Final Fantasy II
Square Enix(PSP, Virtual Console)
Final Fantasy II | |
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Developer(s) | Square TOSE (WSC, PS, GBA, PSP) |
Designer(s) | Hironobu Sakaguchi Akitoshi Kawazu |
Artist(s) | Yoshitaka Amano |
Writer(s) | Akitoshi Kawazu Kenji Terada |
Composer(s) | Nobuo Uematsu |
Series | Final Fantasy |
Platform(s) | Famicom, WonderSwan Color, PlayStation, mobile phones, Game Boy Advance, PlayStation Portable, Virtual Console |
Release | Famicom: PlayStation Portable: Virtual Console |
Genre(s) | Console role-playing game |
Mode(s) | Single-player |
Template:Nihongo title is a fantasy console role-playing game developed and published by Square (now Square Enix) in 1988 for the Family Computer (or Famicom, known as the Nintendo Entertainment System outside Japan) as a part of the Final Fantasy series. The game was only released on this system in Japan, although enhanced remakes for the PlayStation and Game Boy Advance were released in North America and the PAL region. Other remakes were released on the WonderSwan Color and mobile phones. The most recent remakes were for the PlayStation Portable in 2007 and the Wii Virtual Console in Japan on June 16, 2009.
The game's story centers on three youths whose parents were killed during an army invasion. The invasion leader, an emperor, pursues world control using monsters and demons. The youths join a resistance to end the emperor's war.
Final Fantasy II introduced many elements that would later become staples of the Final Fantasy franchise, including chocobos and the recurring character Cid. It also eliminated the traditional experience point leveling system, and introduced a system where the characters' statistics increase according to how they are used or acquired.
Gameplay
Final Fantasy II features gameplay similar to that of its predecessor, Final Fantasy. The player can freely roam an overworld containing several towns and dungeons. A menu-based system allows the player to outfit each character with equipment and up to two—often disposable—items for battle.[1] Magic spells are assigned to the character from the item menu, and certain spells, such as "Cure", can be used outside of battle.[1] The player can also save their progress on the overworld. Weapons, armor, items, and magic spells can be purchased at shops, and townspeople provide useful information for the player's progression through the game. One new feature is the "Word Memory" system: when in conversation with non-player characters (NPCs), the player can "ask" about and "memorize" special keywords or phrases, which can later be repeated to other NPCs to gain more information or unlock new actions.[2][3] Similarly, there exist a handful of special items that can be shown to NPCs during conversation or used on certain objects, which have the same effect.[3] Characters and monsters were no longer separated into separate windows, and players could see their current and total hit points.[2] For the first time, players could fight with less than four characters in their party. Final Fantasy II introduced the chocobo, the signature Final Fantasy character, who would let characters ride to a location at great speed without enemy attack. The recurring character Cid was also introduced in FFII, and a character of the same name has appeared in most installments since. As in this game, so it is in most of the others—Cid owns or has exclusive access to an airship, which he will let the party use.[2]

On the overworld and within dungeons, random encounters with enemies can be fought to improve each character's attributes.[4] Unlike the original Final Fantasy, players could not upgrade their characters' classes.[2]
Attributes include hit points, magic points, magic power, stamina, strength, spirit, agility, intelligence, and evasion.[2] Players could also increase their ability to wield certain types of weapon, and repeated use in combat would cause leveling up.[2] Final Fantasy II uses the same turn-based battle system seen in the original Final Fantasy, with battle parties consisting of four characters at a time. Three of these characters are always present, but the fourth position rotates among several characters throughout the game. The game introduces a "back row" in battle, within which characters are immune to most physical attacks, but can be harmed with bows and magical attacks. Enemies may appear in quantities of up to eight per battle, being arranged in four columns of two creatures each (or two rows of up to four creatures each). Only the monsters in the two columns nearest the player's party can be damaged with physical attacks, and, by eliminating these columns, the player can then physically damage the enemies that are situated further back. However, if the player outfits the characters with certain weapons, such as the Long Sword, the characters can reach further back than the two closest columns.
