after crashing Cid's airship[[/note]] and Arc and Refia not being involved in that plotline at all. Notably, despite Xande being directly responsible for the main characters being orphans, this is never brought up and the main characters have no dialogue when confronting him]].
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Trope was cut/disambiguated due to cleanup


** Before confronting Xande, the heroes are trapped when they touch a cursed mirror. It's only thanks to Doga who summons five people who are pure of heart to help break the curse and free the heroes. These people are characters the heroes have traveled with like Sara, Cid, Desch, Alus... and [[TheLastOfTheseIsNotLikeTheOthers one of the four old men from Amur.]] It would have been more compelling if an important character like Aria had showed up instead of a random, nameless NPC the player will have long since forgotten about. Aria showing up in spirit-form wouldn't have been a stretch since both Doga and Unei already do.

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** Before confronting Xande, the heroes are trapped when they touch a cursed mirror. It's only thanks to Doga who summons five people who are pure of heart to help break the curse and free the heroes. These people are characters the heroes have traveled with like Sara, Cid, Desch, Alus... and [[TheLastOfTheseIsNotLikeTheOthers one of the four old men from Amur.]] Amur. It would have been more compelling if an important character like Aria had showed up instead of a random, nameless NPC the player will have long since forgotten about. Aria showing up in spirit-form wouldn't have been a stretch since both Doga and Unei already do.
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* SequelDisplacement: In ''Japan'', this is absolutely the case for the NES version, as it was the first ''FF'' title to truly get "huge" -- the first two aren't ''obscure'' by any means, but much like ''VideoGame/DragonQuestIII'', many NES-era gamers in Japan considered this to be the first ''good'' ''Final Fantasy'' and the first to really show Square's burgeoning graphical flair, Uematsu's soundtrack skill, and had (for the time) a very memorable story. As a result, it sold like hotcakes and lodged itself firmly in the Japanese zeitgeist; if a work outside of the gaming sphere (like a TV show or somesuch) references NES-era ''Final Fantasy'', 99% of the time, it will reference this game specifically (with Cloud of Darkness being particularly iconic). Ironically, while the game was going to receive a remake for the {{UsefulNotes/WonderSwan}} Color (that could have been ported to the Platform/PlayStation and the [[UsefulNotes/GameBoyAdvance Game Boy Advance]] afterwards), it was cancelled an it never got one, unlike the first 2 (less popular) games.

to:

