Ten Best Atari 2600 Games – The List


I compiled votes from several “best of” lists and determined that these are the 10 best games for the Atari 2600:

  1. Space Invaders
  2. Pitfall!
  3. Adventure
  4. River Raid
  5. Asteroids
  6. Frogger
  7. Missile Command
  8. Centipede
  9. Pong
  10. Yars’ Revenge

I will be looking to acquire and play these ten games as part of bucket list item #35.

Dragon Warrior Marathon – List of Games

Here is a list of the Dragon Warrior games I plan to include in my Dragon Warrior marathon.

  1. Dragon Warrior I (NES)
  2. Dragon Warrior II (NES)
  3. Dragon Warrior III (NES)
  4. Dragon Warrior IV (NES)
  5. Dragon Quest V (DS)
  6. Dragon Warrior VII (PS)
  7. Dragon Quest VIII (PS2)
  8. Dragon Quest IX (DS)

Suikoden Marathon – List of Titles

The first step in completing my marathon play session of all of the Suikoden games is to make a list of all of the titles.

The Suikoden games list is:

  1. Suikoden
  2. Suikoden II
  3. Suikoden III
  4. Suikoden IV
  5. Suikoden V

I think I still have Suikoden V, but the other games I have sold off over the years, so I will need to re-acquire them.

Fallout Marathon – List of Titles

The first step in completing my marathon play session of all of the Fallout video games is to list all of the titles.

The list of Fallout games is:

  1. Fallout
  2. Fallout 2
  3. Fallout 3
  4. Fallout: New Vegas
  5. Fallout 4

I have all of these, except for Fallout 4.

Elder Scrolls Marathon – List of Titles

The first step in completing my goal of a marathon play session of all of the Elder Scrolls video games is to determine what all of the games are.

Here is a list of the games:

  1. The Elder Scrolls Arena
  2. The Elder Scrolls II: Daggerfall
  3. The Elder Scrolls III: Morrowind
  4. The Elder Scrolls IV: Oblivion
  5. The Elder Scrolls V: Skyrim

I already have Oblivion and Skyrim. I will need to obtain the others.

The 11th Hour – Video Game Library

Opening Screen

Next up in my quest to play all of the video games in my backlog is the sequel to the classic PC game The 7th Guest, The 11th Hour.

Game Started: 5/17/2016

Game Completed: N/A

Total Play Time: 01:01

PDAThe game begins with the hero of the story, Carl, watching a news story about a missing woman. Carl receives a package containing a PDA, which contains a video of Carl’s girlfriend begging him to come rescue her from Stauf’s creepy mansion, which was the setting for the previous game, The 7th Guest.

Carl hops on his motorbike and as he travels, I am shown scenes of Carl remembering what a douche wagon he was when he told his girlfriend that she only slept with him so she could be his producer (he’s a reporter) and then hopes out loud that she join the ranks of the missing in the town she is traveling to. What a swell guy.

Carl arrives at the mansion and is given a clue on how to enter via his MansionPDA. Once inside, I begin exploring the mansion. The PDA continues to provide hints about what to do next. Unlike The 7th Guest, I am able to interact with various objects in the environment, most of which result in taunts from Stauf, but some of which reveal further clues or scenes on the PDA.

BooksI enter the room on the right side of the first floor and discover a puzzle involving books. The puzzle is pretty simple and I solve it after a few tries. I am given a cryptic instruction by Stauf, advising me to “get rolling.” I exit the room and find a second puzzle out in the lobby, involving moving Knights around a chess board.

After realizing I’m just not looking forward to playing this game, I decide to call it quits with The 11th Guest. Neither the story, nor the puzzles are all that compelling to me, and I’d rather move on to something I enjoy more than continue to slog through this one.

While the game seems to have a bit more variety in gameplay than The 7th Guest, which was all just puzzles, I’m not really that into point and click or puzzle games and picked up this pair mostly out of nostalgia. Now I remember why I never finished them the first time around.

It doesn’t help that Carl is such an unappealing character. Maybe he gets a redemption at some point in the game, but his punchable face, combined with his douche tool attitude, isn’t doing much to make me want to play this adventure.

The 7th Guest – Video Game Library

The 7th Guest

First up in my quest to play all of the video games in my backlog is the classic PC game The 7th Guest.

