

In short, Ice is a spell designed for puzzle-solving, and it does so quite handily. Second, it can be piloted using the directional buttons to go around obstacles, and in a few specific rooms of certain dungeons it’s even necessary to thread a miniature maze with a frigid missile in order to hit the target, activate the switch, and proceed. First, it changes the target into a harmless snowman, which can then be pushed around the screen to activate pressure plates. Rather, it has two interesting things going in its favor. Not because it does much damage it’s a save-or-suck insta-kill. The standout spell for the game, however, is Ice. And as for Flare / Nuke, it has the same aiming issue as Lightning, with the minor saving grace of also being a plot token needed to access an important level.

The Lightning spell at least does damage, but it’s a straight-line attack that seems trivial for enemies to dodge just through random movements. Cure and Heal are the obvious contenders for usefulness, and Fire takes care of those pesky undead before one has the silver sword - or if one accidentally sells that sword in Jadd like an idiot, again.īut then there are Sleep and Mute, the two debilitating spells that are theoretically useful, but only if the player remembers that they exist at a juncture when they can actually be used. The eight spells of Final Fantasy Adventure are of variable utility, with some seeing far more use than others. Especially on the magic side of things, there was plenty of lost opportunity. However, I can also say that the game never went as far with it as it could have. Using the chain-scythe to clear away brush, the axe to chop down trees, or the whip to traverse distances - these were all new and interesting tricks to my ten-year-old self, and even in my most recent time through in January, they made for an entertaining experience. There’s the wide map, the early action RPG mechanics, and most importantly the elements of puzzle-solving using the various weapons and spells the game provides.
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With hindsight and the experience of decades behind me, it seems obvious that Final Fantasy Adventure was meant to reflect some of the style of the Zelda series superimposed over the aesthetics of a Final Fantasy title. There are deeper elements of the game to discuss. An option for the graphics and user interface from the iOS remaster would have been even nicer.īut that’s a minor complaint. That version had SNES-level spritework that took nothing away from the charm of the original but added much in terms of appearance. While it makes sense that the original Game Boy monochrome version be included, it’s also somewhat of a shame that there was no option for the improved graphics from the mobile edition of the game, the one that I reviewed several years ago.

In the specific case of the Collection of Mana, there’s the graphics.

A better thing to do is to ask, “How could it have been better?” or “What could the developers have done differently?” And the answer is, in hindsight, quite a bit. There’s little point in rehashing things for mere point scores. So instead, I shall aim to do an editorial instead.īecause really, we had six different reviews for this title on the old site, one of them mine. It’s a bit late to be writing a review for this, and given my three decades of experience with it I’m not sure I’d be able to do so objectively. And just this year, I got a copy of the Collection of Mana for Switch, three weeks before I actually bought a Switch (thanks, Wheels!). Over the years, I eventually played three different versions of the game in two different languages. I lost track of how many times I borrowed it with rental coupons, but as soon as I had my own funds to spend, I got a copy of my own. Way back in the day, Final Fantasy Adventure was one of a handful of decent Game Boy games available for rent at my local Phar-Mor.
