(Screenshots taken from fan translation)

The year was 1989. SquareSoft's mailboxes were full of angry mail from Japanese mothers who'd bought their children Final Fantasy II and were now facing massive hospital bills because their kids were bashing themselves in the skulls with baseball bats and big sticks, thinking it would make them stronger. It was evident that while Final Fantasy II was a valiant effort, a bold stride into new territory for a blossoming genre, it would probably be a good idea to take a "back to basics" approach with the next installment.

Using a long piece of string tied to a 10,000 yen note, Hironobu Sakaguchi (Final Fantasy/SquareSoft top dog) managed to lure Akitoshi Kawazu (Final Fantasy II's designer) away from the Final Fantasy division of the Squaresoft office building and set him up elsewhere, giving him the SaGa series to mess around with (like that Simpsons gag where Marge bakes a separate birthday cake for Homer to ruin). With Kawazu out of the way, Final Fantasy III's game plan wrote itself. Experience points and leveling up were back. The Light Warriors were to make an encore appearance, and the concept of having party members with distinct identities and personalities was to be put back in the freezer. The four magical crystals of the elements were in. The MP "charges" system from the first game was set back in place. Character classes were also set to return.

But then an intern who happened to overhear a couple of designer meetings had an idea. "What if you could change your characters' classes?" he asked Sakaguchi one day.

"What," replied Sakaguchi, "you mean like in the first game when we had the Thief changing into a Ninja? Yeah, that was pretty awesome."

"Something like that," the intern said. "But what if you could do that, like, you know...whenever you wanted?"

A prolonged silence followed. When Sakaguchi finally spoke, he rewarded the intern with a gigantic raise, a permanent position, and his own office. Before the intern had a chance to say "thanks," Sakguchi produced a chloroform-soaked rag from his blazer pocket (which he'd taken to carrying around in case his wife ever found out where he worked) and shoved it into the intern's face. Sakaguchi quickly notified office security and had them drag the intern's limp body down to the basement. A few phone calls were made, and about an hour later an unmarked white van pulled up to the SquareSoft building. A team of Yakuza doctors removed the employee's brain and placed it within a sophisticated life-support apparatus that would keep it alive (and in Square's employ) indefinitely. Sakaguchi knew that Square couldn't ever afford to lose this kind of visionary brilliance. Even then, he was keenly aware that this unassuming intern had just come up with the SINGLE GREATEST CONCEPT IN JRPG HISTORY: THE JOB SYSTEM.

Though Final Fantasy III's version of the job system isn't as sophisticated and doesn't offer the near endless customization options of its Final Fantasy V and Tactics incarnations, it's still the first instance of a console RPG that lets you change your characters' classes at will. Thief not pulling his weight? Turn him into a Dragoon or a Monk. Up against a boss with high magic defense? Turn your mage classes into physical classes, then change them back afterwards. Bored with the tried and true "Sword Guy/Fist Guy/White Magic Guy/Black Magic Guy" party? Toss in an Archer, a Geomancer, a Viking, and/or a Dragoon to mix it up a bit.

And that's how it all began. As for the poor genius intern? His brain soon proved to be one of SquareSoft's most valuable creative assets. Virtually all of Square's greatest accomplishments during the 90s were tied in one way or another to its input. "So we're making this new game where party members can combine their special attacks in battle," Sakaguchi asked the intern's brain sometime in 1994. "But we think it needs some extra pizazz. Whatcha got for us?"

"Time travel. It needs time travel," the brain spoke through a mechanical voice box connected via USB cable to his life-support machine. "And get Akira Toriyama on the phone. He'll be more than eager to help out." Chrono Trigger went on to become one of Square's greatest successes.

Among the brain's other ideas were the opera scene in Final Fantasy VI, Tifa's breast size, most of Parasite Eve, Einhander's electronic soundtrack, the Sprite character in Secret of Mana, and adding Final Fantasy VII characters to Ehrgiez, to name only a few. Unfortunately, at some point during Final Fantasy VIII's development, a jealous Kawazu began secretly adding ammonia to the brain's nutrient solution. Soon the brain was voicing new ideas about a Final Fantasy CGI movie to the company's higher-ups. Later, after Spirits Within proved to be the biggest mistake Square would ever make, they stopped consulting the brain altogether, and it is believed to have been lost in the shuffle during the company's merger with Enix.

