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Posted: Wed, 18th Apr 2012 19:24 Post subject: Final Fantasy: Mystic Quest Remastered |
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Information on the project
Those of you who have ever played the highly underrated small release of Mystic Quest, a game released by the same creators of the Final Fantasy series, SQUARE, have probably wondered what a remake or 'remastered' version of it would look like.
Well, look no more, since Dark Design proudly brings you the complete, remade and re-mastered edition of Final Fantasy Mystic Quest!
Dark Design has tried to stay as faithful to the original game as possible but has made some very welcoming changes to Mystic Quest in this remake with new, higher definition graphics, an expanded storyline, new customization options and highly improved gameplay. This update brings this classic into the 21st century and makes it more enjoyable for today's generation, while allowing us elders to replay our favourite areas and bosses with nostalgia!
The most notable differences (apart from the graphics and music) are:
-The characters learn abilities based on their level, like in other Final Fantasy games, and their skillset and arsenal have been heavily expanded for better customization options
-Along with monsters being present in dungeons and maps, you can now get ‘surprise attacks!’
-The two character limit has been dropped and you can now have up to four characters at one time, all with relevance to the story and plotlines.
-Aside from the re-mapped original locations in the game, there's also some additional new maps to expand the storyline and replay value
-Full motion video and voice acting* (depends on version)
Game Statistics
Maps: 112 maps in total
Enemies: 87 different enemies including bosses
Skills: 120 different skills (monsters and actors)
Actors : 6, all with their own skillsets and equipment
Items: 51 items including key items in total
Weapons: 40
Armours: 38
Enemy encounter combinations: 124
States: 17
Animations: 85
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Frequently Asked Questions
Q.Is this the complete game or a technical demo?
A. Yes, this is the complete remake of Mystic Quest, including all the original locations in the game which have all been re-mapped.
Q. The game is running in a window! How can I run it in full screen?
A. Press F1 while the game is running and check 'Full Screen' or press the ALT+ENTER keys together.
Q.How much of the story has been changed?
A. Quite a bit, but it's the same story, but expanded on. There's things that happened in Mystic Quest that didn't make sense, at least, when we played it, and the new story updates in this edition answer those questions and provide a little more story and narration.
Q.What engine does this use, is it based on the original game?
A. No, this does not use ANY elements from the original game, be it code, graphics or music. Mystic Quest Remastered was developed from scratch using Enterbrain's popular Role Playing game development system, RPG Maker VX. Graphics were re-drawn for high quality and the music was recomposed as digital MIDI files for crystal clear playback during the game.
Q.Is this free to play and download?
A. Of course. The game is freeware. However download charges may apply depending on who your internet service provider is.
Q.Is there any secrets in this game?
A. You bet! Along with some new locations there's new places to explore and new characters to meet. There's also some new hidden bosses for you to seek out and defeat.
Q.What do I do if I find a bug or game stopper?
A. Please tell us about it, and how we can duplicate it. Any bug reported us we will issue a patch for it to fix it. Always check the project downloads to see if the latest patch fixes your problem before reporting it.
System Requirements
-Mystic Quest Remastered is a huge re-imagining of the original game, with Hi Definition graphics, animation and recomposed music. Therefore, it demands much more power in terms of system performance. Mystic Quest Remastered runs on most modern Windows based PCs. Please read the System Requirements below before downloading the game.
Note: It's also advised that you close all programs before playing Mystic Quest Remastered.
-Intel or AMD Processor at 1.2GHz or higher
-256MB RAM (XP) 512MB (Vista or 7)
-600MB Free Hard Disk Space
-A 32MB graphics card or higher which is fully compatible with DirectX OR OpenGL
-A Broadband internet connection for downloading the game and updates if they become available.
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Homepage: http://www.elementsoftware.co.uk/games/mqrm.html
Development page: http://rpgmaker.net/games/3992/
Downloads: Base Game + 1.4 Update patch
Screens:
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As a huge Mystic Quest fan (dat music ) I am completely blown away with the love and attention to detail the team have lavished on this game... which was made in two months! All day long the developer has been speaking to me, and others, helping us out with the game and taking suggestions - many of which are currently being implemented. The guys are great and they're really going to a lot of effort with this excellent remaster.
