When talking about great Final Fantasy spinoff games, Final Fantasy Adventure is a title that gets brought up a lot. Adventure is actually the first game in the Mana series, and if you’re a fan of Secret of Mana or Final Fantasy, it’s a gem worth picking up.
Adventure is an action-RPG in the vein of the original Legend of Zelda, but with more traditional RPG mechanics like gaining XP by defeating enemies, buying weapons and armor from shops, etc. When leveling up, you get an extra point to increase your Power, Stamina (HP), Wisdom (MP) or Will, which gives the game some replay value and facilitates different play styles.
Different classes of weapons have different attack ranges and some have extra functions to help you get around obstacles, like using axes to chop down trees or flails to grab onto poles and swing across gaps. Each weapon type also has a different special attack that can be activated when the special bar at the bottom of the screen fills up. How quickly the bar fills up is determined by your Will. Every time you attack, use an item or use magic the bar resets to zero, so you need to wait if you want launch the special. Most of these specials give you extra range or allow you to launch your weapon at enemies. The special attack for swords however launches your character back and forth across the screen, and I found this more annoying than helpful, especially late in the game when the will bar fills up relatively quickly.
Another annoying thing about the game is how often you need to go through the menu to change magic and items. The A button acts as your main attack and any spell or item can be mapped to the B button but you can only have one at a time. Given the limited buttons on the original Game Boy, I can’t really blame the developers but it’s still a hassle. Luckily, the menu can be opened and navigated pretty quickly so it doesn’t slow the game down too much.
Your inventory space is very limited, which can be a pain because you need to carry around matlocks and keys to navigate dungeons. Both can be purchased at item shops and some enemies also drop matlocks but not keys. The same keys work in all dungeons, so make sure you always have a few packs before entering a new one. Matlocks are used to demolish certain obstacles and open secret entrances in walls. (When you strike a wall you can break through with your weapon, it makes a unique sound.)
The morning star is by far the best weapon in the game. Not only does it break through walls, eliminating the need for matlocks, but when you attack, you swing it around you hitting any enemy near you. Some enemies can only be harmed by certain weapons or with magic, but the star takes out pretty much anything. Even when I had other weapons with far greater attack power, I still used the morning star for everything except for boss battles.
There’s a wide variety of enemies with different attacks to encounter, so I never got bored fighting the same enemies over and over like in some other game. You’ll also get a few companions to help you at different parts of the game, who have abilities like restoring your HP or MP or helping you attack enemies.
Adventure is very well balanced. There are one or two bosses I felt were overpowered, but apart from them I never felt the need to level grind or felt the game was too easy either. When you level up, your HP and MP are restored, so if you’re running low on health sometimes the best strategy is to kill as many enemies as possible. It adds a nice risk-reward element to the combat.
The story is pretty standard RPG fare. You play as Sumo, a knight who must help a mysterious girl named Fuji to protect the Tree of Mana from the Dark Lord and his minions. If you’re an RPG veteran, there’s not much you haven’t seen before, but the story is well told and there are enough memorable moments to make it enjoyable.
The graphics are about what you’d expect from a Game Boy release. Nothing mind-blowing, but not bad either. The music is a mixed bag. Some tracks are really nice, but others loop too frequently and become aggravating.
This is a game where you’ll want to have a strategy guide handy. It’s never explained in game what certain items do, and while most puzzles aren’t too difficult, there’s one in particular where the clue is extremely ambiguous. (Minor spoiler: in the town called Jadd, you’ll meet a boy who will give you a clue on how to open the next dungeon: “Palm trees and an 8.” You need to leave town, find two specific palm trees and walk around them in a figure eight until the dungeon entrance appears. How is anyone supposed to figure that out?) Late in the game you have access to the entire overworld and have to do quite a bit of backtracking, and it’s extremely easy to get lost without a guide.
There’s nothing really innovative about Final Fantasy Adventure, but what it does, it does very well. If you like action-RPGs, it definitely worth the 10 hours or so it takes to complete.
Final Rating: 4/5