Growing up as a Squaresoft fanboy - Part 5

Part V: Mystic Quest: Squaresoft does North America (and Europe)​


In the previous chapter, we discussed Final Fantasy IV. If interested, read it here.

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Squaresoft of America's early era marketing never ceases to be weird. The messaging was all over the place. No wonder the games flopped all the time.

Mystic Quest was a formative game in my development as a Squaresoft fanboy. When Mystic Quest appeared at my local Blockbuster, it finally gave me another JRPG option to rent whenever Final Fantasy IV/II wasn’t available (the options were scarce back in those days. Lagoon, ewww.). After two rentals and a lot of hours, I was able to finish the game. To my 9 year old self that was a great accomplishment, like when I rode my first bike. I had tried several times to clear FFIV with no luck and yet I was able to beat the newest game in the series. That boosted my confidence and made me more willing to try more complicated games in that style. Little did I know at the time that this seemingly innocuous game of my youth would become the pariah of the series, hated by many Final Fantasy fans on forums. It got labeled by many as “Baby’s first JRPG” and an “insult to the North American audience”, among other epithets. We will learn why it got those labels in this article.

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An excerpt from the "Ogopogo Examiner" Squaresoft of America's fan newsletter announcing Mystic Quest. One could get these newsletters by filling out the postcards included in the game boxes (silly me, I always threw those away). Also, a rare early mention of the numbering discrepancy in the series.

Development History​


Mystic Quest was developed as a direct response to Final Fantasy IV’s sales in North America. Squaresoft executives were trying to come up with a plan after those lousy sales results. First they needed to know the Why. Why had the Japanese hit flopped overseas? Could it have been the marketing? Could it have been the unappealing box art? Could it have been the lack of cultural relevance? No, said the Squaresoft executive team. The problem was clearly that the game was too complicated for Americans. While there was a grain of truth in that sentiment (turn based games were less popular in North America than in Japan), there were examples of games with far more complicated gameplay that were huge hits on consoles. Heck, it doesn’t get more complicated than SimCity, but with proper marketing and hype it sold well on the SNES. Instead of simply chalking it up to a lack of familiarity with the genre or cultural differences, they jumped to some unfounded conclusions.


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Market research told Squaresoft that the average American gamer looked like this in 1992.


In any case, the decision was made to make a Final Fantasy game specifically engineered to appeal to Americans. Problem was, no one in the company knew enough about North America or what would appeal to them. As is usual in the corporate world, when an executive comes up with a cockamamie plan, everyone who doesn’t want to get stuck with the additional work becomes extremely busy. Hironobu Sakaguchi’s team had an alibi as they were working on Final Fantasy V. Akitoshi Kawasu’s team was busy working on Romancing Saga. Koichi Ishii’s team was working on Secret of Mana. Who were the suckers valiant employees stuck with working on this project? The turd of a project rolled all the way downhill to an outsourcing studio in Osaka. The Osaka team had experienced some modicum of success since they had worked on Makai Toushi SaGa 3/Final Fantasy Legend III and the earlier SaGa games were somewhat popular in North America. So they were deemed the perfect team to work on the American Final Fantasy project. They were given 6 months to complete a Final Fantasy game so awesome that it would teach Americans to love the series. They were also given no guidance on what to put in the game. Sounds like a winning formula!

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Maybe the pointy haired boss was a Squaresoft executive during this era.

Game Overview​


With that level of mismanagement, the fact that the Osaka team was able to assemble a coherent, functional game is a minor miracle. Since they didn't have a lot of development time, they took gameplay ideas and the general look of the game from their previous title, SaGa/Legend III. They further tweaked the gameplay to make it more approachable to kids who were not familiar with Final Fantasy. It clearly took tropes from other popular games at that time. The world map is no longer an open field but a connecting graph of nodes like what you’d see in a Super Mario World game. It also has tools to aid in dungeon traversal much like the Legend of Zelda or Seiken Densetsu/Mana games. There are also several puzzles involving pushing boxes and blocks, which are more common in Zelda games. The combat is still turn based, but there are no random encounters. Enemies appear on the map and the player fights them at their own convenience.

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The overworld map is vastly different from the rest of the series. Feels more like a Mario style map.

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Jumping may seem out of place in a Final Fantasy game, but it is not the first time it appears in the series. The mechanic was first featured in FF Legend III.