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Posted: Thu, 19th Apr 2012 12:31 Post subject: |
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Posted: Thu, 19th Apr 2012 12:42 Post subject: |
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You're welcome mate, I'm glad it appeals to somebody I was playing it all night and now I'm about to go back into it. Honestly, the game is incredible! It's the same MQ we know and love, just improved upon There's only two things missing, well only two of any consequence, and they are;
Dynamic battle damage. The devs are implementing it right now, but at the moment enemies don't show damaged states like they used to.
Battlegrounds. The original game had these and static enemies for EXP, but since this game has static enemies *and* random battles, the dev didn't see much point to the Battlegrounds -- but he's putting them back in and using them to earn specialised equipment ^_^ This is coming in patch 1.5, which is currently in progress.
The MIDI arrangements are excellent, as far as MIDI goes, but as a personal preference I would have much preferred the original SPC/MP3 soundtrack, sadly legality issues prevent that.
~edit~
It's a ways into the game yet, but by FAR the best place for exp/gold I've found is the Mines in Fireburg, once Reuben joins your party. Insane place to level, especially if you have the Knight Sword - which has a very high chance of inflicting paralysis on enemies.
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Posted: Thu, 19th Apr 2012 17:12 Post subject: |
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Is it safe to start playing this now in case an update comes? Saves will still work with a new update, right?
“The only way to deal with an unfree world is to become so absolutely free that your very existence is an act of rebellion.”
- Albert Camus
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Posted: Thu, 19th Apr 2012 17:17 Post subject: |
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1.5 is nearly done, the dev just stated he's working on a couple more things but it's almost ready to go. If I were you, I'd wait a couple of hours due to the way he's changed the events in the starting area of Foresta.
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Posted: Fri, 20th Apr 2012 02:52 Post subject: |
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Posted: Sat, 26th May 2012 14:01 Post subject: |
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Sorry, I forgot to update; it's now on 1.7a --- and I *strongly* recommend you play that one. Versions 1.6 and onwards are save incompatible, so if you've only just started playing on 1.5 or below and aren't very far - I recommend playing again on 1.7a. 1.6 and above are fine though.
http://www.elementsoftware.co.uk/games/downloads.html
Base game 1.7 then grab the Latest Patch which is 1.7a. Here's the changelog;
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1.7A PATCH NOTES
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The 1.7A patch fixes another problem in Doom Castle (B2) when attempting to leave. This problem has been fixed.
1.7 RELEASE NOTES
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-Along with general improvements and bug fixes throughout, there are some new features and welcome updates to Mystic Quest Remastered. (None of which break previous saves) Specifically:
-An optional new area, the Anubis Sands, has been added to the game, you are able to go there after defeating Flamerus Rex. Ahh, look at all the cute cactuars!
-The framerate of the game and engine processing has been updated to 30FPS from the default 15FPS for much smoother gameplay and battles
-Battle Floor (shadow) to give more depth during battles
-Music continuation bug fixes
-Dark King's music continues into the battle like it does in MQ instead of cutting off and playing again
-Like above, the Hill of Destiny battle with Behemoth has been updated so that the music continues into battle.
-New Options menu which allows you to change window color and various other game settings
-Kaeli's sprite has been updated to match her appearence much more closely in MQ
-Kaeli's Mom sprite has been updated, she now looks exactly as she did before as well as a new face portrait
-Phoebe and Kaeli can now learn Meteor at LV.80, the spell is also avaliable to Dark King
-Dark King's difficulty has been raised and his attack pattern has changed (he will use Meteor when his health is low and counter magic with Curaja when low HP)
-New icons on items, skills, states, armors and weapons
-Full-Life Spell calculation fix (was only reviving and curing around 3500 before, now cures 9999, as full-life should)
-Character's starting equipment has been changed to reflect thier types and personalities. E.g Tristam now has Ninja's Bandanna.
