Auto retargeting is one of the things I dislike about all the FF1 remakes that came out after the ps1 version. FF1's combat is pretty basic without a ton of strategic depth to it. Being forced to think about how much damage you're doing and to consider which enemy to target is one of the very few strategic decision you actually get to make in FF1's combat unless you're playing as a weird party or doing some kind of challenge or something. Last time I played FF1 I played the pixel remaster and ended up just using auto battle for most of the game after the marsh cave. Even on some of the bosses. I didn't really have to think or try or anything. The game basically played itself. I think the series made the right choice going to the auto retarget system in later games but FF1 is so basic it almost needs it just to make the battles interesting.I'm especially fond of the Dynamic Action patch (retargets attacks, as in later games),
I tried it and it looks really gorgeous, unbeliveable as a NES game. Honestly I'd say that it's a breeze because it has snappy mechanics that click quite well (sharing for those like me that experienced the SNES version), thank you!I hope you enjoy it. Like I said before, the RB select version has added patches on top of Restored that improves the experience to what I consider to be the best the original NES game can be. I'm especially fond of the Dynamic Action patch (retargets attacks, as in later games), and Poquelin's better sprites for Monk and later post promo classes.
Oh, dear. I feel like I'm back in collegeTapping into a perceived audience doesn't mean it's not condescending or insulting from a societal art appreciation standpoint.


That's more agreeing with my point than a counterpoint: one uses raw inanimate violent objects thought to rotely tap into existing simplistic cliches or crowds (Big Metal Weapons + Hey D&D People...We Think, and a magic orb) and the other uses ornate art with complex lines and color palette and the assumption of visual literacy and appreciation and with no assumption that violent objects are the main appeal.Counterpoint:
American Marketing Team: "Let's appeal to our known Fantasy audience: D&D players! Maybe make the cover look like some sort of TSR sourcebook? Let's show well-used weapons, heavily worn from ages of combat. Set those as a backdrop behind a mysterious crystal ball, showing a floating castle and what appears to be a space station. Really drive home the mix of fantasy and sci-fi that can be found within the game."
Japanese Marketing Team: "Make it look like your standard 'slay the dragon and rescue the princess' game."
While I like both pieces of art for their own reasons, I think they do an equally fair job of accurately describing the game within while also somewhat missing the point at the same time. Hard to say which one is really better or worse, in that regard.
One thing I do really appreciate, though? They're both so, so different from each other. That's something we've really lost over the years, with standardized box art for all regions now being the norm. Love them or hate them, it's nice to look back at an era when each region had their own distinct style of cover art.
I hope you enjoy it. Like I said before, the RB select version has added patches on top of Restored that improves the experience to what I consider to be the best the original NES game can be. I'm especially fond of the Dynamic Action patch (retargets attacks, as in later games), and Poquelin's better sprites for Monk and later post promo classes.I've played only the SNES version in my experience, how's the NES one? Really intrigued by the amount of content here, and FF1 is quite timeless and worth another playthrough!
Superficial? not at all. Read the logs inside the archive. Almost every bug was fixed, the random number generator was improved, you can buy in bulk... to each their own, but superficial it is not.So..... not restoring anything from the Japanese as the name would imply, but a ton of superficial "quality of life" changes.
You'll want to try Manall's FF1 for that. Both variants of this are bugfixes, QoL and graphical improvements to the vanilla experience.Does this add anything to the game, or just improve upon it? Because frankly there are a fuckton of hacks and I'd like something that adds a bit of spice. I think I remember one or two that allow you to use different character classes.
Counterpoint:Japanese box art marketers: "People have the intelligence and aesthetic awareness to respect art. Put good art on the box. It's also more evocative of an adventure in an intriguing fantasy world."
American box art marketers: "Put a big metal weapon on it."
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