* SequelDisplacement: In ''Japan'', this is absolutely the case for the NES version, as it was the first ''FF'' title to truly get "huge" -- the first two aren't ''obscure'' by any means, but much like ''VideoGame/DragonQuestIII'', many NES-era gamers in Japan considered this to be the first ''good'' ''Final Fantasy'' and the first to really show Square's burgeoning graphical flair, Uematsu's soundtrack skill, and had (for the time) a very memorable story. As a result, it sold like hotcakes and lodged itself firmly in the Japanese zeitgeist; if a work outside of the gaming sphere (like a TV show or somesuch) references NES-era ''Final Fantasy'', 99% of the time, it will reference this game specifically (with Cloud of Darkness being particularly iconic). Ironically, while the game was going to receive a remake for the {{UsefulNotes/WonderSwan}} {{Platform/WonderSwan}} Color (that could have been ported to the Platform/PlayStation and the [[UsefulNotes/GameBoyAdvance Game Boy Advance]] Platform/GameBoyAdvance afterwards), it was cancelled an it never got one, unlike the first 2 (less popular) games.
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* NintendoHard: While there's many debates over which game in the NES trilogy is the ''absolute'' hardest of them all, [=FFIII=], like its predecessors, pulls absolutely no punches with its difficulty:
** Even more so in the DS version, since engine limitations meant that they simply upped the stats of existing monsters rather than make you fight multiple groupings of them. Said monsters can often attack two or even three times per round, making bosses more dangerous. Oh, and one more little detail -- ''THERE ARE NO SAVE POINTS, EVER.'' The only place to save your game is on the world map. Enjoy traipsing through a three hour dungeon with no save points and dying at the end!
** Moreover, with one or two exceptions, there are no healing points in the dungeons either. This isn't such a big problem with HP, as you can restore that with potions, but MP restoring items are much rarer. Which means you have to do each dungeon ''twice'' -- one run to collect all the items and level up your characters, and a second run where you run from every random encounter to make sure you have enough HP and MP to face off against the boss.
** The game's magic system is also a huge factor in its difficulty: Rather than the "Magic Points" system used in II and in most games from the SNES-era onward, III reuses the VancianMagic system from the original game where characters are given a limited number of casts of any spell within that tier, with higher tiers having less "charges" compared to the weaker, lower level spells. The spell charges aren't restored when you switch jobs and there are no Ether-like items to restore the spent charges in a pinch, so you had to rest in an inn/tent or use the extremely rare Elixir to recover. The DS version actually ''reduces'' the charges you get, especially for low-level spells. This is much worse than it sounds, since Cure and Cura are extremely valuable in the late game because they're not competing with Raise or other high-level White Magic for MP and can be used to patch up your party after fights, and high-end black magic is often overkill against most random encounters.
** Phoenix Downs cannot be bought in stores in the NES or DS versions of this game (the Pixel Remaster averts this by having shops start selling them as you progress thru the story). You can only find them in treasure chests, by stealing them from rust birds, or in hidden locations. [[ThisIsGonnaSuck There are about 30 of them to find throughout the entire game -- unless you use a thief to steal an infinite number from the rust birds on the dragon mountain.]] Moreover, they only revive a fallen character with just a single hitpoint left, making it very risky to use in the middle of a fight.
** The final room in the World Of Darkness has ''random encounters'' with offensive power comparable to the most difficult of the four bosses you just fought -- except they're additionally capable of Back Attacking you, attacking three times to wipe out half your party and leave the other half in the red before you get the chance to input commands, then attacking three more times to finish you [[{{Unwinnable}} before any of those commands go off.]] And you thought [[BossInMookClothing War]][[VideoGame/FinalFantasyI mech]] was bad?!?
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* SequelDisplacement: In ''Japan'', this is absolutely the case for the NES version, as it was the first ''FF'' title to truly get "huge" -- the first two aren't ''obscure'' by any means, but much like ''VideoGame/DragonQuestIII'', many NES-era gamers in Japan considered this to be the first ''good'' ''Final Fantasy'' and the first to really show Square's burgeoning graphical flair, Uematsu's soundtrack skill, and had (for the time) a very memorable story. As a result, it sold like hotcakes and lodged itself firmly in the Japanese zeitgeist; if a work outside of the gaming sphere (like a TV show or somesuch) references NES-era ''Final Fantasy'', 99% of the time, it will reference this game specifically (with Cloud of Darkness being particularly iconic). Ironically, while the game was going to receive a remake for the {{UsefulNotes/WonderSwan}} Color (that could have been ported to the UsefulNotes/PlayStation and the [[UsefulNotes/GameBoyAdvance Game Boy Advance]] afterwards), it was cancelled an it never got one, unlike the first 2 (less popular) games.

to:

* SequelDisplacement: In ''Japan'', this is absolutely the case for the NES version, as it was the first ''FF'' title to truly get "huge" -- the first two aren't ''obscure'' by any means, but much like ''VideoGame/DragonQuestIII'', many NES-era gamers in Japan considered this to be the first ''good'' ''Final Fantasy'' and the first to really show Square's burgeoning graphical flair, Uematsu's soundtrack skill, and had (for the time) a very memorable story. As a result, it sold like hotcakes and lodged itself firmly in the Japanese zeitgeist; if a work outside of the gaming sphere (like a TV show or somesuch) references NES-era ''Final Fantasy'', 99% of the time, it will reference this game specifically (with Cloud of Darkness being particularly iconic). Ironically, while the game was going to receive a remake for the {{UsefulNotes/WonderSwan}} Color (that could have been ported to the UsefulNotes/PlayStation Platform/PlayStation and the [[UsefulNotes/GameBoyAdvance Game Boy Advance]] afterwards), it was cancelled an it never got one, unlike the first 2 (less popular) games.
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* {{Moe}}

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* {{Moe}}{{Moe}}:



* SequelDisplacement: In ''Japan'', this is absolutely the case for the NES version, as it was the first ''FF'' title to truly get "huge" -- the first two aren't ''obscure'' by any means, but much like [[VideoGame/DragonQuestIII the Distinguished Quompetition]], many NES-era gamers in Japan considered this to be the first ''good'' ''Final Fantasy'' and the first to really show Square's burgeoning graphical flair, Uematsu's soundtrack skill, and had (for the time) a very memorable story. As a result, it sold like hotcakes and lodged itself firmly in the Japanese zeitgeist; if a work outside of the gaming sphere (like a TV show or somesuch) references NES-era ''Final Fantasy'', 99% of the time, it will reference this game specifically (with Cloud of Darkness being particularly iconic). Ironically, while the game was going to receive a remake for the {{UsefulNotes/WonderSwan}} Color (that could have been ported to the UsefulNotes/PlayStation and the [[UsefulNotes/GameBoyAdvance Game Boy Advance]] afterwards), it was cancelled an it never got one, unlike the first 2 (less popular) games.