Popup is now displayed when obtaining items from chests and from characters just like in MQ. Real Sound effect has also been added.
-New Sprites for the Mage Sisters (Actually match the Battlers)
-Updated Dark King boss battle music (12 minutes variaton due to the duration of the boss to avoid looping problems)
-Updated credits AVI with references to authors who created scripts used in the new update
-Recolored and re-tuned battle backgrounds to make the enemies stand out more and add more realism to the game
-New Quakega / Rip Earth / Quake Multi animation (The VX one was bad so I remade it)
-Partially remapped Level Forest
-Some New NPC character sprites
-Minor updates to Bone Dungeon maps
-Chocobos that heal you have been updated
-Heatwave effect in desert area in battle has beeen added.
-World Map has been altered slightly to look better (Eg. Bone Dungeon desert area)
-Ozmagemini's difficulty has been greatly raised, the reward weapon's stats have also been raised to take this into account
-Updated the game's icon with the new logo
1.6C (PATCH) RELEASE NOTES
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On getting the Aegis Shield in Pazuzu's Tower you are unable to hookshot back. This has been fixed.
1.6B (PATCH) RELEASE NOTES
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NoZombie script removed because it caused problems in cutscenes if Benjamin died in a battle. Default behaviour restored.
1.6A (PATCH) RELEASE NOTES
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The 1.6a patch fixes a few important bugs and some potential gamebreaking issues that were created when re-mapping some areas of the game.
Specifically, it fixes:
After defeating Twinhead Hydra at Doom Castle he still appears in the bottom right corner of the map.
After defeating Fire Golem at Doom Castle he still appears after leaving the map again forcing you
to fight him again to get past
Fixes game stopper bug in Doom Castle 6F, middle hookshot point, if going there you will get stuck and can not get back.
Sometimes you could get stuck after playing the Chocobo mini-game. This has been fixed.
Non gameplay fixes-
Minor fixes to the game's manual in areas to comply with changes in the 1.6 update that were missed with the release.
1.6 RELEASE NOTES
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NOTICE: All previous save games prior to 1.6 are no longer compatible, the game will not load your saves at all because of the many changes made to the game in general. We apoligize for this but there is no way round this without breaking the game completely. You will need to start the game again, but we are sure you will enjoy it twice as much this time round!
What's new
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-Completely new title screen and logo. Logo designed by Dark Designs, title screen design and script by Hanzo Kimura. Many thanks to him for this.
-Some map now have fog effect and lighting overlays. Script by Falcao.
-Play time and location window has been added to the menu, script by Mr. Anonymous.
-Amazing new 'shattering' screen effect has been added to battle start. Script by modern algebra.
-If benjamin is dead, the next character who is alive appears on the map instead. Script by modern algerba.
-Hookshot with the Dragon Claw script by OriginalWij. The script has been changed to fit with MQ.
-Minor updates to logo screens.
-Some areas of the game have been entirely re-mapped for use with hookshotting with the Dragon Claw. This includes Giant Tree, Pazuzu's Tower and all of Doom Castle.
-A new enemy, Stinger, replaces Jellyfish in Doom Castle
-Minotaur Zombies now appear in Doom Castle
-Ooze now appear in Alive Forest / Giant Tree
-Mummy enemy now appears in Alive Forest / Giant Tree
-Mintmint in Aquaria areas
-Garuda has been added to Pazuzu's Tower
-Desert Hag has been added to Fireburg battlefields
-Brownie replaces the Orc enemy which did not fit in with MQ
-Zuh's stats have been raised and now has new skill, Storm of Jupiter
-Twinhead wyvern stats have been rasied and now has a new skill, Terrafire
-Stone Golem has been renamed to Fire Golem, stats raised
-Skullrus Rex stats have been raised
-Dark King's stats have been raised an now has a few more attacks
-Kaeli and Phoebe's Flare and Mega-Flare damage stats have been greatly raised
-Skills Choke Up, Mucus and Death Sting are now avaliable to some enemies
-20 new enemy troop combinations
-Tristam's class has been renamed to Ninja instead of Thief
-Bestiary (Monster Book) has been added to the menu. The script is by munkis.