Game Started: 1/13/2016

Game Completed: 5/14/2016

Total Play Time: 21:42

The 7th GuestThe 7th Guest is a classic point and click mystery/horror/puzzle game, featuring full motion video, which was fairly advanced at the time the game was released. The 7th Guest is considered one of the games that launched the “point and click” genre of computer games.

The game opens with some backstory involving a man who makes toys, based on visions that he has, that become must haves for children everywhere. The toys are a big hit, but the children who possess them start dying due to a mysterious virus and the toy maker builds a scary mansion on a hill to which he invites six mysterious guests.

The 7th Guest Cake PuzzleThe game proper begins with the six guests arriving at the mansion and I awake confused about where I am and why I am there. I begin exploring the mansion, discovering mysterious scenes which allude to a 7th guest. After exploring the dining room and witnessing another scene I find and solve the game’s first puzzle, which involves removing pieces of cake in a particular order to unlock another scene and advance the story.

The 7th Guest Spider PuzzleMoving back into the main room, I return to the stained glass door and discover another puzzle. This one involves moving spiders around the stained glass star shapes in a particular order. The puzzle is a bit confusing at first, but after a few wrong moves, the solution becomes evident and I solve it pretty easily. My reward is another scene of things apparently going horribly wrong for the other guests at the mansion.

The 7th Guest Planet PuzzleThe next puzzle on the first floor involves a planet with a group of letters connected by paths. To solve the puzzle, I have to connect the letters into a meaningful phrase, which ends up being pretty easy to do. My reward is once again, another scene about the fate of the six guests in the mansion. This one reveals that none of them were ever seen again, but that the crazy toy maker is still lurking. After solving the puzzle, I head upstairs, where I am treated to another ghostly vision. A woman in white beckons me down a hallway and a redheaded woman and an older man head for the bedroom.

The 7th Guest Bed PuzzleMy next stop is a bedroom on the second floor, where I find and solve another fairly simple word puzzle and am rewarded with a scene of a chubby redhead and an older man plotting. The redhead wants the man to work with her to solve the toymakers puzzles before the other guests and appears to be trying to persuade him with a bit of hanky panky.

The 7th Guest Bishop PuzzleAcross the hallway, I find another bedroom with another puzzle. Upon entering the bedroom, I witness another ghostly scene, having something to do with a carpet maze and am confronted with a puzzle that involves moving chess pieces across a board. This puzzle proved to be a bit frustrating, but after a few attempts, I’m finally able to get the sequence right and complete the puzzle. My only apparent reward is the dismay of the narrator.

After finishing the chess puzzle, I head back to the opposite side of the second floor and into another bedroom, where I see a scene involving an older woman who wishes to be young. It appears her wish has been granted, but much to her dismay, rather than being transformed into a young woman, she is transformed into an infant crawling on the floor.

The 7th Guest Queens PuzzleThere are no puzzles in that bedroom, so I head to the bedroom at the end of the hall, where I see a scene involving a magician, who is wishing to be granted real magic. This room contains another chess related puzzle, in which I must place 8 queens on a chess board, in such a position that none of them could capture the other in a single move. Once I take a methodical approach to the puzzle, I easily complete it and my reward is a scene in which the magician declares, “they want the boy!” and then a young boy, who the magician names, “the 7th Guest,” appears and then runs out of the room.

When I exit the bedroom, the ghostly woman beckons me to return to the bedroom where I completed the previous chess puzzle. This puzzle proves to be inaccessable (turns out it was actually related to a puzzle to come, but I never picked up on that) so I head back downstairs, where I find an entrance to the kitchen I previously passed over.

The 7th Guest Can PuzzleAfter viewing another scene, involving a guest dressed in red receiving instructions about searching the house for clues to solve a puzzle, I am presented with another word puzzle, involving re-arranging the letters on a group of cans to form a sentence. The only available vowel is the letter ‘Y’, which makes coming up with the correct words a bit of a hassle, particularly since the sentence doesn’t make much sense, but I’m eventually able to get it. I exit through a second door in this room, which leads to another puzzle involving grates.

The 7th Guest Crypt PuzzleThe grate puzzle is a fairly easy slide puzzle that leads into a maze. After a bit of fumbling around, I make it through the maze and find myself in a crypt with another puzzle that involves opening and closing a group of coffins in the correct order. After some trial and error, I hit on the solution for the crypt puzzle and am treated to a scene of someone trying to drag the boy, previously identified as “the 7th Guest” away. The magician appears to save the boy and then I am returned to the kitchen.

