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Website Final Tear 1 till 3 -> https://final-tear3.000webhostapp.com/


History of Final Tear

Final Tear is one of the first full game created rpgmaker 2000 games ever made in the year 2000-2001. Although it might not have the finesse of many games here. It still holds true as an classic that has simple but yet addicting game.

In 2020 - 20 years later – I decided to take a look at the game again And decide to improve the game on many aspects. The game will be polished again and I will try to improve the mapping. I will try to remove all the bugs that a currently still in the game. Plot holes will be removed, the insane difficulty will be toned down and there are a lot of balance changes to make the game more fun and less of a grind fest. Also some dungeons are redesigned but still with the old school mindset to make the contrast not to big with the rest of the game.

I did decide to remaster Final Tear 1 instead of polishing it. This means that most of the game will be improved and or changed on almost all aspects. This means this will almost be a completely new game.

Because my experience was very limited at that time, the game does not offer the quality offered by many games here. The game is recently improved a lot by me, but I left the old school and the amateurish aspects in it as much as possible.

In the past my game is downloaded over 8000 times. If we ask those players their opinion we will have the following answers.

• Very fun game
• Old school
• Very addicting
• A real challenge
• Time traveling and the effects it has on the universe is interesting


Story

The story tells about a 10 year old boy named Duke that is on vacation with his dad. Though, Duke is on vacation and still very young. He has already delevoped enough intituion to know what he wants to become when he gets older..He wants to become a soldier for the kingdom.

That means he needs to train to do so.. and this on vacation. But if Duke completes his training - and if he gets good enough - he will have an assured job at the castle in the future. That is worth something right?

After he finished his training, he starts his journey. But things go sideways quite quickly when Duke discovers a time machine and decides to travel back in time 1 day for fun. Triggering a catalyst of events on an universal scale.


Features.

• In the year 2000 this was one of the first fully completed rpgmaker 2000 games. A true classic
• The game offers around 18 – 24 hours of gameplay which was pretty long at that time.
• Medieval, futuristic cities and even the hell itself will be explored!
• 5 playable characters with all their unique skills and move. (one temporary)
• Travel in different time era’s in a time span of more than 6400 years.
• Different battle and boss music in each time era.
• 2 side characters that can be played at some cases.
• Fast paced old school fun.
• An interesting story with nice plot twists
• More than 100 skills/spells/moves.
• Different worlds in different times/dimensions
• A real challenge even for RPG pro’s
• Republished and improved in 2011/2012 and improved in 2020!

Latest Blog

New version of Final Tear remastered released in 2 weeks

A new version of Final Tear remastered will be released within two weeks. The game will get a new title screen that are edited by the Darkdreamer and some small changes and balance tweakings will be done.
  • Completed
  • FinalTear
  • RPG Tsukuru 2000
  • RPG
  • 04/03/2012 09:49 AM
  • 07/13/2022 09:24 AM
  • 07/28/2021
  • 65914
  • 22
  • 1792

Posts

Pages: first 12 next last
InfectionFiles
the world ends in whatever my makerscore currently is
4622
Oh man, this is oldschool! I remember playing this in highschool. Good for you for keeping up with it!
author=thedarkdreamer
Your "Map Tree" data is corrupted. I was trying to look at the project but it's corrupted.
Your install is missing maps as well, Map(s)

2,3,7,10,17,19,27,33,34,35,46,47,48,49,50,51,52,53,57,63,68,,72,78,80,88,98,99,100,102,106,107,108,109,110,113,116,118,136,137,138,142,
143,144,145,146,148,154,167,168,169,170,171,172,179,180,186,194,202,203,205,206,211,212,213,214,218,219,221,222,224,225,237,241 are all missing.

No wonder your map tree is outta wack! I think you might want to fix that when you get a chance!


I will look at this thx
Your "Map Tree" data is corrupted. I was trying to look at the project but it's corrupted.
Your install is missing maps as well, Map(s)

2,3,7,10,17,19,27,33,34,35,46,47,48,49,50,51,52,53,57,63,68,,72,78,80,88,98,99,100,102,106,107,108,109,110,113,116,118,136,137,138,142,
143,144,145,146,148,154,167,168,169,170,171,172,179,180,186,194,202,203,205,206,211,212,213,214,218,219,221,222,224,225,237,241 are all missing.

