Final Fantasy Adventure Review

*Review based on Final Fantasy Adventure’s release on Nintendo Switch as part of the Collection of Mana*

Originally released on the GameBoy in 1991 as Seiken Densetsu: Final Fantasy Gaiden in Japan, and later released in the west as Final Fantasy Adventure (US) and Final Fantasy: Mystic Quest (Europe), this Final Fantasy spinoff would eventually spawn the Mana series of games, dropping the Final Fantasy name entirely.

It was with the second entry in the series, Seiken Densetsu 2 – more widely known as Secret of Mana – that the series would really come into its own (and, in my opinion, established itself as Final Fantasy’s better). But the seeds of greatness were planted here in Final Fantasy Adventure on the GameBoy. Though the GameBoy’s limitations do mean that this original entry in the Mana series hasn’t aged particularly well, its ambitions for the time and hardware are nothing short of commendable.

Some fans bemoan the Mana series for its lighter emphasis on story in comparison to Final Fantasy, but seeing as these are video games, I feel that gameplay is the far more important feature. And in that regard, the Mana games stand tall over Final Fantasy with ease. Take the story out of the old Final Fantasy titles, and they are, admittedly, the ‘vanilla’ of RPGs. But by implementing Final Fantasy’s RPG mechanics into gameplay inspired by the Legend of Zelda series, the Mana series feels more distinct and refined as a game. Though, as stated, that mostly applies to the second and third entries of the series, the fact that Final Fantasy Adventure attempted such a feat on the original GameBoy as early as 1991 is an impressive feat in and of itself.

Unlike later entries in the series, the player only directly controls one hero character, though a second, non-playable character will join them from time to time. The layout of the world and control is reminiscent of the original Zelda on NES. With the top down perspective, similar gameplay, world and dungeons. But your character also gains experience points, levels up, gains new weapons, and can improve different stats as the player sees fit, as in Final Fantasy.

In concept, Final Fantasy Adventure had a lot going for it. Remember, this was five years before Pokemon was released in Japan, and two years before Link’s Awakening. To have an adventure of this scale on the GameBoy was unheard of. At the time, it’s easy to see why Final Fantasy Adventure would have been considered a classic. Unfortunately, Final Fantasy Adventure aims higher than the GameBoy would ultimately allow, and its lofty ambitions feel restrained by the limitations of its hardware.

For example, it’s often difficult to tell when you’re being hit by an enemy. Your hit points are displayed on-screen via a number, but it’s easy to lose track of it during gameplay. Your character doesn’t react to getting hit by an enemy, like in Zelda, so amidst all the chaos of combat you may not realize when you’re low of health until its too late. At least it’s clear when you’re hitting enemies, so it’s not abhorrent in the same vein as Hydlide, but it definitely doesn’t help the game stand the test of time.

“Okay, I can see where I am. But where am I supposed to be going?!”

Then there’s the simple matter of the game being way too cryptic. The map screen itself is confusing, with the world map being presented as a squared grid, with the player’s current location being represent by a blinking square, and the towns being represented by houses. Other than those markers, you have no clue where anything is. And with how vague the NPCs are with their advice, you’re often left scratching your head as to where to go next. Even if someone gives you something of an idea of a location, you have no idea where it is because the map is just non-specific squares.

Unfortunately, this grows to become a pretty big issue. There are just too many segments in the game where you’re left wondering what the hell you’re supposed to do. And while the core gameplay is decently fun, it goes without saying that Secret of Man – being a Super Nintendo title – more than perfected the formula.

That’s not to say all is bad in Final Fantasy Adventure, however. As a huge bonus, you can save your game at any point during gameplay. How a GameBoy title achieved this while RPGs on the PS2 still demanded players to find specific save points is both a testament to how the Mana series tended to look towards the future, and indicative of how the RPG genre on the whole took a while to move forward. And the soundtrack to Final Fantasy Adventure is one of the few GameBoy soundtracks that still sounds great even by modern standards (that main theme is just lovely).

Final Fantasy Adventure is simply too grand of a journey for the GameBoy to handle. For its day, Final Fantasy Adventure was quite an impressive feat. Unfortunately, like so many titles released on the original GameBoy, timeless appeal ultimately wasn’t one of its strong suits. Still, I suppose when most GameBoy games felt like they compromised so much quality for the sake of accessibility, the fact that Final Fantasy Adventure’s biggest drawback is being too ambitious to be properly realized on the GameBoy is a testament to what it did manage to achieve.

 

5

Wario Blast: Featuring Bomberman Review

Despite having originally been released in 1983, Bomberman is a timeless game, comparable to Tetris or Super Mario Bros. in this regard. Like Tetris, Bomberman is the kind of game that’s held up well enough that it could be ported to any modern console or device and be justified in doing so. And like Super Mario, it has produced numerous sequels in the decades since its original release.