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Some of the weapons can be used as tools in exploration. For example, the cat claw (for scaling walls), and the dragon claw (as a hook).

When it comes to difficulty, the game is pretty darn easy (even an American could beat it!) However, it becomes particularly annoying once the enemies start inflicting status effects. Since the team is capped at 2 members and the main character is sometimes going solo, it makes the margin or error slim with effects such as paralysis or petrification. To counteract this issue, you are able to restart battles from the beginning if you get a game over. Some reviews seem to claim that this game can be played on auto pilot which is a bit of an exaggeration, in my opinion. There is some basic JRPG strategy in figuring out and exploiting enemy weaknesses. It is vastly beneficial to min/max your actions instead of just spamming attacks.

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The game may be "easy", but that doesn't mean you wont get a few game overs from the bosses with their status effects. Fortunately, battles can be restarted easily.

The story is very much a lighthearted, whimsical take on Final Fantasy I. The story revolves around the main character Benjamin and his quest to restore the 4 crystals. A mysterious old prophet guides you along the way. Benjamin is accompanied by 4 guest companions (only one can join at a time). However, some of the development limitations rear their ugly head here when it comes to the the story. The story is far too simple and game is far too short when compared to Final Fantasy IV. Like I mentioned to before, I beat the game in two rentals (probably 15 hours or so), which was a positive from my perspective, but probably not for someone paying retail for the game. On top of that they were instructed to keep the dialogue and story as succinct as possible and it really makes the story feel very simple and childish (Apparently, Americans don't like to read, either). None of the characters are allowed to have real depth or much dialogue, which is a shame.

Another story related tidbit: This game would be the debut of Ted Woosley on English localization. He was hired by Squaresoft of America to localize the games for the North American audience and to run the fan newsletter. His presence was noticeable as the localization didn't suffer from the errors that the Final Fantasy IV's script had.

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Cast of Mystic Quest, chibi style. From left to right, Benjamin, Kaeli, Tristam, Phoebe, Reuben and the Old Man.

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The Cast, Western style. From left to right, Tristram, Phoebe, Benjamin, Kaeli, Reuben. Some additional Phoebe art with the claw on the right.

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The story revolves around the mysterious Focus Tower and a quest to restore the 4 crystals hidden in the world. Pretty standard FF stuff.

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Mystic Quest is one of the first instances in the series of sprite characters emoting in story scenes. Benjamin is 🤷‍♂️ on the left side.
On the right, the cartoony, light-hearted side of Mystic Quest shows up in some of the enemy's sprites when damaged.

The Osaka team understood the assignment when it came to the soundtrack. They thought Americans would love killer rock tunes and they were mostly right. It doesn’t get more righteous than the main battle song and the boss battle song. There are also some memorable melancholic tunes, like Spencer's cave theme. Not bad for a game that was quickly thrown together.






Response and Aftermath​


Final Fantasy: Mystic Quest would be released in North America and Europe to mediocre sales. They doubled the sales of Final Fantasy IV/II but didn’t reach the numbers of Final Fantasy I. The response from reviewers was predictable: It was a step down from Final Fantasy IV visually and was too simple by comparison. Interestingly enough, the Japanese Final Fantasy fans caught wind of rumors of a North American only Final Fantasy and started sending requests to Squaresoft to release the game in Japan. Squaresoft eventually relented and released it under the title of “Final Fantasy: USA Mystic Quest”. In an ironic twist, Famitsu proceeded to take a huge dump on the game upon review and it flopped just as hard in Japan as in North America. After both underwhelming launches, Squaresoft would promptly sweep this game under the rug and try to forget it ever existed. Very few mentions in spinoffs, compilation games, or timelines. Seems like a cruel fate for a fine game that introduced JRPGs to a new generation, even if it was conceived out of ignorance.

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Mystic Quest North America's box art vs the Japanese release box art with the USA subtitle.

After the release of Mystic Quest, Squaresoft would carry on with their folly and deem Final Fantasy V “too complicated for the western audience”. It would not get a concurrent release it in North America. That would cause frustration in many North American Final Fantasy fans when they found out about this detail (including yours truly). It would be up to an intrepid band of high schoolers to right the wrongs of their executives. But that is a story for another day.
 