No wonder your map tree is outta wack! I think you might want to fix that when you get a chance!
So, I have beaten the final Boss.

(not the Bonus thingy, grinding myself to Level 50 and get my stats to not one-shot-by-epsilon-range would take approx. 500 Monsters to kill, unless I'm overestimating the amount of XP I need. Really think you should at that point just set the players Level to the required range, and probably just give him Full GP, so we can follow up what was an Epic fight with another Epic Fight)

I gotta say, while everything except the combat is *basic as hell*, it is all competently put together. I am quite impressed by the effort that must have went into turning the defaul RPG-Maker Combat System into a continuasly challenging and interesting experience. At some times it seems almost unfair, but when you use dem Items, when you cast dem spells, when you do think 2 turns ahead, you end up having a hard fight that usually doesn't end in some too difficult to deal with attack sequence on the boss. Only really needed to intentionally grind on one Boss (The first time you fight the Girl-Warrior), and 2 minor grinds to get in range of some Items I wanted to buy early.

Speaking of Items, at first I thought it is a massive oversight that there are no boots or helmets to buy at one point, but at least the boots are sorted out by the Hidden Ultis, but there is no Helmet, and no Staff. Meaning, that if the player would somehow be unlucky enough to have chosen the type of items that actually have a strongest tier over upgrading their Helmets/Staffs, they might be screwed a bit for the middle of End-game, Endgame, and Postgame. I was relatively lucky having picked up Crystal Staffs and Crystal Helmets when they were available, foregoing getting Armor/Blades until later, because I just kept going, and my GP kept being eaten by Ethers/Potions. The game tries to tell you that you don't need to grind, there's always a next shop, but while that is true for most Equipment, it isn't for Staffs/Helmets. So, as a hint for any potential future player, if you see Crystal Staff/Crystal Helmet in de shop, get them ASAP. Will spare you alot of trouble. Soon After Helmets and Staffs will just not appear anymore. Like, at all.

Regardless, if one gets into a pretty well balanced (it gets continuasly better in that regard as well, as described in my above Comment) classic RPGmaker Battles, this game is actually fun, and the lack of complexity in many areas serves to keep the focus sharp, although some of these dungeons, or, well, almost all of them, as well as the dialogues feel like a parody of RPG's, almost like it's making fun of it, by showing you the bare bones of what effectively makes up any other RPG, except that everything looks nicer in those others, and usually doesn't deliberately show you that, this is just hallway, that loops all the way around to waste your time.

I have practically never (except to get to Savepoints) escaped from battles until the Endgame after I ported back and needed to walk the path again to reach the final boss. Doing that kept my level adequate without running in circles to grind, most of the time and I found enjoyment in how the battles kept ramping up.

On to Final Tear 2, because despite many a shortcoming in Final Tear 1 in comparison to other games, I'm super curious about how much Turn Based RPG fun there may be in the battles of the sequel. At the time of originally creating this, your game did only one thing right, but that one thing it did incredibly well.

P.s.: Needing to reload multiple times to get the post-Endboss sequence to play is pretty silly considering that we have a previous instance of the same where you just allowed the player to even skip a bossfight (you are supposed to loose anyway), and in this case, nothing would be lost, because the next sequence is a proper fight, that is hard to loose. I needed only 3 reloads. I get the feeling that all three 'Children' need to have already spawned into the battle before you loose it for RPGmaker to pass on the next event instead of giving you a Game Over. Well, at least you put a saveopportunity right before it.

P.p.s: "...but I left the old school and the amateurish aspects in it as much as possible." And I appreciate that aspect alot personally :)
(-4 14) (-7 47) (-8 ?)

I gotta say, this is not a riddle. This is a friggin' guessing game that only someone who had an advanced interest in Highschool mathematics can *maybe* guess correctly. It would actually be a nice advanced version of the number sequence puzzles often found in these RPG's, but for that, a third one should've been present. That's how number sequences work. If I just present you

2 5 ?, yes, you *may* guess 8, because the only relation between these numbers is the discrepancy of 3.