But I digress.

Final Fantasy III (FC)

Final Fantasy III (FC)

Final Fantasy III (FC)

Final Fantasy III (FC)

Final Fantasy III (FC)

CHARACTERS


The Light Warriors
Four orphan siblings raised in Ur by Topappa, the village elder. One day while they are out adventuring, an earthquake sends them tumbling into an underground chasm. Not only do the lads immediately demonstrate the bravery and fighting skills befitting the destined Warriors of the Light, but the prudence and good sense as well:

GLENN DANZIG
From 1977 to 1983, Danzig was mastermind and vocalist of The Misfits, the massively influential horror punk band that remains, to this very day, the best thing to ever come out of New Jersey. His current gig, however, is serving as the frontman of the Light Warriors' latest incarnation. His hotheadedness and expertise in martial arts make him well-suited for his role as the group's physical powerhouse.

DOKTOR AVALANCHE
When Sisters of Mercy vocalist and putative "Godfather of Goth" Andrew Eldritch was asked to join the Light Warriors, he made a gigantic fuss about royalties and ultimately refused. Doktor Avalanche, the Sisters of Mercy's drum machine, was seized with a strong sense of justice and snuck away from Eldritch to join the Light Warriors in his stead. He is a jack of all trades who alternates between a variety of offensive and auxiliary roles. Because of his mechanical nature, the Doktor often has difficulty understanding human emotions.

JOHN B
The Prince of Drum & Bass himself is third in the Light Warriors' ranks. As a producer of electronic music, John B often prefers to stand back and let Danzig and the Doktor take care of the hands-on stuff while he backs them up with buffs and healing spells. John B frequently locks horns with Danzig because of their musical and philosophical differences, but he is particularly close with the aloof Doktor.

NIVEK OGRE
Unaccustomed to bringing up the rear though he might be, the face of Canadian industrial act Skinny Puppy is the Light Warriors' resident master of offensive magic. With a career and personality defined by the dark, creepy, and inhuman, Nivek is perfectly equipped for wielding arcane magic and summoning vicious deities. Despite his ghoulish appearance, Nivek has a stoic personality, and is often forced to mediate the differences between Danzig and John B.

I dare you to try and tell me that my Light Warriors aren't at least twice as cool as the ones from the DS remake.


Allies

SARA
The adventurous princess of Sasoon who joins with the Light Warriors to help them defeat and reseal Jinn. Afterwards, she becomes the Light Warrior's #1 fan and groupie.

CID
Final Fantasy III has a guy named Cid who builds airships. Who knew?

DESH
A fast-talking wanderer whom the Light Warriors stumble across in a dragon's nest. He's an amnesiac, so you can bet he's probably gonna turn out to be important.

ELIA
A young priestess of the Water Crystal and Final Fantasy's first Woman in a Refrigerator.

CRAZY OLD MEN
Four stupid (though well-meaning) codgers who think they're the Light Warriors. I don't know why they exist.

ALLUS
The exiled prince of Salonia, the largest city in the world. Because this is Final Fantasy and because he is a young prince, expect to hear a lot of whining from Allus.

DORGA
Dorga is probably the most powerful wizard on the planet, and he lives in a giant mansion full of Moogles. Dorga has the sweetest life ever.

UNNE
Appearing on the surface as a frail, somewhat crazy old woman, Unne is in charge of the world of dreams. She is unrelated to the first game's U-Dawg.

Villains

JINN

An evil fire spirit who was released after the earthquake. He's put a curse on the inhabitants of Sasoon and Kazus, and the party's first heroic task as the Light Warriors is to kick his ass.


GUZCO

A shady rogue who dwells at the bottom of a subterranean lake. His ultimate goal is to seize the power of the Fire Crystal, but needs to take care of a few preliminaries first. He's a tenacious bastard, and has quite a few tricks up his sleeve.