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The Game truly is something for younger Players, it teaches the basic Structure (as the Battle System) of Final Fantasy Games.

I like the Features, as cutting Trees with the Axe, climbing up Walls with the Claws and jumping around.
It is just more Playful and adds catering to Kids.

I would also say, this is a very good Game to have on your Mobile Phone and play here and there.
You can save everywhere, have some fast Battles and even if you have a longer Break from the Game, you'll not lose yourself and have to read through a Playthrough to find out where you even are.
Better Content than those typical Mobile Games.

Oh and yes, the Music is outstanding!

Btw. in Europe it hadn't the Final Fantasy Title, just Mystic Quest Legend and as the Final Fantasy Brand wasn't known here, the Gameboy Seiken Densetsu was also Mystic Quest

myqugb0f.jpg
 
This is crazy! Part 5 already? You're a really dedicated fanboy I might say, nice article once again!

When I said I'm a Final Fantasy/Squaresoft super fan, I wasn't joking. I have about 10+ additional articles brewing in my brain if you all are still interested in my ramblings.

Fucked up that the first FF Europe got was Mystic Quest. Good thing SE would remedy this by making the first Dragon Quest in Europe Journey of the Cursed King. A soul for a soul or something

Yeah I bet it didn't create a great impression about the series to older gamers and hardcore RPG fans in Europe. It got lousy reviews in German gaming magazines, from what my research indicates. However, I doubt it created a lasting negative perception on the brand since it wasn't branded as a Final Fantasy game.

This is quicky becoming one of my favorite reads here, my dude 😎❗

Wow, thanks! I could say the same about your articles.

The Game truly is something for younger Players, it teaches the basic Structure (as the Battle System) of Final Fantasy Games.

I like the Features, as cutting Trees with the Axe, climbing up Walls with the Claws and jumping around.
It is just more Playful and adds catering to Kids.

I would also say, this is a very good Game to have on your Mobile Phone and play here and there.
You can save everywhere, have some fast Battles and even if you have a longer Break from the Game, you'll not lose yourself and have to read through a Playthrough to find out where you even are.
Better Content than those typical Mobile Games.

Oh and yes, the Music is outstanding!

Btw. in Europe it hadn't the Final Fantasy Title, just Mystic Quest Legend and as the Final Fantasy Brand wasn't known here, the Gameboy Seiken Densetsu was also Mystic Quest

Yeah, it is a very chill and relaxed Final Fantasy game. I still play it every now and then. The music and the vibe is great and that carries these older Final Fantasy games even when they may seem too archaic. And the sprite work has a lot of charming, humorous elements. Sometimes, Final Fantasy can be too melodramatic and serious, and it is a nice change of pace when a game allows itself to be goofy.
 
Wow, you're making me really want to play this again.. I have FF6 Tactics to be looking into, plus there's the attempt at a playable hardmode to consider (yes, I'm talking about that unbalanced mess called Mystic Quest Reborn), but I could always just as well play the original. Back when I was a kid, we rented the 1.0, because every time we got to Falls Basin the game would glitch. I was the only one in my family to get through it.
View attachment 12903

Coincidentally i found that Picture here, it says in german:" Hello, i am Zelda, but i believe, that i am wrong here..."

Is this also included in the other Languages?
That's amazing, I've never seen that before, and I've been a fan of this game since a kid.
 
View attachment 12903

Coincidentally i found that Picture here, it says in german:" Hello, i am Zelda, but i believe, that i am wrong here..."

Is this also included in the other Languages?

LOL, is that a cheeky Legend of Zelda reference in the German Mystic Quest? That's cute. Definitively not in the American version. I think she's trying to say that she's Zelda and she's lost (i.e. in the wrong game).

This is what she says in the North American version:

MysticQuestAquaria.png
 
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Another great installment, Random Notes!
  • I know I should get my brains oil changed regularly, but I always put it off till there's a problem.
  • These guys loved Ogopogo. Interesting what a big deal they make out of reading, presenting that as the major stumbling block.
  • They were really hankering for "a Final Fantasy" for the North American market. They'd made other successful games like Rad Racer beforehand, it's almost surprising they didn't just go that route again.
  • "Even an American could beat it!", article MVP.
  • All of those very thin increments of life bar makes me irrationally angry, like turning off all the lights and still hearing an electric buzzing.
  • The chibi style cast look like Ronin Warrior Lemmings.
  • Nice callouts with the song choices, the battle theme could be a super robot anthem, and Spencer's Cave is just a little bit of jazz away from being the melancholic wrapup to a Big O episode, with Dorothy looking inscrutably out a window.
  • Honestly, if we didn't know the more cynical motivations behind Mystic Quest, it would just be a fun diversion in the series for a younger audience.
Very excited to find out where we're jumping to with part 6!
 