The game is one of the few games in the series to not use experience-based levels.[2] Each character participating in battle develops depending on what actions they take. For instance, characters who use a particular type of weapon frequently will become more adept at wielding a weapon of that type, and will also increase in physical strength and accuracy.[2] However, trade-offs do occur in this type of development; that character's intelligence (magic power) may decrease with their overuse of physical attacks.[4] Characters who frequently cast a particular magic spell will learn more potent versions of it, while increasing and decreasing their intelligence and strength ratings respectively, forcing players to choose which strength to build.[2][4] Hit points (HP) and magic points (MP) increase with their use; a character who takes a heavy amount of damage in a battle might earn an increase in maximum HP, while a character who uses a lot of MP during battle might increase their maximum MP.[4] This experience system had several unintended consequences that allowed characters to gain much more experience than intended, such as cancelled character boosting commands still activating, and players having their characters attack each other and winning battles at very low life levels, thus causing their hit points to grow massively.[2]
Plot
Setting
The game features a series of cities and landscapes that set the stage for a battle between the resistance movement and the Empire of Palamecia. The resistance was born in the Kingdom of Fynn, far away from Palamecia. South of Fynn are the towns of Altair and Gatrea, the former being the base of the resistance movement as of the start of the game. To the west is the magical town of Mysidia, and to the east are a series of small waterside villages, including Paloom and Poft. To the north are the mountain towns of Salamand and Bafsk; the former is an outpost for rebel activity, and the latter is an Imperial work colony building the Dreadnought airship. Several islands, including the dragon-infested, Imperial purged island of Deist, and the land featuring the large Mysidia Tower, dot the oceans. The imperial capital of Palamecia and its ultimate headquarters, Castle Pandemonium, round out the regions.
Characters

Final Fantasy II features four playable characters as well as several secondary characters who are only briefly controlled by the player. Primary characters include Firion (Frioniel in the Japanese release), a humble resident of the country of Fynn; Maria, a soft-spoken archer and dedicated enemy of the Empire; Guy (Gus in the remake for the Playstation), a simple monk who communicates with animals; and Leon (Leonhart in the Japanese release), a conflicted dark knight who is the missing friend of Firion and brother of Maria.[2][5]
Five playable characters temporarily join the party to assist Firion, Maria, and Guy in their missions for the rebellion before Leon appears, each offering special services to the team, including Gordon, the prince of Kas'ion who has been a member of the Wild Rose rebellion since the Emperor of Palamecia attacked Fynn; Josef, a kind soul who lives with his wife and daughter in the snow mountain village of Salamand; Leila, an adventurous girl who speaks in pirate-like jargon and first encounters the party by offering them transportation to the Island of Deist; Minwu, or Mindu in the enhanced remake, who is a white mage for the Wild Rose rebellion; and Ricard Highwind, Gareth in the remake, but Ricard again in Dawn of Souls, who is the first dragoon to appear in the series.[2] As non-playable characters, Hilda, the former princess of Fynn and leader of the Rebels, issues commands to the party, and Cid, the staple airship pilot of the series, makes his first appearance. Boats no longer needed to be docked in harbors to return to land.[2]
They all oppose the Emperor of Palamecia, who hides a personality of total evil. Throughout the game, there are characters and names that are referenced in later titles of the Final Fantasy series. In Final Fantasy IX, Josef's story is told by the eidolon Ramuh to Zidane and his party. Leon is most likely the namesake of the more-popular Final Fantasy VIII character Squall Leonhart. The name Leonhart is both Squall's last name and also is very close to the name of Squall's strongest gunblade, the Lion Heart. In the Japan-exclusive novelization of the game Final Fantasy II Nightmare's Labyrinth (ファイナルファンタジーII 夢魔の迷宮, Fainaru Fantajī Tsū Muma no Meikyū), the Emperor is given the name Mateus (マティウス). Hilda is the namesake of the Final Fantasy IX non-player character, Hilda, the wife of Cid Fabool IX, and the owner of the Steaming Sheep Tavern in Final Fantasy XI, Hilda, whom Cid shares a close relationship with.