After viewing another scene in the library, in which all of the guests are discussing the toymaker’s deadly games, I return to the second floor and see another scene, involving the magician and the woman who I previously viewed in the kitchen scene. I re-enter her bedroom and exit through a previously locked door in the rear of the bedroom, which leads to a bathroom with another chess related puzzle. This one involves knights.

The 7th Guest Knights PuzzleThe Knight puzzle works pretty much like the previous Bishop puzzle in that I have to move the white pieces to the black side of the board and vice versa. After some trial and error I am able to solve the puzzle and my reward is a scene that involves a red headed woman in a bathtub. At the end of the scene she dips below the water and I hear a blood curdling scream.

I exit the bathroom and proceed to the room at the end of the hallway to the right. I am greeted with a scene of some creepy dolls and another puzzle. This one looks like some kind of slide puzzle, but turns out to involve flipping the various pieces around until they display the correct picture.

The 7th Guest Picture PuzzleAfter some trial and error, I hit on the correct order to manipulate the tiles and am awarded with another scene. This one features the magician and the woman in pink coming to the horrifying realization that the creepy dolls in the room are the souls stolen from children who died after playing with the toy maker’s toys. The pair decide that the toy maker needed to collect a certain number of children for whatever his nefarious plot is and that the 7th guest is the final child the toymaker needs. The pair resolve to locate the 7th guest before the other guests in the mansion can get to him.

The 7th Guest Coin PuzzleI then head back down the hallway and into another bedroom, where I find some kind of coin puzzle. This puzzle has two parts that involve flipping a series of coins over in the correct order. The first half of the puzzle is very simple, but the second half is a bit more complex, however after figuring out exactly how the movement around the board works, I am able to solve the puzzle without too much effort. My reward is a scene involving a man opening a case of money. He is at first thrilled with his discovery, but then something goes terribly wrong. After that scene, I see the same man entering a secret room and I follow him into a room that looks a bit like a church and discover a puzzle that appears to involve finding the proper path across some floor tiles.

The 7th Guest Floor PuzzleAfter some trial and error, I manage to activate the tiles in the correct order to solve the puzzle and my reward is a scene involving the toy maker, the magician and the sacrifice of a young child. The toy maker appears to be demanding the magician make the sacrifice, but the ultimate fate of the child is left up in the air as the scene fades away. I then proceed through a door at the back of the chapel and discover another puzzle in a microscope.

The 7th Guest Microscope PuzzleThis puzzle involves moving colored dots around a board in such a way as to end up with more blue dots than green dots when the board is full. I don’t know if this puzzle is actually hard or if I’m just not good at it, but it took a lot more trial and error for me to finally get this one right than any of the other puzzles so far. There is no cut scene at the end of this one, but it did unlock a previously locked door down on the first floor, where I discovered another puzzle involving a piano.

The 7th Guest Piano PuzzleThe piano puzzle involves repeating the correct sequence of notes played on the piano. The most maddening thing about this puzzle is that every time you make a mistake, you have to start the whole sequence over again, but eventually I manage not to make any stupid mistakes and complete the tune. My reward is a scene involving three of the guests, plus the boy in white. The guests are fighting over the boy and the scene ends with one of the guests stabbing another, while the boy runs away.

The 7th Guest Painting PuzzleI leave the room and discover a new set of chattering teeth at the foot of the staircase. Clicking the teeth takes me through a portal on the floor and into a room filled with creepy paintings, where I discover another puzzle. This puzzle involves clicking on colored sections of the painting of Stauf in the correct order to restore the painting to its original image. The puzzle is very similar to the crypt puzzle, except the sections have three different states, instead of two. This one takes me a number of different attempts, but I finally manage to hit on the correct order and get the puzzle solved. My reward is a weird scene involving the painting writhing around.

The 7th Guest Cards PuzzleI exit the room through the piano painting, which takes me back to the music room and from there, I make my way back to one of the upstairs bedrooms, where I find a puzzle involving cards. This puzzle seems pretty straight forward at first, but I quickly figure out that there must be some kind of trick to it. After some trial and error, I discover the trick to completing the puzzle and finish it pretty easily. I am rewarded with another scene of the house guests behaving badly. I then head back to the toy room and pass through a door in the doll house to find a puzzle involving blocks.

