After a bit of farting around getting lost, the Warriors of Light finally find themselves in front of their next dungeoneering challenge.
Okay, it’s the wrong dungeon, but they’re there now, so they might as well dive in and have a bit of an explore. What could possibly go wrong, after all?
Mindflayers, dear reader; mindflayers are what could possibly go wrong.
One of the nice things about the two Taito Legends compilations on PS2, Xbox and PC (and the separate PSP release, which acts as a kind of “best of” compilation containing elements of both) is that it includes both well-known games and more obscure affairs.
One such example of the latter is The Electric Yo-Yo, an unusual Taito America game from 1982 that is so obscure that it doesn’t even have its own Wikipedia page (shock!). If Giant Bomb’s rather bare-bones page on the game is to be believed, it seems that it wasn’t all that well-received back in the day — but if there’s one thing I’ve learned in MoeGamer’s lifetime, it’s that it’s always worth considering something on its own merits, devoid of its original context and popular reception.
And y’know what? I kinda like The Electric Yo-Yo. I mean, sure, it’s kind of infuriating and I’ve hurled some deeply offensive language at it during my time with it… but I still kinda like it.
Continue reading Taito Essentials: The Electric Yo-Yo
In today’s episode, the Warriors of Light score their first major victory over the Four Fiends and cleanse the Cavern of Earth once and for all.
The fact that this part of the game makes you seek out the advice of an inconveniently located sage then re-run a dungeon in a different context was something pretty distinctive at the time of original release; an audience of players more accustomed to linear “straight line to the finish” games may well have found themselves surprised and baffled when they discovered what was necessary in order for them to progress.
We now know that to be the nature of RPGs, of course; but someone had to define and codify the conventions we take for granted today, didn’t they?
In this sixth episode of the Final Fantasy Marathon, we take our legitimately gotten gains (courtesy of the Mystic Key) and take a trip to go and visit the dwarves.
Dwarves are another example of an aspect of Final Fantasy that was lifted from Dungeons & Dragons, though few can deny that the Japanese series puts its own unique twist on the dumpy delvers. Their catchphrase of “lali-ho!” (or variations thereof depending on who was on localisation duty at Squaresoft that week) became a recurring feature for a number of installments… and indeed at the time of writing the dwarves have most recently made a comeback in fanservice festival Final Fantasy XIV as part of the Shadowbringers expansion.
But we’re getting ahead of ourselves. I’ve got some Nitro Powder burning a hole in my pocket (quite literally) and I can’t think of anyone better equipped to make good use of it than a dwarf.
After last week’s little… mishap, the fifth episode of our Final Fantasy playthrough sees the Warriors of Light taking full advantage of the mysterious Time Magic known as “Load”.
From thereon, we proceed to track down the wrongful owner of the Crown we found in the Marsh Cave, kick his head in, then set off in search of the mysterious, magical Matoya, who has been feeling a bit left in the dark recently.
We then proceed to spend considerably longer than I intended finding all the locks that the Mystic Key fits. Because treasure.
Oh dear. It had to happen sooner or later, didn’t it? And Final Fantasy veterans will be unsurprised to hear that it happened in the Marsh Cave.
The Marsh Cave is probably the first “real” dungeon that you encounter in Final Fantasy I, and its main challenge is one of endurance: it’s quite long and branches off in two different directions, so getting everything in a single expedition is challenging. Not impossible, but still challenging.
Sometimes bad things happen. But we can learn from them and try again…
Our Final Fantasy I adventure continues as the Warriors of Light cross the ocean to Elfheim and discover their prince is having a bit of a sleep problem.
Never ones to shy away from an apparently supernatural-inflicted disaster, the group sets out to find out exactly what is going on, setting their sights on the first full dungeon of the game: The Marsh Cave!
In this episode, we start to see some more of the Dungeons & Dragons influences at work as well as how the game expects you to explore rather than leading you down a linear path. A bit of an adjustment if you’re accustomed to some modern JRPGs, for sure!