While Final Fantasy was mostly focused on gameplay, Hironobu Sakaguchi decided for the second installment to put more emphasis on character development. Care was taken to make the characters feel like real human beings, able to experience various emotions that the player could similarly feel, such as sadness or happiness.[6]
Final Fantasy II was also the first console game in which playable characters could die as part of the normal storyline. Music composer Nobuo Uematsu was initially opposed to the creation of these death scenes, but eventually agreed with Sakaguchi's ideas. In terms of gameplay, once a guest character would die in a scripted event, the player would have no means to revive them or recover their equipment and weapons.[6]
Firion and Mateus are the respective hero and villain representing Final Fantasy II in Dissidia: Final Fantasy. Firion is voiced by Hikaru Midorikawa in the Japanese version and by Johnny Yong Bosch in the English version; Mateus is voiced by Kenyuu Horiuchi in the Japanese version and Christopher Corey Smith in the English version. In the Playstation's opening FMV of Final Fantasy II, besides Firion being voiced by Hikaru Midorikawa, Maria is played by Noriko Shitaya, Guy by Kenta Miyake, and Leon by Takayuki Yamaguchi.
Mateus is also referenced in Ivalice-set titles Final Fantasy Tactics Advance, Final Fantasy XII, and Final Fantasy Tactics A2: Grimoire of the Rift as a summonable entity (referred as a "Totema" in the first, an "Esper" in the second and a "Scion" in the third) which shares his name and his exceedingly feminine appearance.
Story
Final Fantasy II begins with Firion, Maria, Guy and Leon being attacked by Palamecian soldiers and left for dead.[2] Firion, Maria, and Guy are rescued by Princess Hilda of Fynn, who has established a rebel base in the nearby town of Altair after the Emperor captured her city. Hilda denies a request by Firion for the trio to join the rebel army on the grounds that they are too young and inexperienced. Shortly thereafter, the three set off for the besieged Fynn in search of Leon, where the four find an ailing Prince Scott of Kashuan, Princess Hilda's fiancé. As Scott is dying, he informs them that Borghen, who was once a knight in the service of Fynn, betrayed the rebellion and became a General in the Imperial army. The party returns to Altair to inform Hilda of the occurred, and after an emotional reminiscence about Scott, she allows the group to join the rebel movement and charges them, along with White Mage Minwu, with journeying north to find Mythril, a metal which could create powerful weapons.
The party makes its way north to the mountain village of Salamand, which is under siege by the Empire, and its residents forced to mine Mythril for the Imperial army. There they meet Josef, who informs them that the men of the village are mining the Mythril in the cave at Semmit Falls. Josef, however, can do nothing, as his daughter, Nelly, is being held captive. The party enters the mine, saves the captives, including Nelly and the thief Paul, and returns to Altair with the mythril. Then the party goes to the small city of Bafsk to prevent the construction of a large airship known as the Dreadnought. However, as soon as they arrive the Dreadnought is completed and takes off. The group then goes after the powerful Sunfire which could blow up the Dreadnought - but Kas'ion Keep, where the Sunfire is kept, can only opened by a bell. After retrieving it, the party confronts Borghen and kills him - but after dying he releases a boulder at the party, which crushes Josef while he allows the rest of the party to escape. Once the party enter the Keep, they are joined by the Kas'ion prince Gordon. After successfully retrieving the Sunfire, they watch helplessly as an airship—with Hilda on board—is captured by the Dreadnought. When the Dreadnought is put down to stock up on supplies, the party sneaks into it, saves Hilda, and throws the Sunfire into the engine. Before escaping from the Dreadnought's explosion, the party encounters a Dark Knight - whom Maria recognizes as Leon.
The King of Fynn, now close to death, summons Gordon, Minwu and Firion's group to his deathbed and before dying, tasks them with his final orders: Gordon is given command of the rebel army, Minwu is charged with finding the Ultima Tome, and Firion's group is given the task of seeking out the seemingly extinct dragoons of Deist. While seeking transport to Poft, the party finds Leila, who happens to have a ship that she is willing to use to help the party travel to Deist. Once on the open sea, however, Leila reveals that she is a pirate, and her true intentions are to plunder the unsuspecting party. The party defeats the crew, and Leila agrees to join the party and allow them to travel to Deist.