-The aethestics of the installer has been updated.
-The launcher has been updated with new art and the new official logo of the project.
-Chocobo's Treasure finding mini-game has been added to the game (Windia Chocobo's Forest)
-You can now go inside the farmhouse in Alive Forest.
Bug fixes
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-More battle backgound mismatch issues have been fixed.
-Enemy weaknesses found in MQ have been added to RM. (Eg. Axe attack)
-Misplacement of some chests making them impossible to get have been fixed.
-Ozma optional battle bugs have all been fixed.
-Sometimes during gameplay text could run off the text window. This has been fixed.
-Encounter rate at the cliffs of the sirens has been reduced
-Benjamin targeting issue with some enemies has been fixed.
-Spelling of Reuben's name has been fixed
-There are many other bug fixes in 1.6 so many that we can't remember what we fixed. Tut Tut Dark Designs, should have logged them all. Regardless of that the whole quality of the game in general has been improved significantly.
WHAT'S NEW IN 1.5
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-Fixes many bugs discovered in v1.4
-Fixes the incorrect battle background when in Ice Pyramid
-Includes the new Mystic Quest launcher
-Benjamin can now learn Holyja (as well it being avaliable to enemies in the game as well).
-Phoebe and Kaeli can now learn Death and Mega Death (and again, it is avaliable to certain enemies as well)
-Fixes movement speed for Sahagins and other creatures on the game maps
-General map touch ups including the 'trapped' slime in Level Forest
-Fixes crashes when entering certain random battles
-Fixes music lookup crash in Chocobo's Forest
-A major new feature, battlefields, have been bought back into the game, Each with 10 rounds and a boss at the end. Instead owinning EXP you win very valuable items!
-Hue color changes for some enemies to make them stand out against the new battle backgrounds
-Gameplay stopper fix in Pazuzu's Tower
-There are now a total of 8 new items and armors that can be obtained in the game
-Fixed 'Kaeli still in bed' issue (but won't apply to pre 1.5 saves)
Note:
Some users may notice a slight lag while travelling the world map. Users with faster computers will not notice this at all. Due to many events that take place on the world map, a slight delay is caused by this. This is NOT fixable so please don't ask to have it fixed.
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JBeckman
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Posts: 34742
Location: Sweden
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Posted: Sun, 17th Jun 2012 17:56 Post subject: |
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ZOMG i actually forgot this game existed, what a sudden, aching overdose of nostalgia to the heart... (but it actually makes me feel like playing the original one instead of the remake)
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Posted: Sun, 17th Jun 2012 18:00 Post subject: |
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I still wish he'd have not encrypted the database, at least giving us the CHOICE of changing the MIDI tracks for the originals. MIDI definitely isn't implemented well for this - it got to a point, around 3/4s through the game, where I simply had enough hurting my ears... I muted the music and put WinAMP on instead.
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sTo0z
[Moderator] Babysitter
Posts: 7449
Location: USA
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Posted: Thu, 5th Jul 2012 23:43 Post subject: |
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This game had some of the best music... especially the end boss battle. I don't think I could ever play this remastered version, I am one of those rare people that actually enjoyed Mystic Quest. ;p
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HubU
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Posted: Mon, 31st Dec 2012 17:36 Post subject: |
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AWESOME! Thanks sabin for bringing that up!
I'll wait for v2.0 and playyyyyyy =D
"Music washes away from the soul the dust of everyday life." ~Berthold Auerbach
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Posted: Sun, 1st Sep 2013 14:05 Post subject: |
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A bit of a necro of the thread but i'm curious, did the 2.0 version ever come out or was 1.7 the last available one?