to:

* SequelDisplacement: In ''Japan'', this is absolutely the case for the NES version, as it was the first ''FF'' title to truly get "huge" -- the first two aren't ''obscure'' by any means, but much like [[VideoGame/DragonQuestIII the Distinguished Quompetition]], ''VideoGame/DragonQuestIII'', many NES-era gamers in Japan considered this to be the first ''good'' ''Final Fantasy'' and the first to really show Square's burgeoning graphical flair, Uematsu's soundtrack skill, and had (for the time) a very memorable story. As a result, it sold like hotcakes and lodged itself firmly in the Japanese zeitgeist; if a work outside of the gaming sphere (like a TV show or somesuch) references NES-era ''Final Fantasy'', 99% of the time, it will reference this game specifically (with Cloud of Darkness being particularly iconic). Ironically, while the game was going to receive a remake for the {{UsefulNotes/WonderSwan}} Color (that could have been ported to the UsefulNotes/PlayStation and the [[UsefulNotes/GameBoyAdvance Game Boy Advance]] afterwards), it was cancelled an it never got one, unlike the first 2 (less popular) games.

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* OnceOriginalNowCommon: The class system this game introduced to the series has been done better in so many other games by the time it was ''finally'' localized it doesn't reach the standards of even V. Never the less, several gamers found it to be a refreshing break from the immense complexity of other titles in the series.



* SeinfeldIsUnfunny: The class system this game introduced to the series has been done better in so many other games by the time it was ''finally'' localized it doesn't reach the standards of even V. Never the less, several gamers found it to be a refreshing break from the immense complexity of other titles in the series.

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* BrokenBase: The treatment of the Sage and Ninja jobs in the remake gets some of this. In the original, they were the InfinityPlusOneSword options, being PurposefullyOverpowered and undeniably the strongest magic and physical jobs, but in the remake, they were nerfed significantly and put on par with the others. This created either relief ("thank god, now they're just an option rather than broken") or irritation ("dangit, I ''[[CatharsisFactor liked]]'' stomping the endgame with a party of Sages and Ninjas!")

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* BrokenBase: BrokenBase:
** Whether the protagonists are better off being [[FeaturelessProtagonist featureless]] or the characterization given to them by the 3D remake is better. Those who prefer the remake characters think them having distinct personalities is an improvement compared to them not having any even if they are not too fleshed out, while those who prefer the Featureless Protagonists believe the game and its story works better with them as avatars for the player (similarly to those in the online installments in the series) and help them get immersed in the game's world and point out how the characters in the remake don't really add much to the story with their backgrounds and that the Onion Knights without specific backgrounds would still work just as well in their scenes.
**
The treatment of the Sage and Ninja jobs in the remake gets some of this. In the original, they were the InfinityPlusOneSword options, being PurposefullyOverpowered and undeniably the strongest magic and physical jobs, but in the remake, they were nerfed significantly and put on par with the others. This created either relief ("thank god, now they're just an option rather than broken") or irritation ("dangit, I ''[[CatharsisFactor liked]]'' stomping the endgame with a party of Sages and Ninjas!")
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One of those famous non-music misuse examples I was hearing about prior to Face Of The Band getting killed.


* FaceOfTheBand: Refia is the most popular of the four DS protagonists, only rivaled by Luneth. Her TomboyWithAGirlyStreak design and a few funny lines give her the most personality. She was made the representative summon for this game in ''VideoGame/WorldOfFinalFantasy''.
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Changing this to the official English name


** The [[https://www.youtube.com/watch?v=TXhGdGOzutc Sylx Tower theme]] resembles Music/SimonAndGarfunkel's [[https://www.youtube.com/watch?v=TXhGdGOzutc "Scarborough Fair"]].

