Mystic Quest
(Final Fantasy Adventure)
Developer: Square | Graphics: |
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Publisher: Square | Sound: |
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Year: 1991 (1993 in Europe) | Difficulty: |
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Genre: Action/RPG | Lastability: |
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Number of players: 1 | Rating: |
8/10 | |
Yeah, I remember thinking the music was great too… Go ahead, play it again for an hour and then we’ll talk! Could this game possibly be the origin of my passionate love for the flail?
Sometimes we forget, but the Game Boy was more than just a portable NES knockoff, made to sell cheap ports to broke players (or their kids). It actually far outlasted and outsold its home counterpart.
As it turns out, there are unique, ambitious titles on Game Boy that make creative use of its limited specs (four-colour screen, low resolution, minimal memory) and are well worth revisiting—even playing today! Here are a few: Super Mario Land 2 (1992), The Legend of Zelda: Link’s Awakening (1993), Donkey Kong (1994), Kirby’s Dreamland 2 (1995)…
Let’s add Mystic Quest (1991, only released in late 1993 in France), known as Final Fantasy Adventure across the pond, or by its original name, Seiken Densetsu: Final Fantasy Gaiden. It’s a top-down action-adventure game, loosely based on the Final Fantasy series, with a hint of RPG but providing real time combat. In fact, it was one of the first Japanese RPGs distributed in Europe and the U.S. Don’t mix it up with Final Fantasy Mystic Quest (Super Nintendo, 1992), also known as Mystic Quest Legend and Final Fantasy USA: Mystic Quest, a simplified RPG designed specifically for Western audiences, which features turn-based combat and two playable characters.
Lost yet? Mystic Quest is the game that introduced Secret of Mana (Super Nintendo, 1993). Secret of Mana is the sequel to Mystic Quest on Game Boy. Got it?
As a kid, I used to compare this game with Zelda: Link’s Awakening and couldn’t decide which I liked better. My adult self can now settle this instantly. Zelda has way more elaborate puzzles, dialogue, and mechanics; the character’s actions are also more dynamic and varied (he can run, actively block with a shield, swim, jump, etc.). But Mystic Quest has its own melancholic charm and a distinct “RPG” vibe. Combat earns you experience points that level you up and allow you to prioritize certain stats, boosting your prowess as either a warrior or mage. And of course, gold lets you buy new weapons and armour from merchants.
Mystic Quest also feels more linear, but paradoxically, by forcing you to move to a new region after each dungeon without turning back, it enhances the sense of journey and adventure—unlike Zelda, which, barring the epilogue, maintains a lighter tone.
Unusual for its time, the game lets you save anywhere, anytime (across two slots). As a kid, I exploited this to take on a “pacifist” challenge, trying to get as far as possible while dodging monsters and staying at the lowest possible level… My character was so weak, he’d die from a single hit, and boss fights would drag on forever! Unfortunately, I got stuck in a room where I had no choice but to cross a lethal beam (this one)…
Special mention goes to the funny bugs that teleport you from one region to another (sometimes with no way back). Take a look:
I now see this game as a modest pioneer of its genre, executed with care. Still, a couple of things got on my nerves:
- Enemies immune to certain weapons at the end of the game force you to waste time switching items in the menu screen.
- The French translation is tough to read—full of typos, grammar errors, and shoddy syntax. And why is EVERYTHING IN CAPS?
Here’s some wise advice: buy keys and picks ahead of time! They’re practically the only useful items. Second tip, if a villager won’t let you pass, just take them out! It’s rare to have that option in a Japanese RPG, so enjoy it while you can!
I should mention there’s a 2003 Game Boy Advance remake called Sword of Mana. It brings a lot to the table, though some of the charm is gone.
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