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Posted: Sun, 1st Sep 2013 14:33 Post subject: |
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Yes it did, 2.0 came out and it was excellent - a huge improvement over 1.7 and prior. The site has since been taken down and I didn't mention this earlier because I wasn't sure whether he wanted people to know or not (and also because I'm not entirely sure whether it's really happening) but the developer contacted me and explained that an external company had acquired the rights to FFMQ from SE, purchasing FFMQRM from the dev and that an improved version was coming to PC/XBLA/PSN/iOS/Android, so he had to close everything down. This was five months ago and I've heard nothing since, not from Jake nor this supposed 3rd party. I have no reason to believe he was lying, if SE had issued C&D he'd have said so, I'm sure of it.
So with that said, here's the link to the latest updated build of FFMQ 2.0; 2.0.4.
http://www.putlocker.com/file/73068977143FCAE7
It's a shame he stopped working on it, for whatever reason, as the next update to 2.0 was going to be incredible. He'd completed overhauled the world map to make it more like the original. Either way 2.0 is so much more of an improvement over 1.7 it's not even comparable. I just wish I'd kept a copy of the changelog ... I wasn't expecting his entire site to go down and even the web.archive won't retrieve it, blasted site keeps retrieving the 000webhosting stuff. Unless someone knows a better way? Still, just play and you'll see how much has been improved and changed - including the option to switch between MIDI and MP3 soundtrack.
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Posted: Sun, 1st Sep 2013 14:44 Post subject: |
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And my western neighbour delivers without a doubt, thanks Sabin!
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Morphineus
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Posts: 24883
Location: Sweden
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Posted: Sun, 1st Sep 2013 15:07 Post subject: |
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Wow, didn't even know about this
So derp question, the 2.0 is the base game+remaster?
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Morphineus
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Posts: 24883
Location: Sweden
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Posted: Sun, 1st Sep 2013 15:15 Post subject: |
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Ooh ok. Should have been clear, guess my brain is in Sunday mode xD
Thanks a bunch Sabin and thanks Athair for the necro!
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Posted: Sun, 1st Sep 2013 15:17 Post subject: |
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Yeah, thanks to Athair! I'd forgotten to update the thread when the site went down in April... oops. I really hope Jake is on the level with this, having the game picked up a 3rd party and professionally remade would be awesome. In the meantime; 2.0.4 is completely playable from start to finish and is a vast improvement over 1.7a, so at least "it will do" for now
I'm just going to post this now, if Jake objects I'll take it down but I've not heard from him in five months and there was no specific "please don't tell anyone about this" so yeah, but;
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I’m fine, don’t worry, and I appreciate your concern. MQRM has been removed from the public eye for the time being because it was purchased from me by a publisher who works closely with Square Enix, who have the intellectual rights to the game. It’s going to see a release on Windows, XBOX Live, Windows Phone, iPhone and Android.
I’m also currently busy at my new job and the buyout couldn’t have come at a better time. Now I am confident that MQRM will get the attention and enjoyment that it truly deserves without disrupting me from my now very important work.
Thanks for following the project, and you can be sure that when it drops for official release, It won’t disappoint. Good news is that the game will be available in Ad-supported and Paid purchase models, so no one will miss out.
I will also be overseeing some of the project’s development in the weeks to come, but will be now taking a back seat and enjoying the show, I’ve done my part of the work now.
Do feel inclined to stay in touch with me, I’d had to lose contact with all of Dark Design’s loyal followers.
As always
Kind Regards
Jake Jackson
Formerly DARK DESIGN
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Last edited by sabin1981 on Sun, 1st Sep 2013 15:19; edited 2 times in total
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JBeckman
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Location: Sweden
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Posted: Sun, 1st Sep 2013 15:23 Post subject: |
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It wouldn't be the first time Square has licensed out their IP to 3rd-party developers though never for main entries into the series, it's usually for spin-offs like the new Final Fantasy All the Bravest touch crap. Even the original SaGa series (renamed FF Legend) and Seiken Densetsu (renamed FF Adventure) were developed in-house by Square.
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Posted: Sun, 1st Sep 2013 15:37 Post subject: |
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Ooooo someone said Seiken Densetsu, time for another playthrough of Seiken Densetsu 3!
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