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** The [[https://www.youtube.com/watch?v=TXhGdGOzutc Sylx Syrcus Tower theme]] resembles Music/SimonAndGarfunkel's [[https://www.youtube.com/watch?v=TXhGdGOzutc "Scarborough Fair"]].
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Neglected to mention that I was going by the Switch version of the Pixel Remaster (since I just got that job a bit ago in that version)
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This class is officially called Black Belt in English (at least in the Pixel Remaster)


** The Viking. This job was intended to be used during a time when the Knight class becomes unusuable due to a lack of good equipment. However the Viking is greatly outclassed by the Karateka, who has a much greater hit percentage.

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** The Viking. This Viking job was intended to be used during a time when the Knight class becomes unusuable unusable due to a lack of good equipment. However the Viking is greatly outclassed by the Karateka, Black Belt, who has a much greater hit percentage.
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* EnsembleDarkhorse: Aria, mostly for her theme. This is especially strange, as she seems to be treated as the most important NPC party member in the game [[spoiler: (technically she is as she frees the rest of the planet, yet she dies practically ten minutes after she joins you)]]; she even has her own scene in the remake's intro which no other NPC party member has, not even Cid who is a playable character in the Theatrhythm games. (Unless you count him piloting the airship shown flying alongside the party members in the beginning, but regardless he isn't actually seen.)
* EvenBetterSequel: While ''III'' may feel dated in this day and age, it's important to remember how much of what would be Final Fantasy's standard gameplay was actually fleshed out in this installment. While ''VideoGame/FinalFantasy1'' started the franchise, it had a lot of early JRPG crust[[note]]Lots of spells flat out don't work due to coding bugs, enemies that are defeated in a round but are still targeted by someone end up wasting the characters turn, and the LevelGrinding was quite obnoxious at points[[/note]], and ''VideoGame/FinalFantasyII'' switched to a stat grinding system that ultimately wasn't well received. ''VideoGame/FinalFantasyIII'', however, went back to a more realized version of ''Final Fantasy 1'''s system, introduced a far more balanced level curve, streamlined a lot of the crust of the earlier games out, and introduced ''many'' elements of what would become the series iconic staples.

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* EnsembleDarkhorse: EnsembleDarkHorse: Aria, mostly for her theme. This is especially strange, as she seems to be treated as the most important NPC party member in the game [[spoiler: (technically [[spoiler:(technically she is as she frees the rest of the planet, yet she dies practically ten minutes after she joins you)]]; she even has her own scene in the remake's intro which no other NPC party member has, not even Cid who is a playable character in the Theatrhythm games. (Unless you count him piloting the airship shown flying alongside the party members in the beginning, but regardless he isn't actually seen.)
* EvenBetterSequel: While ''III'' may feel dated in this day and age, it's important to remember how much of what would be Final Fantasy's standard gameplay was actually fleshed out in this installment. While ''VideoGame/FinalFantasy1'' ''VideoGame/FinalFantasyI'' started the franchise, it had a lot of early JRPG crust[[note]]Lots of spells flat out don't work due to coding bugs, enemies that are defeated in a round but are still targeted by someone end up wasting the characters turn, and the LevelGrinding was quite obnoxious at points[[/note]], and ''VideoGame/FinalFantasyII'' switched to a stat grinding system that ultimately wasn't well received. ''VideoGame/FinalFantasyIII'', however, went back to a more realized version of ''Final Fantasy 1'''s system, introduced a far more balanced level curve, streamlined a lot of the crust of the earlier games out, and introduced ''many'' elements of what would become the series iconic staples.

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It was going to receive a remake for the Wonder Swan Color, but it was cancelled.


** The Pixel Remaster version adds a quick save feature (which can be used similarly to savestates), maps and item collection tracking, Auto-Battle, a newly orchestrated soundtrack, new abilities, and the Switch and [=PS4=] versions additionally add Boosters to toggle the encounter rate and EXP/Gil gain. It's widely considered by many to be the best way to play the original 2D version.



* SequelDisplacement: In ''Japan'', this is absolutely the case for the NES version, as it was the first ''FF'' title to truly get "huge" -- the first two aren't ''obscure'' by any means, but much like [[VideoGame/DragonQuestIII the Distinguished Quompetition]], many NES-era gamers in Japan considered this to be the first ''good'' ''Final Fantasy'' and the first to really show Square's burgeoning graphical flair, Uematsu's soundtrack skill, and had (for the time) a very memorable story. As a result, it sold like hotcakes and lodged itself firmly in the Japanese zeitgeist; if a work outside of the gaming sphere (like a TV show or somesuch) references NES-era ''Final Fantasy'', 99% of the time, it will reference this game specifically (with Cloud of Darkness being particularly iconic). Ironically, this wasn't enough for the game to get a remake for the {{UsefulNotes/Wonderswan}} or the UsefulNotes/GameBoyAdvance, unlike the first 2 games.