However, if I just present you 3 15 ?, you immediatly guess either (3+12=15 15+12=)27 or (3*15)45 or (3*5=15 15*5=)75, all three are wrong, and no, the solution isn't (3-15=)-12 either. The Solution if 53. Why? You were supposed to figure out, that you first divide the second number by the first(5), then, you multiply the second by the first(45). You take these two results and add them together (50) and then simply add the first number to get 53. Now wasn't that a well made 'riddle'?

That's expecting the player to randomly guess that they have to throw the rubber chicken against the waterfall to receive a monkey-butt that they need to use as fuel for a flying carpet to travel back in time and deliver a cactus to a parrot. That would be horrible Adventure Game design. And that's how figuring out the solution to this one feels like.

I eventually considered all possible relations to the numbers and made a pretty wild guess, that the -4 and -7 are 3 apart, and the sister number of the first means -4 was multiplied by 3 to get 12 then add 2 to get 14, assuming that operation wasn't complete nonsense, which wasn't clear, looking at the second part it multiplies -7 with 6 to get 42 and add 5 to get 47. So what were you supposed to do? Realize that the multiplier is N and that the adder is N-1, and that the discrapancy of N in the first part and N in the second part is also 3 each. Now we go to -8 and just assume these rules to be true, so, it is 4 apart from -4, so we add +4 (or +1 going by the second bracket) to the multiplier N of the third bracket, and to N-1 of the third bracket. So the first brackets 'Multiply by 3' becomes 'multiply by 7', and the 'Add 2' becomes 'Add 6' leading to (Click 'Show' for the actual solution, if you're a traveler from the future having a problem here)
-8*7+6 = 62


That, is not a riddle. Any number of assumptions can be made about these numbers, one very very far fetched assumption leads to the solution. I got lucky. Worse is that the order of negative and positive number are reversed upon inspection. -7 is -3 away from -4, but N-of-7 as well as Nminus1-of-7 are +3 away from the factors of N-of-4 and Nminus1-of-4.
Any Person of sane mind expecting the Riddler to have made a logically structured Puzzle is correct in calling this one 'Impossible', despite me having randomly guessed it, expecting a flaw. The only reason people can get past it anyway is that the scale is small enough to brute force it (or they get lucky with their assumptions).

A Number Sequence puzzle only works if the solver can observe the first numbers relation to the next number and at least another number OR the relation of the next number to the next-to-next number (Numbers = Similar Instances for your Bracket Magic), and then you ask for the 4th.
In this one, to make this an actual riddle rather than a guessing game there should've been a third backet stating i.e. (-5 23). In that case it doesn't even need to be in order, but we can actually *observe* a pattern consistent between 3 examples, and can only come to one solution through deduction, not multiple solutions based on speculation. It would result in actual Challange, instead of resulting in Crap-Shoot.

With that, I'd even commend you for having made an interesting take on a somewhat 'boring' usually added arbitrarily number sequence puzzles in RPG MAK games.

And Just for fun, other Speculations leading to a result which the game considers false, but are no less viable to the actual solution:

-Simply add the numbers together in each bracket, then observe, then *speculate* to use the only relation you can see. (10) (40) (-8 78)/(70) making the Solution 78.

- -4 14 to -7 47, so, we multiply the first brackets solution by 4, so that must mean, we do it again, so the solution is (-8 168), because added together they are the solution of the second bracket multiplied by 4, consistent with 10*4 being 40 (+ 7).

And probably a number of random ass assumption that could be made.

Other than that, I've been enjoying the Remaster of this game for what it is, and I like the straightforward simplicity of it, as well as the execution. Earlier sections are sometimes deliberately repetetive, but as the game moves on, Quality of life improvements show. It is like 20 years ago someone made a single map for an RPG, and then made the second, then the third, and as time passed, things were balanced out and systems implementet to compliment what's already present. From my perspective, it's a timecapsule of how a well made RPG Maker game from ages past looked like, when we didn't have all these fancy scripts and sprites to work with. It's almost like following a Developer on their Process of continuasly adding and improoving to the creation, while leaving the 'mistakes of the past' intact for genuinity. So Kudos to that! :) Nostalgia intensifies

