NES RPG 1987

Final Fantasy

The game that saved Square and launched one of gaming's greatest franchises. Final Fantasy's rich class system, strategic turn-based combat, and ambitious world won over an entire generation of RPG players.

Final Fantasy screenshot

💡 Final Fantasy — Key Facts

  • Final Fantasy was developed by Square and published by Square
  • Released in 1987 on NES
  • Genre: RPG
  • We rate it 8.8/10 — highly recommended
  • Part of the Final Fantasy franchise
  • The game that saved Square and launched one of gaming's greatest franchises. Final Fantasy's rich class system, strategic turn-based combat, and ambitious world won over an entire generation of RPG players.

Overview

The year was 1987. Square, a small Japanese game developer, was on the verge of collapse. Designer Hironobu Sakaguchi, sensing the end, proposed one final game — an ambitious role-playing game that would either revive the company or be its swan song. He called it Final Fantasy, and the name was sincere: it was meant to be the final product, the last gasp.

Released on December 18, 1987 for the Famicom, Final Fantasy sold over 400,000 copies in Japan and saved Square from bankruptcy. It launched a franchise that has produced over 15 mainline installments, sold over 173 million units, and shaped the JRPG genre for decades. The irony of the name became one of gaming’s most famous stories.

Gameplay

Four Warriors of Light set out to restore the four Elemental Orbs that have been darkened by evil forces. The player chooses these four warriors’ classes at the game’s start — from six options: Fighter, Thief, Black Belt, Red Mage, White Mage, and Black Mage. This choice defines the entire experience. A party of four Black Belts plays entirely differently from a party balanced between warriors and mages; the choice has permanent consequences.

Combat is turn-based: each round, players assign commands to all four characters simultaneously, then watch the turn resolve. Party positioning, enemy resistance types, and spell selection all matter. The magic system, borrowed from D&D, uses spell charges per level rather than a mana pool — limiting the uses of each spell tier in ways that create strategic conservation decisions.

The world is large for 1987: an overworld with oceans, continents, and dungeons accessible by foot, ship, canoe, and eventually airship. The dungeons are complex labyrinths that require note-taking or memory to navigate, and some of the game’s most challenging encounters are the random battles that drain resources during long dungeon explorations. Rest at Inns restores all HP and spell charges, making resource management between dungeons a core gameplay loop.

Story

The world is darkened — the four Elemental Crystals have gone black, and chaos threatens to consume the land. Four young heroes, known as the Warriors of Light, carry four dim orbs and a prophecy that they will restore light to the crystals. Their journey takes them across the world, through ancient ruins and floating sky castles, against four elemental fiends and ultimately to the source of the world’s darkness: Chaos, who exists in a temporal paradox that ties the beginning of the world to its apparent end.

For 1987, the story was remarkably ambitious, featuring time travel paradox elements in its final act that anticipated more sophisticated JRPG narratives. It established themes — chosen heroes, elemental balance, ancient evil — that would recur throughout the franchise.

Why It’s a Classic

Final Fantasy is a classic because it succeeded at an extraordinarily difficult task: it created the foundation for an entirely new genre. The elements that define JRPGs — class-based characters, turn-based party combat, towns, inns, spell systems, elemental weaknesses, boss encounters, overworld travel — were synthesized here in a form that was accessible to newcomers and deep enough to satisfy genre veterans.

Nobuo Uematsu’s score is transformative. The Prelude, the Main Theme, the Battle Theme, and the Dungeon music establish the emotional vocabulary of the franchise in its very first installment. The Prelude in particular — a simple arpeggiated harp figure — achieves emotional resonance through restraint: a single musical gesture that sounds like something remembered rather than something new.

Legacy

Final Fantasy’s commercial and artistic success launched the franchise that would define console RPGs for a generation. Final Fantasy IV introduced dramatic storytelling to the genre. Final Fantasy VI brought operatic narrative and one of gaming’s greatest villains. Final Fantasy VII became a cultural phenomenon that introduced RPGs to an entire new audience. Final Fantasy XI brought the franchise online. Final Fantasy XIV rebuilt itself from a failure into one of gaming’s most beloved MMOs.

The franchise has sold over 173 million units. Nobuo Uematsu’s music has been performed in concert halls worldwide. Characters from Final Fantasy appear in Super Smash Bros. The franchise saved Square in 1987 and has defined the company — now Square Enix — ever since.

None of it happens without the desperate gamble of Hironobu Sakaguchi and his “final” fantasy.