to:

* SequelDisplacement: In ''Japan'', this is absolutely the case for the NES version, as it was the first ''FF'' title to truly get "huge" -- the first two aren't ''obscure'' by any means, but much like [[VideoGame/DragonQuestIII the Distinguished Quompetition]], many NES-era gamers in Japan considered this to be the first ''good'' ''Final Fantasy'' and the first to really show Square's burgeoning graphical flair, Uematsu's soundtrack skill, and had (for the time) a very memorable story. As a result, it sold like hotcakes and lodged itself firmly in the Japanese zeitgeist; if a work outside of the gaming sphere (like a TV show or somesuch) references NES-era ''Final Fantasy'', 99% of the time, it will reference this game specifically (with Cloud of Darkness being particularly iconic). Ironically, this wasn't enough for while the game was going to get receive a remake for the {{UsefulNotes/Wonderswan}} or {{UsefulNotes/WonderSwan}} Color (that could have been ported to the UsefulNotes/GameBoyAdvance, UsefulNotes/PlayStation and the [[UsefulNotes/GameBoyAdvance Game Boy Advance]] afterwards), it was cancelled an it never got one, unlike the first 2 (less popular) games.
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Fan Preferred Couple requires a canon couple to stand in opposition to. Also don't see the point in including the edit about Refia/Desch being more popular than Desch/Salina, given that the latter doesn't even appear to be mentioned on the Character page for this game.


* FanPreferredCouple:
** Refia/Desch is popular over Desch/Salina.
** Arc/Luneth for people who see their relationship as [[NotBloodSiblings more than brotherly]].
** Likewise, Luneth/Ingus also has a significant following thanks to their scenes in the opening FMV.
** Though not so much a couple, Alus having a PrecociousCrush on Arc is also popular.

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cut the sage and ninja examples since they were prizes for clearing a bonus dungeon in the NES version.


* LowTierLetdown: Several of the jobs fall as this, in both the 8-bit original and the remake. These jobs include:
** The Scholar, which is unlocked after the Fire Crystal, is woefully underpowered and unimpressive. They get the ability to have a free cast of Libra. However, their stamina is by far the worst in the game, and leveling your characters as this job can cause problems with their HP for the rest of the game. The remake buffs them by giving access to level 3 magic, double effectiveness of items used in battle and giving Enemy Study the ability to remove buffs, but their vitality still remains the worst of all the jobs
** The Geomancer can cause terrain effects during combat, but they're overshadowed by the other jobs. They were buffed in the 3D remake and earned earlier.
** The Viking. This job was intended to be used during a time when the Knight class becomes unusuable due to a lack of good equipment. However the Viking is greatly outclassed by the Karateka, who has a much greater hit percentage.



* TierInducedScrappy: Several of the jobs fall as this, in both the 8-bit original and the remake. These jobs include:
** The Scholar, which is unlocked after the Fire Crystal, is woefully underpowered and unimpressive. They get the ability to have a free cast of Libra. However, their stamina is by far the worst in the game, and leveling your characters as this job can cause problems with their HP for the rest of the game. The remake buffs them by giving access to level 3 magic, double effectiveness of items used in battle and giving Enemy Study the ability to remove buffs, but their vitality still remains the worst of all the jobs
** The Geomancer can cause terrain effects during combat, but they're overshadowed by the other jobs. They were buffed in the 3D remake and earned earlier.
** In the NES/FC version, Sages were extremely powerful. They had access to every spell and could use summons like Summoners do. Needless to say, they were nerfed considerably in the 3D remake, and can no longer use Summoner magic.
** Ninjas were also too good in the NES/FC version. Their stats were more normalized in the 3D version, preventing them from being overpowered.
*** It should be noted that the Sage and Ninja jobs were earned in the BonusDungeon ("Bonus" in the sense that it was optional, but heavily encouraged to enter) in the Famicom version, making them more akin to [[InfinityPlusOneSword Infinity Plus One Jobs]]. When they got moved to the Earth Crystal in the remake, they were nerfed to be on par with the jobs rather than blatantly overshadowing them.
** The Viking. This job was intended to be used during a time when the Knight class becomes unusuable due to a lack of good equipment. However the Viking is greatly outclassed by the Karateka, who has a much greater hit percentage.
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* SequelDisplacement: In ''Japan'', this is absolutely the case for the NES version, as it was the first ''FF'' title to truly get "huge" -- the first two aren't ''obscure'' by any means, but much like [[VideoGame/DragonQuestIII the Distinguished Quompetition]], many NES-era gamers in Japan considered this to be the first ''good'' ''Final Fantasy'' and the first to really show Square's burgeoning graphical flair, Uematsu's soundtrack skill, and had (for the time) a very memorable story. As a result, it sold like hotcakes and lodged itself firmly in the Japanese zeitgeist; if a work outside of the gaming sphere (like a TV show or somesuch) references NES-era ''Final Fantasy'', 99% of the time, it will reference this game specifically (with Cloud of Darkness being particularly iconic). Ironically, this wasn't enough for the game to receive a remake for the WonderSwan or the GBA, unlike the first 2 games.