P.s.: And no, the third puzzle is also not 'fair' as one poster from the past claimed (realized a kindred soul actually already provided the solutions to all three puzzles, check the first page, bottom). It suffers from the same problem, it needed in that case at least a second already fully presented 'instance' (1st number times 3rd number equals 2nd number is an observation you do at random, it is simply easier to guess that that's also the expected operation for the second string, which isn't even presented as such.) To make that one viable as a riddle, and not rely on people simply assuming the right solution, it needs to be 1st number times 3rd number equals 2nd number, 4th number times 6th number equals 5th number leading to the magic of *repeated observation*, from that, and only that, the rules are clear, and then it is fair to ask 7th number is x, 8th number is y, what Number is 9th?

P.p.s: I played the Hell out of Lufia II when I was a kid/teen, and I really love the inclusion of its music everywhere :) I guess that's why the combat system ends up being so well made, forcing me to use all the spells, items and tactics (defend) which I often neglect in other RPG's. Lufia had a similar effect, especially in the Cave of the Ancients. I'm also a sucker for the Chrono Trigger Soundtrack, and some Final Fantasy inclusions I also recognize. Well, that's that, thanks for making this ^^

P.p.p.s.: AND Terranigma Musix too!! ^.^
author=Mackenzi
when does final tear 2 remastered releases?


I suspect in 1-2 months, the game is mostly done
when does final tear 2 remastered releases?
author=Varn

Thanks for your thoughts, the whole idea behind the remaster of this game is not to improve to games like Final Tear 3 for an example. But to improve aspects of the original but leaving the 2000 first rpgmaker games feeling in tact. It's not a remake and this was never the plan to begin with.


However you posted some fair points that I will look into some later.

I'm ... kind of shocked this is the remastered version, to be honest. I wonder what it was improved from? Rather than leave a 2-star review (and debate with myself if a 1.5 is more appropriate) - I'll just post my thoughts here.

I'll start with the two nice things I can say about it: a two-paragraph summary of the overall plot is absolutely epic. Also, assuming you're willing to grind to buy the available gear, the battles and skills are well balanced, challenging without ever seeming completely unfair.

That's about all. Unless you're nostalgic for all the worst features of late-80s/very-early-90s JRPGs, there's nothing else to recommend.

I'm fairly certain English isn't the author's first language - but the text reads almost worse than what Google Translate would come up with. Something is phrased awkwardly or borderline-unintelligibly in practically every line of dialogue.

I've managed to walk off the map quite a few times, especially early on, without even trying. The mapping is otherwise ... let's just say, uninspired.

Characterization is practically non-existent. Your main party:
Duke - Initially a 10-year-old boy training with a sword whose dad wants to go to the Castle for an unexplained reason. Later, he lies in bed for 10 years doing nothing (the game actually states this), and then he is the 20-year-old chosen one.
Tiffany - Duke meets her on the road at age 10 randomly, and she comes along. He then does the same again at age 20. She spent the intervening 10 years looking for him, despite his house being one of 3 interactable buildings on the current world map. She doesn't appear 10 years older, either.
Galleon - An old elf-looking guy, who is a Summoner. At one point, the voice of Duke's sentient time machine says "take this guy along, the enemies are getting harder", so Duke does. That's ... about it; though he is perhaps the game's most useful character.
Ashley - The healer, who joined at one point because "she knew how to fly a balloon", leaves for a bit, then returns without explanation. She DOES have a characterization - she blatantly hits on any male visible, usually with astonishingly inappropriate (mangled) lines.

The plot, close up, is ... not very good. Here's a sample scenario: Duke and team have gone back to the past in their time machine to pick up ... a time machine. (This one is maybe better?) They find two castles - the first Duke says "No time for that!", the second Tiffany says "Nah, let's go to the fishing village". They get there; the guy with the boat says "Talk to captain." At the captain, Duke says "We want to go on boat". Here's the further dialogue - not exact quotes, but hopefully giving an idea of the quality of the text:
Captain: "Okay, but find my necklace before".
Duke: "Sure, where is necklace?"
Captain: "In crypt to east."
Duke: "Okay".
30 minutes later ... with the necklace clearly already in Duke's inventory after the fight:
Duke: "We beat you, now give me necklace"
Crypt Boss: "No, it is mine"
Duke: "Did you steal it?"
Crypt Boss: "No, I found it lying around. Ok then, you can have. Since I've been so annoying, I will warp you to entrance".
Captain (5 minutes later): "Okay, you have permission for boat"

And on and on like that. Eugh.