HYNE

A former advisor to King Argus, Hyne went mad after the earthquake. Using his magic, he uprooted the Eldest Tree of the Living Forest and turned it into his personal airborne fortress. He's mostly remembered for being the first Final Fantasy boss to use a weakpoint-changing trick.


GOLDOR

A wealth-obsessed psycho living in a solid gold mansion. Due to a misunderstanding, Goldor believes that the Light Warriors are after his giant crystal. He fixes their airship with a magical chain to slow them down, so the Light Warriors pay him a visit to convince him to take it off. You can guess how well it goes.


CERBERUS

The first of the Dark Crystal guardians, four of the nastiest bosses in Square history. Cerberus is the weakest of the bunch, and deliberately tricks you into a false sense of security before you go off to face the other three. "That was a snap!" you think. "If the rest are anything like this guy, this should be a breeze!" Hah.


ECHIDNA

I have no idea what kind of creature this is supposed to be or why it's named after a spiky rodent. What I do know is that Echidna's a jerk. Her strategy consists of following a set pattern: she'll start off the battle with some devastating spell that hits your entire party, then nip at you for a round or two as you try to recover and get an offensive going. Then she'll cast Drain on one of your party members, probably halving his HP. Then she'll blast you with another gigantic spell and start the cycle over again. Ugh.


TWO-HEADED DRAGON

Remember Kraken from the first game? Remember how he was perfectly capable of killing off your entire party with physical attacks, but often chose to use weak spells instead? Well, the Two-Headed Dragon is a lot like Kraken, only with thousands upon thousands more HP and no spells to waste his turns with.


AHRIMAN

The strongest of the Dark Crystal bosses. The battle with Ahriman is like Echidna fight with the speed cranked up. He'll open by blasting you with a tremendous non-elemental spell, then use elemental spells for the next round or two before switching back to another gigantic non-elemental attack. Consider yourself lucky if he decides to cripple you with Quake instead of Meteor.


ZANDE

When Archmage Noah passed away, he bestowed his three disciples with different gifts. Dorga received Noah's extrahuman magical knowledge and power. Unne got sovereignty over the realm of dreams. And to Zande, Noah gave mortality and life as a human. I guess I can kinda see why Zande's so angry at the world.


CLOUD OF DARKNESS

The Cloud of Darkness is the first example of Final Fantasy pulling what is now known as a "Necron:" making some terrible evil deity materialize out of nowhere at the game's end to challenge the heroes to a climactic final battle. The Cloud of Darkness is also Final Fantasy's equivalent of an SNK boss, since she only has one attack that she uses over and over and over again. Winning is simply a matter of surviving Flare Wave after Flare Wave long enough to beat her, which is much easier said than done.


Other Characters

MIDGETS

Here's something the series hasn't seen before: a town of wee people. (The American DS version calls them "gnomes.") They're too small to be terribly important, but they are a friendly bunch.


GURGANS

The Gurgans are a blind race with the ability to prophesize the future. Think of them as Final Fantasy III's take on the Circle of Sages.


MOOGLES

YEEHEEE! Moogles! Moogles make their first appearance in Final Fantasy III as servants working in Dorga's mansion. I could be wrong about this, but I don't think they start saying "kupo" until later.


SUMMONS

Final Fantasy III is also the first game in the series with a Summoner class -- and you know what that means. Ifrit, Shiva, Ramuh, Titan, and Odin all debut here, and series veterans Leviathan and Bahamut join the fray as well.


THE DARK WARRIORS

The descendents of the Ancients speak of a disaster that occurred 1,000 years ago when the power of Light went amok and threatened to annihilate Creation. All would have been lost had the Dark Warriors not emerged to stop the Flood of Light and save the day. Even though the Dark Warriors and the Light Warriors should technically be opposing forces, they must band together to save both worlds -- Light and Dark -- from the Void.

Jobs
Okay. There are twenty-two character classes in Final Fantasy III, and I'm already low on stamina from talking about all the characters. Let's just cover the important ones here.


BEST JOB:
Ninja/Sage

The Ninja can use every piece of equipment and can throw Shurikens. Sages can use every kind of spell and get more charges than any other Mage class. It's probably impossible to beat Final Fantasy III at a reasonable level without a party comprised entirely of Ninjas and Sages.