to:

* SequelDisplacement: In ''Japan'', this is absolutely the case for the NES version, as it was the first ''FF'' title to truly get "huge" -- the first two aren't ''obscure'' by any means, but much like [[VideoGame/DragonQuestIII the Distinguished Quompetition]], many NES-era gamers in Japan considered this to be the first ''good'' ''Final Fantasy'' and the first to really show Square's burgeoning graphical flair, Uematsu's soundtrack skill, and had (for the time) a very memorable story. As a result, it sold like hotcakes and lodged itself firmly in the Japanese zeitgeist; if a work outside of the gaming sphere (like a TV show or somesuch) references NES-era ''Final Fantasy'', 99% of the time, it will reference this game specifically (with Cloud of Darkness being particularly iconic). Ironically, this wasn't enough for the game to receive get a remake for the WonderSwan {{UsefulNotes/Wonderswan}} or the GBA, UsefulNotes/GameBoyAdvance, unlike the first 2 games.
Is there an issue? Send a MessageReason:
None


* SequelDisplacement: In ''Japan'', this is absolutely the case for the NES version, as it was the first ''FF'' title to truly get "huge" -- the first two aren't ''obscure'' by any means, but much like [[VideoGame/DragonQuestIII the Distinguished Quompetition]], many NES-era gamers in Japan considered this to be the first ''good'' ''Final Fantasy'' and the first to really show Square's burgeoning graphical flair, Uematsu's soundtrack skill, and had (for the time) a very memorable story. As a result, it sold like hotcakes and lodged itself firmly in the Japanese zeitgeist; if a work outside of the gaming sphere (like a TV show or somesuch) references NES-era ''Final Fantasy'', 99% of the time, it will reference this game specifically (with Cloud of Darkness being particularly iconic).

to:

* SequelDisplacement: In ''Japan'', this is absolutely the case for the NES version, as it was the first ''FF'' title to truly get "huge" -- the first two aren't ''obscure'' by any means, but much like [[VideoGame/DragonQuestIII the Distinguished Quompetition]], many NES-era gamers in Japan considered this to be the first ''good'' ''Final Fantasy'' and the first to really show Square's burgeoning graphical flair, Uematsu's soundtrack skill, and had (for the time) a very memorable story. As a result, it sold like hotcakes and lodged itself firmly in the Japanese zeitgeist; if a work outside of the gaming sphere (like a TV show or somesuch) references NES-era ''Final Fantasy'', 99% of the time, it will reference this game specifically (with Cloud of Darkness being particularly iconic). Ironically, this wasn't enough for the game to receive a remake for the WonderSwan or the GBA, unlike the first 2 games.
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* UnintentionallySympathetic: While Xande may be painted as purposely sympathetic in some ways, the fact that he's so distraught over being forced to accept mortality is treated within the game as something he just doesn't appreciate. However, while few players could excuse his methods, most agree that suddenly being "gifted" with the ability to die, especially when your fellow disciples are given gifts such as great magical power or control over a dream realm, many agree Xande going off the deep end is quite understandable.

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* UnintentionallySympathetic: While Xande may be painted as purposely sympathetic in some ways, the fact that he's so distraught over being forced to accept mortality is treated within the game as something he just doesn't appreciate. However, while few players could excuse his methods, most agree that suddenly being "gifted" with the ability to die, especially when your fellow disciples are given gifts such as great magical power or control over a dream realm, many agree Xande is a pretty understandable reason for going off the deep end is quite understandable. end.

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