Oh, one more thing if I haven't scared you away yet. The pyramid puzzles:
46 62 13. You're welcome - you can now proceed with the game. (Yes, all progress halts until you work these out; and there are no hints anywhere to be found.)
#1 is part of the Fibonacci sequence . Fair enough.
#3 the middle number is the product of the outer two. Also fair.
#2 ... the second number is the square of the first, minus two. How you're supposed to EVER guess that from just two completed sets is beyond me. I eventually started trying every possible two digit number, and spent a few more minutes puzzling out why 62 was correct once I finally brute forced the solution. If there were 3 full pairs on the screen, this might have been decent; especially if one of the pairs was positive. Or the two pairs that were there didn't have repeating digits, which is the first thing anyone would think of.


In short... this may have been decent for one of the very first RPGMaker games ... but unless I somehow downloaded the 2001 version, it is abysmal for 2021. I may keep plowing through it. I'm ... I have no idea how far from the end. Level 36 on an ice continent, grinding out money for crystal gear. It looks like the author has put in significant effort at least, and is particularly proud of Final Tear 3 ... so not giving up. Yet. But I'm listening to an audiobook and chatting with friends while doing it.
author=FinalTear
author=matski
I'm happy to hear that you are back at work with this game!
Thanks that is good to hear. I might have a beta ready soon. Ur interested to play trough/test it?

I probably won't be able to play much of it until evening of April 4th.
author=matski
I'm happy to hear that you are back at work with this game!

Thanks that is good to hear. I might have a beta ready soon. Ur interested to play trough/test it?
I'm happy to hear that you are back at work with this game!
author=Steinbeisser
post

Thanks for your honest and critical feedback. At the moment I'm polishing the game again and I will take your findings in consideration.
author=Steinbeisser
For crying out loud, this game aggravates me! First of all, there are countless spelling mistakes. Is there even one complete sentence that doesn't contain at least one mistake? I'm not a native English speaker, and I played games that violate the English language until its dying breath, but this game is worse. I wouldn't mind (that much) if the story was interesting, yet the story is the most generic, dilettantish piece of crap - even without considering the immersion-breaking shit (Chinese guy + video at the beginning, bin Laden comments, wish fulfillment Ashley "I want to bang dudes who cute girls like me normally don't want to bang" and so on).

And the bugs! For heaven's sake, this is the game's state after all these years? You can't be serious. Did anyone at any point playtest this game even once? I can bear with the awful mapping, but shouldn't bland map designs cause less bugs? The following examples could serve as a RPG Maker "best of" bug show:

Map on which Child Duke recruits Tiffany: The red treasure chest that contains a potion is mirrored. An invisible copy that can be opened an indefinite number of times (one click to close, one click to open again) can be found northwest of the original one's position on the upper edge of the screen (north of the triangle tree formation). After having opened the invisible copy first, the original one can also be opened an indefinite number of times (I didn't test if this can be done with regard to the original one from the start without having opened the copy before).

On the same map: Though it isn't really a bug, it doesn't make any sense to use the inn (50 GP per night) if a save crystal that restores for free is literally fifteen steps away (on the previous map).

The house (time machine) two screens further east "features" incomplete statues and the opportunity to walk on its outer frame (obstruction mapping). What's even worse: The tile that triggers Tiffany's temporary leave can be easily bypassed, even though triggering Tiffany's temporary leave is necessary to advance the story.

After the time travel scene: When stepping on the tile that triggers the "nothing happens" message, the player can continue to press forward (north) and thus walk on tiles he isn't supposed to be able to walk on (obstruction mapping).

When Child Duke returns to his father, he has to fight the Fire Boss again because of the time travel, but why are the treasure chests in this cave empty when they should also be untouched? And, more importantly: Tiffany shouldn't be able to remember Duke. These aren't even mistakes of "time travel can't be explained logically" caliber, these are just stupid consistency errors.