But Bomberman sits somewhere between Tetris and Mario. Tetris is still released on every available platform to this day, and Super Mario Bros. – though holding up well on its own merits – has been bettered multiple times over by its sequels. Bomberman, meanwhile, has seen many iterations through the years, and while some of them have added a lot to the formula (Saturn Bomberman being a particular highlight), many of its sequels are so close to the original that they can feel more like ports.

That brings us to Bomberman GB. As its name implies, Bomberman GB was to be the Gameboy edition of the series. Released in 1994, Bomberman GB successfully brought the classic Bomberman gameplay to the handheld. But for the game’s release outside of Japan, Bomberman GB was given a slight makeover. Hudson Soft (Bomberman’s now-defunct original developer) and Nintendo decided to add one of the latter’s characters into the game, and chose to use Wario, the comically villainous “anti-Mario” who had debuted two years earlier in Super Mario Land 2 and quickly became one of Nintendo’s most iconic characters.

The end result was Wario Blast: Featuring Bomberman, a game which successfully translates the Bomberman gameplay to Nintendo’s Gameboy handheld, but doesn’t do too much more than that. Though Wario Blast is fun, it’s far from the best Bomberman game, and the fact that Wario’s presence in the title is simply cosmetic means his addition – while welcome – isn’t exactly meaningful.

Like any traditional Bomberman game, the goal is to eliminate all of your opponents on the battlefield. Your weapons are (quite obviously) bombs, which you use to destroy obstacles in your path, and ultimately try to blow up your opponents. The bombs explode in lines that travel in four directions, and you are susceptible to your own bomb blasts, meaning you’ll often have to take cover behind walls to avoid destruction by your own hand, as well as your enemies’.

Some of the usual Bomberman power-ups also return, and can be found after destroying certain obstacles. The bomb power-up allows you to plant an additional bomb on the field (one extra bomb for every power-up gained), while the fire power-up increases the range of your bombs’ explosions (making it easier to destroy your foes…and yourself). There is also a skull power-up, which is something of a double-edged sword. At first, the skull power-up seems purely bad, as it temporarily removes your ability to plant bombs (as well as the character skills you learn as the game progresses). But on the plus side, if you’re crafty enough, touching an opponent while under the effects of the skull will remove their ability to plant bombs as well. And if you infect an enemy with the skull, its negative effects will wear out on you before them, making for an easier target.

In a nutshell, it’s Bomberman, but on the Gameboy. On the plus side, Bomberman is one of the few games that could be translated onto the original Gameboy and not feel like it’s sacrificing the series’ quality for the sake of portability. On the downside, it’s Bomberman… but on Gameboy. That’s all well and fine, except unlike Tetris, this isn’t supposed to be a port, but is instead one of Bomberman’s less creative sequels.

There are some changes, with the most prominent (aside from Wario’s mug being added to the game) being that the rest of Bomberman’s usual items (such as the ability to kick your bombs forward) are now instead permanent abilities that are learned after defeating bosses.

There are eight worlds in the game, each comprised of four stages (again, bringing Super Mario Bros. to mind). The first three stages of each world are the traditional Bomberman battles (the first against a single opponent, the second against two, and the third against three), which are played in best two-out-of-three rules. The fourth stage of each world is the boss stage.

“Of course I’m going to pick Wario in WARIO Blast.”

Though the game allows you to play as both Bomberman and Wario, the change really is purely cosmetic. The only difference is Bomberman’s non-boss enemies are Wario clones, and Wario’s are Bombermen (additionally, the passwords for each stage differ between the two characters). And considering these are Gameboy sprites we’re talking about, the cosmetic change only goes so far (though in all honesty, just play as Wario. You can play as Bomberman in any Bomberman game, so you may as well play Wario and benefit from the crossover aspect).

Though the game is short (it probably won’t take much longer than an hour), the fact that each world introduces new stage gimmicks means there’s some fun variety throughout. And I enjoy the two-out-of-three nature of the stages. Though even with these benefits, Wario Blast does feature some unfortunate shortcomings.

One of the big issues is that – with the abilities gained from the first few bosses – the player quickly becomes overpowered. I can accept the usual power-ups from the series are made into learned abilities (though there’s also an argument to be made that aspect in itself takes something away from the experience), but one ability which sees the player learn how to dash an enemy against a wall to stun them makes the proceedings way too easy. The early stages will see the AI try to outmaneuver you (to varying degrees of success). But in later stages, you can just pick up bomb and fire power-ups as you go, and once you run into an enemy, just dash them into a wall and plant a single bomb for an easy win.

Another problem is that there’s an awkward few seconds after your opponents have been defeated where you can still potentially die before the victory screen is displayed. You’d be surprised how often you’ll end with a draw and add another round to the best two-out-of-three because of it.

While Wario Blast may have a number of elements holding it back, I have to reiterate that the classic Bomberman gameplay will always be fun. And sure enough, Wario Blast: Featuring Bomberman is a rare example of a Gameboy title that’s still fun to play today. But Wario Blast does suffer from being one of the more basic Bomberman sequels, offering little to the experience that you couldn’t find in every other Bomberman title.