The 7th Guest Block PuzzleThe block puzzle involves arranging the blocks to form three words. I tried to make it more complicated than it was at first, but eventually I managed to hit on the right combination and was rewarded with a scene involving a man and a screaming child.

The 7th Guest Knives PuzzleI head back into the hallway and approach a previously inaccessible door that has a puzzle involving knives. The puzzle is very similar to those peg games they have at the Cracker Barrel, or if you’re like me, you were forced to make in shop class. The puzzle is one of the easier ones and I solve it after a couple of attempts.

The 7th Guest Window PuzzleSolving the knife puzzle allows me to enter the room and I find a puzzle involving a toy house and window lights. I have no idea what the pattern was supposed to be, but it was pretty easy, if a bit annoying, to solve the puzzle by just clicking windows until I find the ones that work, since there are only a few options. Pretty anti-climatic for the final puzzle.

After getting past the house light puzzle, I see a scene of a woman in red grabbing the boy in white and dragging him into another room. I head in the direction of the other room and stop at a mirror along the way. I come to the realization that I am the boy in white a.k.a. “The 7th Guest” and I have been repeating the same actions over and over in an attempt to save myself from Stauff.

The 7th Guest Final SceneI enter the room where I saw the woman take the boy and see a scene of Stauf puking some green stuff that the woman in red sinks into and disappears (really). I then tell the boy to run, but Stauf grabs him with his tongue (I’m not making this up). I’m not sure exactly what happens, but somehow, I have finally broken the chain of events and released the boy from Stauf’s (who turns into a tongue wrapped skeleton) clutches. The credits roll.

I have to say the storyline of this game was more bizarre than interesting to me. Some of the puzzles were fun. Some were just annoying. The graphics are definitely dated by today’s standards, but I suppose they were pretty cutting edge for 1992. If you really like puzzle games, The 7th Guest is probably worth a play, but don’t expect a whole lot of story along the way.

If you are interested in playing The 7th Guest, you can pick it up at gog.com or steam.

Final Fantasy Marathon – Final Fantasy I

Started: 1/6/2016

Completed: 5/11/2016

Total Play Time: 29:49

I kicked off my Final Fantasy marathon, with the Final Fantasy Origins version of the original Final Fantasy game.

The game begins at castle Cornelia, where I learn that the king thinks that my party may be the fabled “Warriors of Light,” but he isn’t sure. He wants me to prove myself by rescuing his daughter from a bad guy named Garland.

PrincessAfter talking to the people and picking up some gear, I learn that Garland is hiding out in a temple to the north and I head that way.  I find an old temple, where I’m able to pick up a few useful items in some treasure chests, as well as discover a couple of mysterious rooms that require the “mystic key” to get into, before I take down Garland, in what turns out to be a pretty easy battle and rescue the princess, who returns my party to the castle.

The King declares that Liuken was right and that my party is indeed the fabled Warriors of Light and rewards me by having his men repair the bridge to the north, so that my party can continue its quest. The princess also gives me a Lute.

I head across the newly repaired bridge and am treated to a rather boring cut scene, where I learn that my Warriors of Light are on some sort of generic quest to defeat the forces of Darkness or some such thing.

I quest on, until I find the seaside town of Provoca, where I restock my supplies and confront some Pirates who have sacked the town. I easily defeat the pirates and am rewarded with a ship.

I hop on the ship and set out exploring, discovering along the way a witch who is looking for a crystal eye, some Dwarves who need some kind of magic powder to clear some rocks and a town full of elves who need someone to wake their king, who has been put into a deep sleep by some evil elf wizard and a few treasure chests and locked doors that require the mystic key. I’m given no clear direction on what to do next, but it is hinted that the witch I encountered near Provoca may be able to provide a potion that could wake the elf king, but I’m sure I probably need to find that crystal eye thing before she’ll do it.

Next up, I discover the Western Keep, which has more mystically locked doors and a character who claims he can revive the elf prince, if only I bring him the crown from the marsh cave. I head to the marsh cave and after several trips back and forth between the cave and the Elfheim to restock supplies, heal up and upgrade equipment and spells, I am able to retrieve the crown, after defeating a quartet of piscodemons.

