Development
Square trademarked Seiken Densetsu in 1989, intending to use it for a game project subtitled The Emergence of Excalibur, and led by Kazuhiko Aoki for the Famicom Disk System. According to early advertisements, the game would consist of an unprecedented five floppy disks, making it one of the largest titles developed for the Famicom up until that point. Although Square solicited pre-orders for the game, Kaoru Moriyama, a former Square employee, affirms that management canceled the ambitious project before it advanced beyond the early planning stages. In October 1987, customers who had placed orders were sent a letter informing them of the cancellation and had their purchases refunded. The letter also suggested to consider placing an order on another upcoming Square role-playing game in a similar vein: Final Fantasy.
Four years later, Square developed the Game Boy game under the working title Gemma Knights, and then revived the trademarked name and released the game as Seiken Densetsu: Final Fantasy Gaiden. It was later released in Europe as Mystic Quest. The game's scenario was written by Yoshinori Kitase, based on a story idea by Koichi Ishii. Ishii designed all of the characters himself, while Kitase and Goro Ohashi were responsible for the development of the game system.
In 1998, Sunsoft obtained the license for it and re-released it along with the Final Fantasy Legend games, only replacing the title screen. The game later received a remake for the Game Boy Advance called Sword of Mana in 2003. Finally, revealed during Square Enix's E3 2006 press conference, the game received an updated port for mobile phones in Japan. The gameplay of the port is more like the original game, but it does feature updated graphics and sound, an improved world map, and other minor changes.
Read more about this topic: Final Fantasy Adventure
Famous quotes containing the word development:
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—Frances Ellen Watkins Harper (18251911)
“Understanding child development takes the emphasis away from the childs characterlooking at the child as good or bad. The emphasis is put on behavior as communication. Discipline is thus seen as problem-solving. The child is helped to learn a more acceptable manner of communication.”
—Ellen Galinsky (20th century)
“Creativity seems to emerge from multiple experiences, coupled with a well-supported development of personal resources, including a sense of freedom to venture beyond the known.”
—Loris Malaguzzi (20th century)