In Deist, the party finds only a mother with her son, learning that all but one of the Dragoons and all but one of the Wyverns are dead, partly as a result of Imperial poison. The party later places an egg of the last wyvern in a pool in the depths of Deist Cavern. Upon returning to Altair, the party kills a monster impersonating Hilda, and goes to an Arena where the real Princess is being held captive. After being imprisoned there by the Emperor's troops, the party is released by Paul, and then saves the real Hilda. After returning to Altair, the party aids an attack to reclaim Fynn by infiltrating the city's castle and killing the commander of the Imperial forces. Then they travel west searching for Minwu. On the way to Mysidia Tower, where the Ultima Tome is kept, the party is swallowed by a Leviathan en route to the tower, separating Leila from the rest of the party and stranding them in the great beast's innards. The party then makes their way out of the beast's monstrous insides, meeting and joining forces with Ricard, the last surviving dragoon. On the top of Mysidia Tower, Minwu explains that he was awaiting their arrival, then turns around to cast a powerful spell to shatter the seal on the room containing the Ultima Tome, but at the cost of his own life.
The party returns to Fynn and sees that many towns have been destroyed by a Cyclone summoned by the Emperor. The party calls upon the newly born last Wyvern to take them to a castle inside the Cyclone, where they confront and kill the Emperor. Back at Fynn, everyone celebrates the Empire's defeat, but a mortally wounded Fynn soldier arrives and reveals that the Dark Knight — actually Leon, Maria's long-lost brother — has taken the throne and plans to destroy the Rebels with the Imperial army. The party realizes that they will have to infiltrate the castle of Palamecia from the air after talking with Paul, and receiving permission from a dying Cid to use his airship.
The party enters the castle and confronts Leon, who willingly aided the Empire and now lusts for the power of the fallen Emperor. However, no sooner has he stepped away from his new throne to confront the party, the Emperor reappears in the throne room in a new demonic form, revealing he returned from Hell with the intention of destroying the entire world and its inhabitants. Ricard dies fighting the Emperor to let the party and Leon escape with the Wyvern. Palamecia Castle then crumbles and the palace of Hell, Pandaemonium, takes its place. Leon agrees to help his friends and sister to seal the Emperor away for good.
The party travels to the Jade Passage—an underground cavern that is a portal to the underwold, and from which all the monsters have sprang, including the Dark Emperor where it finds a portal to Pandaemonium. After fighting its way through the fortress, the party reaches the Dark Emperor at the top, and defeats him for a second time. Firion returns to the Castle of Fynn, where Hilda, Gordon, Nelly, Leila, and Paul all wait to congratulate the party on the victory. In the aftermath of the battle, life begins anew for all these characters; however, Leon is skeptical of his own future, since so much has gone on between the party members and him. Despite Maria's protests, Firion lets Leon go, but reminds him that there is always a place for him there in Fynn, where he belongs.
Soul of Rebirth
Minwu awakens in a strange cave, similar to that of the Jade Passage. He then encounters Scott, and helps him defeat some Black Knights and a revived Zombie Borghen, receiving Josef's aid for the latter fight. They then carry on through the passage, where they encounter Ricard. They are unsure of the reason why they have been reunited. Soon, they discover a portal, which leads them to Machanon, a town inhabited by all who have died, including Tobul the smith and Cid, who tells them that the town has been terrorised by monsters.
A portal they find leads them to a room very much like the top of the Tower of Mysidia. There they receive spiritual power and defeat Ultima Weapon to obtain this world's version of the Ultima Tome. Another portal leads them to what they believe to be Pandaemonium. After fighting their way up to the top, they encounter an angelic entity which says he is the Emperor's light side, as opposed to the dark side causing havoc on Earth.
The Light Emperor explains that they are actually in Arubboth, the passage to Heaven, and that they can finally rest in peace. The four are lead to believe his words; however, the subconscious souls of their still-living friends and family appear and tell them that they must not be fooled by the Light Emperor, because in reality, he is just as evil as the Dark Emperor. Offended and enraged by their refusal, the Emperor attacks them. They defeat the Emperor's light side and observe their friends on Earth as the Dark Emperor is defeated. Minwu explains that their friends no longer need their help as they have grown strong.