AstosI take the crown back to the Western Keep, only to discover that I have been deceived by the dark elf Astos, who plans to use the crown in conjunction with the crystal eye to enact some evil plot. However, I am able to fairly easily defeat Astos and am rewarded with the crystal eye. I hop back on my ship and take the crystal eye to the witch Matoya and she rewards me with the jolt tonic.

Then, it’s back on the ship to return to the castle at Elfheim, where I hand over the jolt potion, which revives the sleeping elf prince, who rewards me with the mystic key. I pick up some equipment and money in the mystically locked up room in the Elfheim castle and next on the agenda, is to return to the Marsh Cave, the Western Keep and Cornelia Castle to unlock more mystically locked doors.

In addition to various equipment and gil, one of the mystically locked rooms in Cornelia Castle contains Nitro Powder. I take the Nitro Powder to the dwarf cave and they use it to create a canal that I can sail my ship through, in order to reach previously inaccessible areas on the western part of the map. I also collect a pretty good haul of gil and equipment in a mystically locked room in the dwarf cave.

I then get back on the ship and sail west, until I reach a run-down town that is being affected by the earth rot mentioned by the Dwarves. The townspeople point me towards a “wise old man” and the Terra cave, which are reportedly located on the southern end of the continent. The cave is said to be home to a vampire, who is responsible for the rotting earth.

I head south and find the Terra cave, but the more powerful monsters in the cave quickly exhaust my supply of potions and after a brief foray, I head back to the surface to use a tent and then head back to Cornelia to restock my items.

VampireAfter several trips back and forth between the Terra cave and Cornelia to restock supplies, I encounter a vampire in the Terra Cave. I defeat the vampire fairly easily and am rewarded with an item called the Star Ruby. I also discover a stone tablet in the floor of the cave, but am unable to do anything with it.

I make my way back to the surface and head west to another cave, which is blocked off by some kind of stone creature. The creature demands the Star Ruby and after I give it to him, he eats it and then lets me pass through the cave. Once I get past the stone creature, I discover some treasure chests and another set of stairs that takes me out of the cave on the other side of the mountains.

I then proceed to the southern tip of the continent and discover the Sage’s Cave. The Sage tells me that the vampire was just a distraction from the true evil that causes the earth rot and gives me an Earth Rod, which he says will allow me to delve deeper into the Terra Cave.

LichI then return to the Terra Cave and the stone tablet I had discovered previously. After using the Earth Rod, I am able to descend to another floor and eventually encounter the true dungeon boss, the Lich. The Lich is the most difficult opponent I have faced yet, but I am able to defeat him on the first attempt and am rewarded with the Earth Crystal and a warp point that takes me back to the surface without having to backtrack through the cave.

I head back to Melmond to see if I can unearth any clues to my next destination. The only bits of information I gleen in Melmond are a mention of a “land to the north” and that I need a canoe to travel on rivers.

After restocking my supplies, I hop on my ship and sail north. I discover a number of places I haven’t visited before, but there is nowhere to dock my ship, so I head back to the south and after wandering around the ocean awhile, eventually make my way to a town called Crescent Lake, where I discover a group of mystics and a prophet named Liuken.

The mystics inform me that by lighting the Earth Crystal, I awakened a fire fiend that I will need to confront at Mt. Gulg, which is located to the west of Crescent Lake. The mystics provide me with a canoe, so that I can cross the rivers and reach Mt. Gulg. After picking up some supplies and equipment, I spend the night at the inn and then head west.

MarilithAfter taking a few wrong turns and ending up back at Cornelia, I find the right path to Mt. Gulg, which is a large dungeon filled with HP zapping lava and relatively strong monsters. After a number of trips back and forth between Mt. Gulg and Crescent Lake to heal up and restock supplies, I finally make my way to the Fire Fiend and narrowly defeat her with just two living party members remaining. I light the fire crystal, warp out of the dungeon and limp my way back to Crescent Lake to revive my party members, heal up and restock supplies. I make one last return trip to see if I missed out on any treasure at Mt. Gulg before I head off in search of the next crystal.

Evil EyeOne of the residents of Crescent Lake directs me to seek the Levistone, which he says can be found in a cave north of the town. I hop on my ship and take it to a northern dock and then head west and back through some more rivers to reach the Ice Cave. The Ice Cave has a few powerful enemies scattered among more mundane fare and I have to return to Crescent Lake to restock and heal up once, before making my way to the Levistone and confronting the Evil Eye. The Evil Eye turns out to be a pretty easy fight and I make it back out of the Ice Cave without any trouble and return to Crescent Lake to restock before heading off to the Dwarf City, where I previously met someone who made mention of the Levistone.