WORST JOB:
Bard

I cannot think of any reason to use a Bard. Ever.


COOLEST JOB:
Onion Knight

Sure, they're virtually obsolete from the moment you see the title screen, but they're quite the little troopers. ("Free Lancers" my perineum.) They have the potential to become near-invincible killing machines, provided you can get your hands on a set of the ultra-rare Onion equipment.



LAMEST JOB:
Scholar

Scholars have two abilities. One lets them see an enemy's HP. The other lets them see an enemy's weak point. One is never useful, and the other is useful exactly once in the game. Scholars become obsolete the moment one of your characters becomes capable of casting the Libra spell (which isn't all that useful either).


BEST-DRESSED JOB:
Shaman

Light Warriors don't come much cuter. If I had kids, I would dress them like this.





WORST-DRESSED JOB:
Thief/Summoner

One looks like a twenty-eight year old pedophile trying to squeeze into the Peter Pan costume he wore trick-or-treating when he was twelve. The other looks like he's being devoured alive by a giant green tube sock. Ick.



MOST SURPRISINGLY DECENT JOB:
Caller

Think of him as a Summoner trainee. He can cast Summon magic, but isn't capable of using it to mow down whole screens of enemies yet. Each of his spells has a White and Black effect which is selected randomly when it is cast. White effects usually give your party a small boost or inflict status ailments on enemies, while Black effects usually inflict elemental damage on a single enemy. It's a lot more useful than it sounds, and really comes in handy in the Cave of Shadows.


MOST SURPRISINGLY CRUDDY JOB:
Black Mage/Warlock

I hate to admit it, but Black Magic kinda sucks in Final Fantasy III. Physical attacks and Summons completely eclipse it, which makes Jobs relying on Black Magic a lot less worthwhile than heavy physical Jobs or ones that use Summon magic.



Trudging Forward

Final Fantasy III is HARD. If not the most difficult game in the series, it is certainly the hardest of the 8-bit entries. A major factor of this is the fact that when any one of your party members attempts to run from a battle, everybody's physical defense immediately drops to zero. Virtually all escape attempts turn your party into sitting ducks. Two party members will usually get killed before they can take their turns, and then the other two's Run commands will fail. Now half your party is dead...and did I mention that stores don't sell Phoenix Down in Final Fantasy III?

Even apart from this, Final Fantasy III throws quite a few massive hurdles in your direction. A lot of them simply wouldn't fly they appeared in a game today. They're just too brutal. Too unforgiving. Stuff that went out with the 8-bit era and games like Battletoads.

Since I'm getting fond of including numbered lists in these entries, I might as well continue with the trend. Here are the five most difficult challenges posed by Final Fantasy III:


5.) MAZE OF THE ANCIENTS/SLYX TOWER/EUREKA

This isn't really that difficult -- just irritating. All of the best equipment and Jobs are found in Forbidden Land Eureka, whose entrance is in the Slyx Tower. In order to reach the Slyx Tower, you have to park your airship outside the Maze of the Ancients, venture inside, and navigate your way through. Then you can enter the Tower and warp to Eureka. Eureka is a fairly big place, and the Exit spell doesn't work there. Once you hit the end, you have to trudge all the way back to the entrance. This puts your party back at the base of the Sylx Tower. If you decide that you're too low on resources to make the climb at this point, you have to walk outside, find your way back through the Maze of the Ancients, then come back later and do it all over again. For a game that punishes fleeing from battles as severely as Final Fantasy III, this is really rather sadistic.

4.) MINI DUNGEONS

At several points in the game, you're required to cast Mini on all of your party members in order to enter a dungeon, and must remain shrunk until you get out of the dungeon. When your characters are mini'd, their physical attack and defense both drop to zero. The only thing you can do is switch as many characters as you can to magic-using classes, move everybody to the back row, and hope you don't run out of magic charges before coming out the other end.

3.) GARUDA

One of the most legendary boss battles of the Final Fantasy series. Garuda is tricky. First, it's possible that the fight will catch you completely off guard. Ordinarily, you'd expect to deal with a boss like this after fighting your way through a dungeon first. In this case, you're just walking into a castle to have a friendly little chat with your new pal's father -- and then BOOM! THUNDERING DEATH FROM ABOVE!