Our Review

8.8
Excellent / 10
🎮
Gameplay
★★★★★
🎨
Graphics
★★★★★
🎵
Audio
★★★★★
🔄
Replay
★★★★★

Gameplay

Final Fantasy's class-based party system — choosing four warriors from six classes at the game's start — creates enormous replay variety. The turn-based combat emphasizes preparation and resource management. The game rewards thorough exploration, careful party building, and strategic use of magic that makes subsequent playthroughs feel distinctly different.

Graphics

Final Fantasy's sprite work is detailed and expressive for 1987. The overworld features an impressive variety of terrain types. Dungeon designs escalate in visual complexity, and the enemy designs — many drawn from D&D and mythology — are varied and creative. The limited hardware constrains ambition but the art direction is strong.

Audio

Nobuo Uematsu's Final Fantasy debut is remarkable. The main theme is immediately iconic, the battle music is tense and propulsive, and the Prelude — the arpeggiated harp motif that became the franchise's signature — appears here for the first time. The entire score demonstrates compositional instincts that would grow into one of gaming's greatest bodies of work.

Replayability

Six character classes, four party slots, and widely varying class combinations create enormous replay potential. The Warrior, Thief, Monk, Red Mage, White Mage, and Black Mage each fulfill radically different roles. Players have spent decades optimizing party compositions and pursuing solo class runs.

Historical Significance

Final Fantasy was literally Square's last chance — the company was near bankruptcy when the game was released. Its commercial success saved Square and launched one of gaming's most enduring and beloved franchises. It brought Western RPG design concepts (inspired by D&D and Ultima) to a Japanese game design framework, creating the JRPG genre as it would be defined for decades.

Pros

  • + Class selection system creates enormous replay and strategic variety
  • + Nobuo Uematsu's debut score including the iconic Prelude
  • + Ambitious world-building for 1987 NES hardware
  • + Launched one of gaming's greatest and most enduring franchises
  • + Strategic turn-based combat rewards preparation and planning

Cons

  • - Significant grinding required to progress in original release
  • - Some dungeon navigation is frustratingly confusing without maps
  • - Spell system (spell charges by level) is archaic compared to later installments
  • - Story is thin compared to RPGs that followed it

Also Known As

ファイナルファンタジー

In the Series

Final Fantasy FAQ

Why was Final Fantasy named 'Final' Fantasy?
Square was near bankruptcy in 1987 when designer Hironobu Sakaguchi proposed the game. He named it 'Final Fantasy' because he believed it would be both the company's last game and possibly his own final work in the industry if it failed. The game's unexpected success saved Square and launched a franchise that has produced over 15 mainline installments. The ironic name became one of gaming's best-known stories.
What are the six character classes in Final Fantasy?
Players choose four characters from six classes: Fighter (physical warrior), Thief (fast, agile, becomes Ninja), Black Belt (unarmed monk, becomes Master), Red Mage (balanced magic and combat, becomes Red Wizard), White Mage (healing and support magic, becomes White Wizard), and Black Mage (offensive magic, becomes Black Wizard). Each class promotes to an advanced version upon acquiring the Class Change item mid-game.
Who composed the Final Fantasy music?
Nobuo Uematsu composed the entire Final Fantasy score. The Prelude (the arpeggiated harp theme that plays on the title screen) and the main Final Fantasy Theme both appear here and have become the franchise's musical signatures across over 30 years of games. Uematsu went on to compose music for Final Fantasy I through IX and many other installments, becoming one of gaming's most celebrated composers.
How does the magic system work in Final Fantasy?
The original Final Fantasy uses a spell charges system borrowed from Dungeons & Dragons — each magic level has a number of charges (uses) that reflenish only at Inns. Rather than a mana pool, players have a fixed number of Level 1, Level 2, Level 3 spells, etc. This creates strategic decisions about when to use valuable high-level spells versus conserving them for difficult encounters.
Is Final Fantasy related to other early RPGs?
Final Fantasy was heavily influenced by the early Western computer RPG genre, particularly Dungeons & Dragons tabletop rules, Ultima (1981), and Wizardry (1981). It was also developed in the context of Dragon Quest (1986), the RPG that had just become enormously popular in Japan and directly inspired Square to attempt the genre. Final Fantasy distinguished itself from Dragon Quest with a larger party system, a class system, and more action-focused combat.
How did Final Fantasy perform commercially?
Final Fantasy sold over 400,000 copies in Japan, enough to save Square from bankruptcy. In North America, where it launched in 1990, it sold approximately 700,000 copies — a significant success for the RPG genre. The game's commercial performance justified sequels, and the franchise has since sold over 173 million units across all installments worldwide.

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