After having defeated Duke's father: Pressing enter on the tile below Duke's father triggers the following dialogue box: "Hi wassup with you did take some care for monsters Didn’t you?" (sic!). If a dialogue with Duke's father is initiated while standing on this tile, the aforementioned dialogue is added at the end of the conversation.

Inn on the King's Road to the castle: Sleeping here can only be triggered manually by pressing enter on the right tile. Since the night stop offer isn't triggered automatically, this turns into an obstruction mapping problem at the same time (the player can walk one tile further north "into" the inn than intended).

Same map: Several river tiles east of the small bridge can be walked on. The same applies to the deep blue water tiles east of the inn and to the ones (and several other water tiles) on the next map (obstruction mapping). Those water tiles can also be walked on in the northwestern part of the forest where the party has to fetch the apple. Speaking of the apple: Just fetching it makes it possible to advance the story. The player doesn't even have to deliver the apple to Duke's father.

Mountain cave east of Duke's house: There's a house that can't be entered (despite its door being open) - though it's probably irrelevant, since there aren't any mapped out house interiors anyway.

After the boss fight against Justin, the party is teleported out of the dungeon. If the player returns to the end of said dungeon, he can repeat the whole scene and fight Justin again.

I don't know if I want to complete this game - maybe when I'm in the mood to laugh about how bad this game is, though it's not amusing that this game made me shed my final tear. It's probably better to move on, all the more when even the nicely done FMV feel totally out of place.

This game is old and probably was one of the first RPG Maker 2000 games released which probably explains why the mapping is poor. I was disappointed at how linear this game was (I will argue that FFXIII is more linear than this game, hahaha). I only played this game because of the storyline. I want to see what happens before FT3.
For crying out loud, this game aggravates me! First of all, there are countless spelling mistakes. Is there even one complete sentence that doesn't contain at least one mistake? I'm not a native English speaker, and I played games that violate the English language until its dying breath, but this game is worse. I wouldn't mind (that much) if the story was interesting, yet the story is the most generic, dilettantish piece of crap - even without considering the immersion-breaking shit (Chinese guy + video at the beginning, bin Laden comments, wish fulfillment Ashley "I want to bang dudes who cute girls like me normally don't want to bang" and so on).

And the bugs! For heaven's sake, this is the game's state after all these years? You can't be serious. Did anyone at any point playtest this game even once? I can bear with the awful mapping, but shouldn't bland map designs cause less bugs? The following examples could serve as a RPG Maker "best of" bug show:

Map on which Child Duke recruits Tiffany: The red treasure chest that contains a potion is mirrored. An invisible copy that can be opened an indefinite number of times (one click to close, one click to open again) can be found northwest of the original one's position on the upper edge of the screen (north of the triangle tree formation). After having opened the invisible copy first, the original one can also be opened an indefinite number of times (I didn't test if this can be done with regard to the original one from the start without having opened the copy before).

On the same map: Though it isn't really a bug, it doesn't make any sense to use the inn (50 GP per night) if a save crystal that restores for free is literally fifteen steps away (on the previous map).

The house (time machine) two screens further east "features" incomplete statues and the opportunity to walk on its outer frame (obstruction mapping). What's even worse: The tile that triggers Tiffany's temporary leave can be easily bypassed, even though triggering Tiffany's temporary leave is necessary to advance the story.

After the time travel scene: When stepping on the tile that triggers the "nothing happens" message, the player can continue to press forward (north) and thus walk on tiles he isn't supposed to be able to walk on (obstruction mapping).

When Child Duke returns to his father, he has to fight the Fire Boss again because of the time travel, but why are the treasure chests in this cave empty when they should also be untouched? And, more importantly: Tiffany shouldn't be able to remember Duke. These aren't even mistakes of "time travel can't be explained logically" caliber, these are just stupid consistency errors.

After having defeated Duke's father: Pressing enter on the tile below Duke's father triggers the following dialogue box: "Hi wassup with you did take some care for monsters Didn’t you?" (sic!). If a dialogue with Duke's father is initiated while standing on this tile, the aforementioned dialogue is added at the end of the conversation.

Inn on the King's Road to the castle: Sleeping here can only be triggered manually by pressing enter on the right tile. Since the night stop offer isn't triggered automatically, this turns into an obstruction mapping problem at the same time (the player can walk one tile further north "into" the inn than intended).