Hopefully you'd been making sure to talk with townspeople, because otherwise, you probably missed a clue to Garuda's weakness. The one attack he has is Thunder, and your White Magic users just aren't capable of keeping up with that kind of damage at this point. The only way to beat Garuda is to turn all your party members (or as many as possible) into Dragoons and keep making them Jump.





2.) CAVE OF SHADOWS

I'm sure this dungeon has given old school Final Fantasy fans many nightmares. Most of the monsters here have a particularly diabolical property: striking one with any melee attack (aside from blows with a Dark Knight's sword) that doesn't kill it will cause it to split off into two units with HP equal to the original's. These guys also hit harder than anything you've faced so far, and they usually come at you in swarms.

Moreover, the Cave of Shadows is deep. I'm almost positive that it's the longest dungeon in the game, but I guess it's possible that it just seems that way. It's full of false-wall mazes, too, and they get longer and more complicated each time you go down a floor. The boss waiting for you at the bottom is relatively wimpy, but by the time you face your party will probably be exhausted and running low on resources. I heard Square Enix toned down the Cave of Shadows somewhat in the DS remake. I can't really say I blame them.




1.) THE DARK WORLD

Here is how the final set of dungeons in Final Fantasy III work: first, you climb the Slyx Tower and fight a fairly difficult boss at the top. Then, after some cutscenes, you find yourself in the Dark World. You have to navigate your way through, fight four (well, three) of the most sinister bosses in any JRPG, and then fight the boss of the game.

While considering this, you must keep in mind that Save Points still didn't exist yet. If you die at any stage of the process, it's back to the last place where you can save: standing at the entrance to the Slyx Tower on the World Map. Climbing the tower takes a good twenty to thirty minutes. So let's say you get to the top for the first time and get killed by the boss. You load your game, start over, climb back up, and defeat the boss. Then you get to the Dark World, beat Cerberus, but get killed by Echidna. So you start over -- climb the tower, beat the boss, beat Cerberus, and beat Echidna, but then are caught unawares and killed by the Two-Headed Dragon. So you start over. You climb the tower, beat the boss, beat Cerberus, and then lose to Echidna because of a fluke. So you start over. Climb the tower, beat the boss, beat Echidna, beat the 2-Headed Dragon, and then get killed by Ahriman. So you start over. You climb the tower, beat the boss, beat Cerberus, beat Echidna, beat the 2-Headed Dragon, and then get killed by Ahriman again. But this time you have a plan -- you climb the tower, beat the boss, beat Cerberus, beat Echidna, beat the 2-Headed Dragon, beat Ahriman, and are then completely obliterated by the final boss. So you try again. Climb the tower, beat the boss, beat Cerberus, beat Echidna, beat the 2-Headed Dragon, beat Ahriman, and are then killed by the final boss even quicker than the first time. Meanwhile, as all this is happening, minutes and hours of your all-too finite existence as a sentient lifeform on planet Earth are steadily and irrevocably being whittled away. Outside, flowers are blooming. A sunset is casting the clouds and sky from crimson to dull orange to speckled violet. Shooting stars are blinking across the twilight. That old playground you visited every day as a child is about to be bulldozed. Old friends you haven't spoken to in years suddenly remember you and wonder where you are in the world now. Somewhere, a person you've never met and who could possibly be waiting for you has lately began talking to someone else a lot like you. And here you are, twelve hours and fifteen tries into defeating the Cloud of Darkness, totally certain that this time you'll get it for sure.

...Yeah. The last dungeon in Final Fantasy III is fucking tough.


OTHER VERSIONS

Final Fantasy III almost followed its 8-bit counterparts to the WonderSwan Color, but the project was aborted. Instead, it appeared on the Nintendo DS with an extensive 3D makeover. Unlike the WSC ports of the first two Final Fantasy titles, the DS update of Final Fantasy III isn't just a cosmetic upgrade. Much remains the same; the towns, maps, dungeons, weapons, spells, items, bestiary and list of Jobs are the same as before. But anyone who's played through the Famicom version of the game can tell you that the two are not the same.