Development
A second installment of Final Fantasy was not planned in advance, and only materialized after the first game's widespread popularity. The game was released less than a year after the first game came out. While Hironobu Sakaguchi remained in overall charge of the project, co-designer Akitoshi Kawazu took a more active role in the game's development, and made several key decisions such as more of an emphasis on character than the previous game, and the revamped stat system. As the first Final Fantasy game was not plotted to have a sequel, Square took the game in a new direction, and became the first sequel in video games to feature none of the previous game's characters or countries. The experience system was designed to be a more realistic advancement system.[2]
An early press release video of the game reveals that the series may have originally been intended to continue by using Arabic numerals rather than Roman numerals. The video also reveals a different logo for the game.[7] Several members of the original staff from the first game reprised their jobs for Final Fantasy II.[2]
The music for Final Fantasy II was composed by series veteran Nobuo Uematsu. It was arranged by Tsuyoshi Sekito for the WonderSwan Color, PlayStation, and Game Boy Advance remakes. The soundtrack album was released together with the score of Final Fantasy in 1989. Arranged versions of some of the tracks were included on Symphonic Suite Final Fantasy, which was released the same year.
Versions and re-releases
Unreleased English version
Following the successful release of the original Final Fantasy by Nintendo in 1990, Square Soft, Square's North American subsidiary, began work on an English language localization of Final Fantasy II. It was to be called Final Fantasy II: Dark Shadow Over Palakia.[2]
Assigned to the project was Kaoru Moriyama, whose later work included script translations for Final Fantasy IV (released as Final Fantasy II in North America) and Secret of Mana (known as Seiken Densetsu 2 in Japan). Although a beta version was produced, and the game was advertised in several Square Soft trade publications, the long development time, the age of the original Japanese game and the arrival of the Super Nintendo Entertainment System, the NES's successor console, led Square Soft to cancel work on the Final Fantasy II localization in favor of the recently released Final Fantasy IV (which, to avoid confusing North American gamers, was retitled Final Fantasy II to reflect the jump in releases).[2][8]
Although a prototype cartridge of the NES Final Fantasy II was produced (with the subtitle Dark Shadow over Palakia), the project was, by Moriyama's own admission, still far from complete:
We had so very limited memory capacity we could use for each game, and it was never really "translating" but chopping up the information and cramming them back in... [Additionally] our boss had no understanding in putting in extra work for the English version at that time.
In 2003, when the game was finally released to English-speaking audiences as part of Final Fantasy Origins, it was released with a brand new translation under the supervision of Akira Kashiwagi. NeoDemiforce's fan translation of the game, similarly, made use of an original translation, as the existence of the prototype cartridge was not common knowledge at the time.[8]
WonderSwan Color
In 2000, Bandai announced a color version of its WonderSwan handheld aptly titled the WonderSwan Color. Enhanced remakes of the first three Final Fantasy games were revealed as part of the console's lineup.[9] Final Fantasy II was later shown at the Tokyo Game Show the following year and was officially released on May 3, 2001.[10] A special Final Fantasy II edition of the console was later released bundled with the game.[11]
Noted for not just being a port of the original game, the game received a complete graphical update including larger character sprites, redone music by Tsuyoshi Sekito and Yoshitaka Amano character portraits, and full graphical backgrounds in battle mode. One track, "Battle Scene A", was added for the remake. Menu shortcut keys and a run button are also included as new features.[12]
PlayStation
Published both individually (in Japan only) and alongside Final Fantasy I in a collection entitled Final Fantasy Origins (or Final Fantasy I+II Premium Collection in Japan), the PlayStation port of Final Fantasy II was based on the WonderSwan Color version. Most of the changes instituted in that version of the game remain in this version. However, there are a few differences. Although the graphics are basically the same as in the WSC version, the higher display resolution of the PlayStation means that most have been improved to some degree, with more detail. Tsuyoshi Sekito also remixed the soundtrack to Final Fantasy IX quality to use the audio capabilities of the Sony PlayStation and also composed a few new tracks like the ones used in the opening movies.[13] The 2003 Playstation release was the first time the game was released in North America.[2]
In the Japanese language version, the script by Kawazu and Terada has been changed to include Kanji. Character and magic name lengths have been increased from four to six characters, as well. Saved game data takes up one block on the PlayStation memory card, which means that up to fifteen games can be saved onto each memory card, a major improvement. The "quick save" feature of the WSC version has been left out, but in its place a "memo save" feature has been introduced where game data can be temporarily saved to the PlayStation's random access memory. This data remains until the system is turned off, or its power supply is otherwise interrupted. There are also two full motion video cutscenes and an "omake" (or bonus) section has also been made available. It includes a bestiary, an art gallery, and an item collection that are unlocked as the player progresses through the game.[14]
Game Boy Advance
Another fairly extensive list of changes accompanies the Game Boy Advance release of Final Fantasy II as part of Final Fantasy I & II: Dawn of Souls. It was published by Nintendo in Japan on July 29, 2004, in North America on November 29, 2004, and in Europe on December 3, 2004.
