Respect Final Fantasy IIIThe 30th birthday, Square Enix has just published the a comprehensive survey and Hiromichi Tanaka, who worked as a designer for the 1990 Famicom game. While they are lighthearted, they touch on some interesting lessons, including the creation of Moogles, how they created the positive effect of the Odin summon attack, as well as the inspiration behind Dragoon's signature ability.
Final Fantasy III introduced several new ideas and designs into what was then a series of role-playing games. When the text of the game called for a cave community, the developers built Moogles, a race of sweet, winged puffballs. Moogles has since continued to be the official mascot of the franchise, but at the time Final Fantasy III, were not considered all that special by the team at Square.
“How can I say this… it is not a character I remember at that time in a special or very important, or memorable place,” Tanaka said of Moogles. “It has been just one thing for many, and we have included that because we are looking for someone to put on these spears. It was a cave people race; we didn't think it would be a mascot character. ”
The summons, another spectacular part of The last thought experience, began to emerge Final Fantasy III of course. Some classes are able to summon mythical creatures like Ifrit, Leviathan and Bahamut to help the party in battle. The summons Odin was especially clean in the way it seemed to stick enemies in two with its specialty attack, a more complicated result than the NES / Famicom network.
“Before Final Fantasy III, when we do Rad Racer, at that time we were developing a cathode ray tube screen, so to be able to make a street turn into a single joint, "said Tanaka." Using the same technique, in Odin's attack we realized that we could probably move the scanlines between the display and make it visible. as if the screen cracks in the middle. I thought we could slice the top and bottom parts of the beast to make it look like it was cut in two pieces. ”
This is an animation and why Final Fantasy III The battlefield was a small black space, with only natural art at the top of the screen. The complex domain formed behind the enemy would also fall apart, damaging the outcome.
In expanding the program of work Final Fantasy III Engineers had to come up with different strategies to set up different classes apart from one another. Some are quite obvious: Black Mage is able to detect magic, Thieves may steal items, summons call summons, etc. But when it came to Dragoons, which was based on a horse-drawn breed dating from the 18th century, the group stayed on the Jump. This ability has been a distinctive feature of the Dragoon script ever since, but its origin is not even evident in Tanaka.
"When everything was said and done, we wondered about things like why we gave the Dragoon mission the command of & # 39; Jump & # 39 ;," Tanaka laughed. "Most of all, I seem to be just ideas coming to us from the blue sea. I think in our heads, we watched the Dragoon cling to the wyvern's leg or something, and then it dropped to the skies. We kept the image of a horse-drawn dragon, only a flying dragon. ”
A cool cool effect for ancient games like Final Fantasy III the aging process that developers have been working on becomes more and more common as time goes on. Tanaka's dialogue with Square Enix is a spectacular spectacle after the introduction of the tradition into The last thought timeline.