First off, the characters are no longer four identical orphans hailing from Topappa. Final Fantasy III's Light Warriors are now individual characters with distinct appearances and personalities.

Luneth
Scrappy young hero. Virtue: Courage.

Arc
The hero's bookish and timid friend. Virtue: Kindess.

Refia
Spunky young lass. Virtue: Affection.

Ingus
Earnest and serious older boy. Virtue: Determination.

I said they were distinct -- not original or particularly deep. But it would be hypocritical to complain about this. There really wasn't anything stopping Square from giving Nomura the green light to go in and Roxasize the cast, so we should be grateful they opted to keep it simple.

All the Jobs from the first game are included, but several have undergone modifications. Onion Knights are no longer the default Job, having been replaced by Freelancers. (They're still around, but as a bonus class that can be acquired as a reward for completing one of the DS version's new sidequests.) Scholars can use low-level black magic. Vikings and Rangers have the new Provoke and Barrage commands. Dark Knights lose white magic and gain the more familiar special attack that costs them their own HP. Sages and Ninjas are no longer the "ultimate" classes. Overall, the Job tweaks make the system a little more balanced and encourage more variety -- especially towards the game's end.

All of the familiar enemies and bosses are back. The enemies behave the same as before, but the bosses are another matter. Most of them now have increased HP and can use multiple attacks per round. Nowhere is this change more noticable than in the final battle with the Cloud of Darkness. Instead of buffeting your party with repeated Flare Waves, she now gets four chances per round to throw out physical attacks and a variety of powerful spells.

The extremely high difficulty of the Famicom game is mostly intact. There still aren't any save points. You still can't buy Phoenix Down. The random encounter rate is just as high as it was seventeen years ago. However, a couple changes have been made to shift some of the odds in the good guys' favor. The ridiculous battle mechanic that makes your party's physical defense drop to zero during escape attemps is (thankfully) absent. On the subject of running, the battle menus have been altered so that the "Run" no longer takes up one of a character's command slots; another welcome change. During the sections of the game where the party as an ally following them around, the ally now will randomly jump out and give your guys a hand. And thanks to the dual screens, you now get a halfway decent world map. Having to repeatedly cast Blink to get your bearings got really old in the Famicom version.

So is it worth picking up? Depends. I'd recommend giving it a shot if you've never played 8-bit Final Fantasy III before. If you're a no-emulator purist, curious about old-school JRPGs, or pining for the days when games were tougher and less cuddly, Final Fantasy III might be for you. But if you have played the Famicom version, I'd only recommend the DS version if you happen to be a hardcore fan or haven't touched it in several years. My opinion? Final Fantasy III on the DS looks about as good as the PSX installments, but in spite of its best efforts, it still feels incredibly primitive. There's a massive disparity between appearance and gameplay -- after all, it's a console RPG from 1990 disguised to look like a 2007 handheld game -- and it can sometimes be really disruptive. A DS remake in full 3D was a clever way for Square Enix to reach out to a new audience and demonstrate the DS's graphical potential, but a 16-bit, 2D remake probably would have been more palatable. The Famicom version is still my preferred choice.

Final Fantasy III (DS)

Final Fantasy III (DS)

Final Fantasy III (DS)

Final Fantasy III (DS)

Final Fantasy III (DS)

Final Fantasy III (DS)

Final Fantasy III (DS)

Famicom

DS

VERDICT
It's certainly the biggest and most complex of Final Fantasy's 8-bit incarnations, but I'm not sure if it's the best. It completely trumps the other two on a number of levels, but there a few things that bog it down -- namely, the aforementioned part about its mercilessly killing you when you try escaping from even one of the thousands of random battles you stumble into. Then there's the unbalance of the early Job system, the lack of a world map, and some extremely annoying parts where you have to fight random battles while flying around in your airship. Still, Final Fantasy III has too much else going for it (like INVENTING THE JOB SYSTEM) for me to judge it too harshly. And I couldn't think of anywhere else to mention this, but the music that plays when you fly over the flooded surface world for the first time is somehow more haunting than any NES tune should really be.



Next: Bang! Zoom! Straight...to The Moon!