The redirection of "ineffective" hits, which had been optional since it was introduced in the WSC version, is now mandatory. Graphics are more or less identical to the PlayStation version, although the GBA has a slightly lower screen resolution than the PS1. Changes to the battle and character development systems were also made, including the elimination of the "action-cancel" bug, removal of stat decreases, and implementation of regular maximum hit point increases (in addition to increases due to hit point depletion as true of other versions).
This version of the game also featured a completely original feature found in none of the other contemporary remakes. Once completed, a bonus storyline entitled Soul of Rebirth would be accessible to the player, featuring a number of characters who had been killed off during the course of the main story. The game only features 4 areas and most of the time will be spent training up for a 2nd encounter with the last boss. An Ultima tome can be achieved but it requires the killing of the extremely powerful Ultima Weapon.
The game was delayed in release because of several bugs discovered at the last minute.[15]
Mobile phones
In 2004 and 2006, Square Enix released a version of Final Fantasy II for three Japanese mobile phone networks.[16]
PlayStation Portable
Final Fantasy II also received a remake for the PlayStation Portable, celebrating the Final Fantasy series' 20th anniversary. The game was released in Japan on June 7, 2007,[17] in North America on July 24, 2007,[18] and in Europe on February 8, 2008.[19]
First revealed by Japanese magazine Famitsu on January 17, 2007,[20] the PSP remake features improved graphics, resolution upgrade, the FMVs and soundtrack from Final Fantasy Origins, and the bonus quest and dungeons from Final Fantasy I & II: Dawn of Souls. Aside from the PSP exclusive dungeons, the script is borrowed from the GBA version both in Japanese and English. It also includes the 'Arcane Labyrinth' and 'Arcane Sanctuary' dungeons, exclusive to this version, in which character-specific equipment can be found (even for temporary characters, and separate from the Soul of Rebirth equipment), alongside powerful enemies and a new boss. Depending on actions taken on this boss, the player can obtain one of two Tomes containing the most powerful of white and black magic spells (aside from Ultima): 'Revive' and 'Destroy' (respectively).[21]
Reception and legacy
The game was reviewed in 1993 in Dragon #199 by Sandy Petersen in the "Eye of the Monitor" column. Petersen gave the game 4 out of 5 stars.[22]
As of March 31, 2003, the game, including all re-releases at the time, had shipped 1.28 million copies worldwide, with 1.08 million of those copies being shipped in Japan and 200,000 abroad.[23] As of November 19, 2007, the PlayStation Portable version has shipped 90,000 copies.[24] Although it sold relatively well for the RPG genre, it remains the least commercially successful of the main Final Fantasy series.
GameSpot noted the game's mostly outdated graphics but praised its length and bonus content.[25] IGN noted the great improvement in the translation of the story and the adding of later Final Fantasy features, such as being able to save anywhere in the overworld map without a tent or cabin.[26] The Dawn of Souls release was called the "Game of the Month" for March 2004 on the Game Boy at IGN.[27] The dialogue system was thought to be time consuming and stilted, but was still a milestone for interactivity.[2] The story was much more involved and deep than the first Final Fantasy, involved romance and also had characters die.[2] The game's plot was thought to mirror elements of Star Wars: A New Hope in its use of an orphan joining a rebellion against an empire that was building a massive ship, and a captive princess inside.[2]
The PSP version met average reviews. GameSpot called the level up system "chaotic" and noted that unlike previous versions, this was shipped without a version of Final Fantasy I. Their final score was a 6/10. IGN also complained about the gameplay, saying, "If you're the type of player who puts a higher emphasis on more satisfying gameplay experiences, however, then FF2 definitely isn't the upgrade it appears to be." Both sources praised the graphics, however.[28][29]
In April 1989, the game was novelized by its original scenario writer Kenji Terada under the title Final Fantasy II: Tsū Muma no Meikyū (literally "The Labyrinth of Nightmare"). It was published in Japan exclusively by Kadokawa Shoten.[30]
References
- ^ a b Final Fantasy Origins instruction manual. Square Enix. 2003. p. 17. SLUS-05141.