I wander aimlessly on the ocean looking for the Dwarf Cave, but I never find it. I stumble into Elfheim, where a friendly resident suggests I use the Levistone in the sands below the Crescent. So, I go back to Crescent Lake and find the sands and retrieve the Airship.

I hop on my airship and use it to explore previously inaccessible areas on the northern continents. The first place I find is a series of dragon caves, where I find a few treasures and am advised to seek the Citadel of Trials to obtain a token of my courage to present to Bahamut, the king of the dragons.

Next, I find a town that mentions mermaids and has a dock with a submarine made out of a barrel, however I can not use the sub until I obtain something called Oxyale, that will allow me to breath under water. One of the townies mentions a caravan at the edge of the western desert where I can purchase unusual items, so I head there next.

I find the caravan and purchase an expensive bottle containing a fairy. I use the bottle and the fairy flies away. Hoping this will payoff later, I get back on my airship and explore some more, eventually coming to a town in the mountains called Gaia. In Gaia, I discover a spring, where the Fairy I released lives. In gratitude for setting her free, the fairy provides me with the Oxyale I need to use the sub. I also learn that the Citadel of Trials is in a castle to the west, so I decide to head there, before returning to use the sub.

bahamut-class-changeThe Citadel of Trials proves not to be too much of a challenge. I have one dicey battle with a large pack of Red Devils that keep casting Fire 2, but other than that, it is a pretty easy trip through the castle. I obtain a valuable piece of treasure called the Heal Staff, which allows me to heal up my party during battles without using up potions or magic and the Rat Tail. I take the Rat Tail to Bahamut and he bestows new titles upon my party. My fighter becomes a Knight. My karate guy becomes a Master. My white and black mages become White and Black Wizards. As far as I can tell, the primary benefit of the new titles is access to some equipment and magic spells restricted to those upgraded classes.

Before taking the sub, I decide to investigate the cave behind the waterfall, that one of the residents of Onlak tipped me off about. The cave is pretty straightforward, though it does have a number of annoying dead ends. The random battles are frequent, but not particularly difficult. Eventually, I make my way to a room that contains a number of treasure chests and a robot. The robot gives me an item called a “warp cube,” and instructs me to use it to defeat Tiamat in the sky fortress. The treasure chests contain a couple of decent weapons, an item that protects against special attacks and some gil. After collecting the treasure, I make my way back out of the cave and return to Onlak.

Water FiendAfter restocking my items and resting at the inn, I head over to the sub. The enemies in the water palace are mostly pretty easy to defeat, but I end up wandering around for what seems like forever, thanks to a confusing level, where I ended up backtracking, because I didn’t realize the level scrolled onto the next screen. However, eventually, I manage to collect some decent treasure, including the Rosetta Stone and defeat the boss to light up the Water Crystal.

After making my way back to town, I head off to use my Rosetta Stone at the village I previously discovered, where the residents all speak some language I can’t understand.

Unfortunately, when I arrive at “Hawkwing,” I discover I still can’t understand the language and I have to backtrack. After talking to some townspeople, I discover that I need to take the Rosetta Stone to a scholar named Unne, who is located in the town of Melmond. I haul my cookies to Melmond and talk to Unne, who teaches me the Lufenian language. I then head back to Hawkwing. The residents tell me about their ancient sky castle and I learn that the entrance is the nearby Tower of Mirage. One of the townspeople gives me a bell, which will allow me to enter the Tower. I then take the airship over to the Tower.

I make my way through the Tower of Mirage, picking up a few treasures along the way. The enemies are pretty standard fare and nothing of real note happens in the tower. Eventually, I make my way to a place where I can use the Warp Cube I previously collected from the robot to enter the Flying Fortress.

The Flying Fortress is a pretty easy dungeon to navigate, with the exception of the last floor, which has a bit of a trick to it, but the pattern is pretty easy to figure out. None of the enemies are overly difficult and I find quite a few useful treasure items along the way, including a key item called adamantite. The Fortress also contains a window, which reveals the location of the Temple of Chaos, which appears to be located in the place where I first confronted Garland.