Perhaps the biggest missed opportunity of Wario Blast, however, is the simple fact that Wario’s inclusion in the game was merely shoehorned into the game’s international release. Perhaps if Wario Blast lead to some follow-ups of its own that integrated Wario’s presence into the proceedings in more meaningful ways relating to gameplay or level design, it would be easier to look past Wario Blast’s underutilization of its namesake character. But because this was the beginning, middle and end of Wario butting heads with a third-party character, it’s more than a little disappointing that the game never had a real chance at fully delivering on its concept.

Think about it, what better video game character is there to go toe-to-toe with various gaming heroes than Wario? Super Mario is the face of gaming, so it only makes sense that the “anti-Mario” would try to sabotage other people’s games and try to slap his face on them. Hudson Soft and Nintendo could have been onto something here with Wario Blast. Sadly, instead of seeing Wario face off with Bomberman again, or try to hijack Mega Man, Castlevania, or any other series, it all ended just as soon as it began. By the time Bomberman GB 2 made its way westward, Wario was nowhere in sight…

But hey, Wario Blast is still fun. And that definitely counts for something.

 

6

Wario Land 3 Review

Wario’s misadventures continued on the Game Boy Color with Wario Land 3. As the third installment in Wario’s initial platforming series, Wario Land 3 polished what its predecessors started, and added some new tricks of its own into the mix. It was such an improvement over the first two entries that, upon its initial release in 2000, Wario Land 3 was widely hailed as one of the best handheld games of all time. While the aging process has taken away some of the game’s spectacle (especially when one remembers the far more timeless Gameboy Advance was released the following year), Wario Land 3 remains a fun platforming adventure in its own right.

Like Wario Land 2 before it, Wario Land 3 sees its nefarious anti-hero as an invincible brute. He can charge through enemies without any worry of defeat. The greedy Wario risks losing only his precious treasure when struck  by attacks that would do in other platforming heroes. And just like its predecessor, Wario doesn’t grab power-ups, but receives new abilities via ‘conditions’ which are inflicted upon him by enemies.

If Wario gets smashed on the head, he becomes as flat as a pancake and can float in the air. If snow should fall on Wario, he’ll become a snowman who can roll down hills and destroy enemies and obstacles. And in one of the game’s funniest gags, eating a donut will transform our hero into Fat Wario, who can fall through floors and, despite having reduced jumping height, will launch enemies into the air when he lands back on the ground.

Once agin, this not only makes for some fun gameplay and unique twists on platforming norms, but also shapes Wario’s character. Mario is a selfless hero, so we want him to succeed. Ergo, Mario getting hurt results in losing a life. Wario, by contrast, is a greedy buffoon who only wants to make himself richer. As the player, we may help Wario out, but he still has to pay for his greedy ways by means of getting hurt to gain his powers. It’s actually a pretty unique example of building gameplay around a character, and visa versa.

Another unique aspect of Wario Land 3 is in its level progression. There are twenty-five levels total, but each stage has four different goals. The goals are four different treasure chests, with each chest requiring a similarly colored key to be opened. Although most of the time the chests have to be opened in a set order (often requiring the completion of another stage before you can get the others), you don’t need to open every chest in the game to face the final boss (Wario only needs to collect four magic music boxes from different treasures before the big showdown). This of course means that many of the chests are optional, and the game can continue after the final boss, should you so desire.

Unfortunately, there are some aspects to Wario Land 3 that haven’t aged well. Throughout the game, some treasure chests will reward Wario with a new move, enabling him to reach previously unreachable places. That may sound like a cool, light Metroidvania twist. But the issue is that most of the moves Wario learns along the way are moves he had from the start of Wario Land 2 (ground pound, picking up and throwing enemies, etc.). It actually makes the character progression feel a bit pointless if you’re mostly learning basic moves from the game’s predecessor.

Another problem arises with the game’s puzzles elements. While credit is definitely due for how Nintendo tried to expand on Wario’s various conditions by building new puzzles around them. But issues arise when the puzzles in question are either too easy (with Wario gaining the required ability then and there) or too vague, leaving you wondering what power you even need.

One other notable flaw in Wario Land 3 is its ‘Golf’ mini-game. This mini-game is already required for more treasure chests than it needs to be, but what’s worse is that it costs a decent number of coins every time you try it. And of course this mini-game has to have finicky and imprecise controls, meaning that you’ll be forking over a good amount of your hard-earned loot just to try the mini-game over and over again. And if you run out of coins, you have to scour the stage for more, which can take time. I would honestly take Wario Land 3’s vaguest puzzles over this mini-game, so it’s a real shame it shows up as often as it does.

While these elements do make Wario Land 3 feel more like a product of its time than one would hope, it still provides some classic Nintendo fun and Wario’s distinct charm. The levels are fun, and it’s entertaining just seeing what other messes Wario can get himself into all in the name of gold. But  Wario Land 4 on Gameboy Advance and Wario Land: Shake It on Wii probably hold up better.

 

6