Another great installment, Random Notes!
  • I know I should get my brains oil changed regularly, but I always put it off till there's a problem.
  • These guys loved Ogopogo. Interesting what a big deal they make out of reading, presenting that as the major stumbling block.
  • They were really hankering for "a Final Fantasy" for the North American market. They'd made other successful games like Rad Racer beforehand, it's almost surprising they didn't just go that route again.
  • "Even an American could beat it!", article MVP.
  • All of those very thin increments of life bar makes me irrationally angry, like turning off all the lights and still hearing an electric buzzing.
  • The chibi style cast look like Ronin Warrior Lemmings.
  • Nice callouts with the song choices, the battle theme could be a super robot anthem, and Spencer's Cave is just a little bit of jazz away from being the melancholic wrapup to a Big O episode, with Dorothy looking inscrutably out a window.
  • Honestly, if we didn't know the more cynical motivations behind Mystic Quest, it would just be a fun diversion in the series for a younger audience.
Very excited to find out where we're jumping to with part 6!

  1. Is it me or are these marketing attempts really clumsy? Any Neanderthal can play this game and you don't have to read much but it will challenge the deep recesses of your mind! Talk about mixed messages.
  2. As much as I find these attempts to teach the American audience patronizing, I respect that they had that much belief in their product. They believed so much that their game series was good it drove them to make silly assumptions about Americans.
  3. I was thinking of putting a Geico caveman there but I didn't want to overdo it with the references.
  4. Not only do Americans hate reading, we also hate numbers. So they had to replace numerical hit points with life bars.
  5. They do kind of look like Lemmings don't they?
  6. Yeah, pretty much all of the soundtrack is like that. The other favorite of mine I couldn't fit in is the Living Forest theme.
  7. Totally. It honestly could've been a huge hit of a game if it had Pokémon in it or something more kid friendly. Instead the geniuses at Squaresoft were trying to sell a kids game to an older audience.
Bonus track - Living Forest Acoustic cover:

 
  1. Is it me or are these marketing attempts really clumsy? Any Neanderthal can play this game and you don't have to read much but it will challenge the deep recesses of your mind! Talk about mixed messages.
  2. As much as I find these attempts to teach the American audience patronizing, I respect that they had that much belief in their product. They believed so much that their game series was good it drove them to make silly assumptions about Americans.
  3. I was thinking of putting a Geico caveman there but I didn't want to overdo it with the references.
  4. Not only do Americans hate reading, we also hate numbers. So they had to replace numerical hit points with life bars.
  5. They do kind of look like Lemmings don't they?
  6. Yeah, pretty much all of the soundtrack is like that. The other favorite of mine I couldn't fit in is the Living Forest theme.
  7. Totally. It honestly could've been a huge hit of a game if it had Pokémon in it or something more kid friendly. Instead the geniuses at Squaresoft were trying to sell a kids game to an older audience.
Bonus track - Living Forest Acoustic cover:

1. Oh they're the worst, but this one is so interchangeable, like a Family Guy skit.
3. I admire that restraint, I could never be that strong.
4. Fuck but I *do* hate numbers, that tracks.
6. That acoustic cover is fantastic.
7. Did you ever try their more recent attempt at this, that World of Final Fantasy spin-off? At least, I think that was aimed at kids; kids with an ingrained nostalgia for a decades-long fantasy game series.
 
7. Did you ever try their more recent attempt at this, that World of Final Fantasy spin-off? At least, I think that was aimed at kids; kids with an ingrained nostalgia for a decades-long fantasy game series.

Yeah, not a huge fan of World of Final Fantasy and the Funco pop character art style. It represents the more cynical aspects of modern Square Enix's approach i.e. mask low effort attempts at game development with prodigious servings of fan service. They've been doing things like that for a while like Dissidia and similar properties and I've never liked it. They had the IP diarrhea approach even before Fortnite.
 
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