TiamatOn the final floor of the Fortress, I find and defeat Tiamat. My Warrior and my White Wizard are the only members of my party who seem to have reasonably effective attacks against Tiamat, so I use the other two to heal the party and cast some supporting spells. Tiamat goes down for the count after a few uneventful rounds of combat and I light the final crystal.

After leaving the Fortress, I take my adamantite to the Dwarves and they make the sword Excalibur for me. I then visit a couple of towns to pick up some spells I missed along the way, restock my items and rest at an inn. I then get on my airship and head for the Temple of Chaos.

After speaking to some bats, which turn out to be people who Garland turned into bats, I pass through a time portal that takes me back 2000 years into the past.

I make my way through the Temple, which is a fairly good-sized dungeon with some annoying dead ends and a door that blended into the background, which causes me to pointlessly retrace my steps looking for the way forward, before I figure it out. Once I get going in the right direction, progressing through the temple is fairly easy.

The Temple is full of some reasonably tough enemies, so I spend a lot of time using my healing helms and healing staff, while my Knight takes out the bad guys. As I progress through the Temple, I encounter tougher versions of the fiends I defeated in the present day to light the crystals. The Lich gives me the most trouble when he paralyzes my Knight and I’m forced to use my Black Wizard to take him down with Flare spells. The rest of the bosses go down without much incident.

ChaosFinally, after collecting the sword Masamune, I make my way to the final boss….Garland….a.k.a Chaos. Garland tells me a story about how the four fiends sent him 2000 years into the past, creating some kind of time loop. I use my Knight and my Black Wizard to damage Chaos, while using my Master and my White Wizard to keep the party healthy. Chaos goes down without much incident.

After Chaos is defeated, I get a cut scene that reiterates the story about how Garland’s hate allowed evil to get into his heart, which set the events of the time loop in motion and something about peace and having crystals in your heart and such. The Warriors of Light are returned to the present, except now the events of the time loop are completely erased.

The game closes with some scenes from around the world as the credits roll. Saving the game marks my save as “completed.” Loading that game brings me to the new game screen, but it doesn’t appear that playing from that file makes any difference, so I don’t think it’s a true new game plus or anything.

My introduction to the Final Fantasy series came with Final Fantasy II (now referred to as Final Fantasy IV) for the SNES, so I didn’t get a chance to play the original Final Fantasy until I picked up Final Fantasy Origins for the PSOne a number of years ago.

Origins upgrades the graphics to the SNES era, so while they still look dated by today’s standards, they aren’t quite as jarring to the eye as the original NES version. Final Fantasy is a pretty simplistic game. It does have some story elements, but the story is not as complex as many of the later installments. You pretty much spend the game going from place to place, finding the right NPC to give you a fetch quest or point you towards the next bad guy to defeat, battling monsters in random battles, exploring dungeons, collecting treasure, stopping to upgrade your weapons, armor and magic and repeating the cycle until you reach the game’s final boss.

The game introduces some items, monsters and classes that will be featured throughout the series over the years. There were spots in the game in the early going where I had to leave a dungeon and return to town to replenish my healing supplies a number of times before I could get through the whole dungeon, but there was never a point where I found myself just plan walking around looking for monsters to fight in order to level up so I could defeat a boss, like I have had to do in other JRPGs. Probably the most challenging thing about the early part of the game is that your white mage only gets a few uses of her cure spells and there are no stronger versions of the healing potion or items you can use to revive fallen characters, so it’s pretty easy to blow through all 99 potions you can carry or have to high tail it back to town to get a dead character revived.

The second half of the game becomes much easier, thanks to the healing rod and later the healing helms, along with some other magical items, that allow you to win battles faster and heal up characters without using up your potion supply or blowing through all of your character’s magic.

As a fan of the series, I enjoyed playing through the game, but I think it might be a tough sell for gamers who began their gaming career with any system more modern than the SNES.

That concludes my adventures in Final Fantasy. Next up is Final Fantasy II!



Out of the Park Baseball 16 Epic League

For this project, I have started a historical league in Out of the Park Baseball 16 and will play as the GM of the St. Louis Cardinals organization from the beginning of Major League Baseball in 1871 to 2071 for an epic 200 seasons of Out of the Park Baseball.

I will be documenting this project on my Baseball Realms blog.