- ^ a b c d e f g h i j k l m n o p q r s t u v "Final Fantasy Retrospective: Part II". GameTrailers. 2007-07-23. Retrieved 2008-04-16.
- ^ a b Final Fantasy Origins instruction manual. Square Enix. 2003. pp. 15, 22. SLUS-05141.
- ^ a b c d Final Fantasy Origins instruction manual. Square Enix. 2003. p. 22. SLUS-05141.
- ^ Final Fantasy Origins instruction manual. Square Enix. 2003. p. 15. SLUS-05141.
- ^ a b DeWoody, Lucas (2005-08-12). "The Fantasy Begins- History of Square Vol. 2". Advanced Media Network. Advanced Media. p. 2. Retrieved 2007-07-07.
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- ^ "Final Fantasy II 2". Video Game Ads. 1990-01-01. Retrieved 2006-08-31.
- ^ a b Collette, Chris. "Spotlight: Final Fantasy II". LostLevels.org. Retrieved 2006-08-25.
- ^ Harris, Craig (2000-09-08). "Final Fantasy Goes WonderSwan Color". IGN. Retrieved 2006-09-03.
- ^ Smith, David (2001-03-29). "TGS 2001: Final Fantasy II for Wonderswan". IGN. Retrieved 2006-09-04.
- ^ Wonderswan Gamer (2006-01-19). "Final Fantasy II Boxset". Wonderswan Gaming. Retrieved 2006-09-04.
- ^ fastbill1. "Final Fantasy II". PortableReview.com. Retrieved 2006-09-04.
{{cite web}}
: CS1 maint: numeric names: authors list (link) - ^ Triche, Stephen (2002). "Final Fantasy Origins". gamevortex.com. Retrieved 2006-03-08.
- ^ Unicorn Lynx (2003-07-11). "Game Trivia for Final Fantasy Origins". MobyGames. Retrieved 2006-03-08.
- ^ Gantayat, Anoop (2004-07-02). "Final Fantasy Pushed Back". IGN. Retrieved 2006-09-03.
- ^ "Final Fantasy mobile". Square Enix. Retrieved 2007-03-20.
- ^ "Final Fantasy for PSP". Famitsu. Retrieved 2007-03-20.
- ^ "Final Fantasy I & II Grind On PSPs This Summer". Kotaku. Retrieved 2007-07-26.
- ^ "Final Fantasy port to hit PSP". MCV. 2007-12-19. Retrieved 2007-12-19.
- ^ "Final Fantasy I & II — PSP". JeuxFrance.com. Retrieved 2007-03-20.
- ^ "Square-Enix to remake FF I and II for anniversary". IGN. Retrieved 2007-01-18.
- ^ Petersen, Sandy (November 1993). "Eye of the Monitor". Dragon (199): 56–64.
- ^ "Titles of game software with worldwide shipments exceeding 1 million copies" (PDF). Square Enix. 2004-02-09. p. 27. Retrieved 2008-03-01.
- ^ "FY2007 First-Half Period Results Briefing Session" (PDF). Square-Enix.com. November 19, 2007. Retrieved 2009-01-13.
- ^ Massimilla, Bethany (2004-11-29). "Final Fantasy 1 & 2:Dawn of Souls". GameSpot. Retrieved 2006-08-31.
- ^ Dunham, Jeremy (2004-11-30). "Final Fantasy I & II: Dawn of Souls". IGN. Retrieved 2006-08-31.
- ^ IGN Staff (2004-11-30). "GBA Game of the Month: November 2004". IGN. Retrieved 2006-09-03.
- ^ http://www.gamespot.com/psp/rpg/finalfantasyiianniversaryedition/review.html
- ^ http://psp.ign.com/articles/808/808182p1.html
- ^ Yahoo! Japan staff (N/A). "ファイナルファンタジー2 夢魔の迷宮". Yahoo! Japan: Books. Retrieved August 18 2007.
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External links
Quotations related to Final Fantasy II at Wikiquote
- Final Fantasy II on the Final Fantasy Wiki