Same map: Several river tiles east of the small bridge can be walked on. The same applies to the deep blue water tiles east of the inn and to the ones (and several other water tiles) on the next map (obstruction mapping). Those water tiles can also be walked on in the northwestern part of the forest where the party has to fetch the apple. Speaking of the apple: Just fetching it makes it possible to advance the story. The player doesn't even have to deliver the apple to Duke's father.

Mountain cave east of Duke's house: There's a house that can't be entered (despite its door being open) - though it's probably irrelevant, since there aren't any mapped out house interiors anyway.

After the boss fight against Justin, the party is teleported out of the dungeon. If the player returns to the end of said dungeon, he can repeat the whole scene and fight Justin again.

I don't know if I want to complete this game - maybe when I'm in the mood to laugh about how bad this game is, though it's not amusing that this game made me shed my final tear. It's probably better to move on, all the more when even the nicely done FMV feel totally out of place.
author=FinalTear
author=Garnock_Kalil2
What's 5 15 3 7 91 ? Means i am having troubles to past through at the "Endless maze of Dmitri"
It's 13. But better contact me at the forums for those kinds of questions http://finaltear3.freeforums.org/

I don't come here very often.

author=Ryujohnson
where will final tear 2 be released on here?

Yep I will post it here some later on.

The link to the form is not working. Where can I get all of the answers to the pyramid stuff? I am stuck on the 2nd one (-4 14 -7 47 -8). I am assuming the last digit is an 8 but can't figure out the others since the last digit in 2nd and 4th match the last digit in 1 and 3.....
author=Kaliesto
Well I tried my best to push myself in this game, but I had to stop at Nappa because of how overpowering he is no matter how much I leveled.

With that said, I cannot give a proper mini-review since I've stopped playing Final Tear 1. Also it's been a long time since I've last chat with you, hope you been well.

What I can tell you so far this game from what I've seen:

-Alot of absurdity in the storyline from the main characters/villains/etc. I felt this game so far was like some huge parody on Japanese-RPGs, and Anime itself. Also the gameplay is very unbalanced even at the beginning. I was literally struggling, and finally gave up. At first I was going to use some kind of save-game editor just to give me a push out of where I was stuck at, but the one I found does not want to cooperate with your game for some reason. I tried going through the regular editor, but looks like the data-tree was corrupted (I remember having this problem before years ago for this game). There is a way to fix this, but I didn't want to deal with it.

From what I understand this was your beginnings, so in the end I can't be too harsh about it. From what I also understand you've been doing alot of revamping for FT2, and FT3. I've never played 2, so this would be beneficial for me, and I have played FT3, but I remember a game-stopping bug that did me in very late in the game. I was incredibly pissed off to say the least, but I will give that game another go once you bring in the new update.


You cannot beat Nappa - you need to die there. But judging from your story it does not do that. If I remember correctly I fixed that after your post. But I will look for it when I'm done with the website and the forums and the new upload of Final Tear 3.
Well I tried my best to push myself in this game, but I had to stop at Nappa because of how overpowering he is no matter how much I leveled.

With that said, I cannot give a proper mini-review since I've stopped playing Final Tear 1. Also it's been a long time since I've last chat with you, hope you been well.

What I can tell you so far this game from what I've seen:

-Alot of absurdity in the storyline from the main characters/villains/etc. I felt this game so far was like some huge parody on Japanese-RPGs, and Anime itself. Also the gameplay is very unbalanced even at the beginning. I was literally struggling, and finally gave up. At first I was going to use some kind of save-game editor just to give me a push out of where I was stuck at, but the one I found does not want to cooperate with your game for some reason. I tried going through the regular editor, but looks like the data-tree was corrupted (I remember having this problem before years ago for this game). There is a way to fix this, but I didn't want to deal with it.

From what I understand this was your beginnings, so in the end I can't be too harsh about it. From what I also understand you've been doing alot of revamping for FT2, and FT3. I've never played 2, so this would be beneficial for me, and I have played FT3, but I remember a game-stopping bug that did me in very late in the game. I was incredibly pissed off to say the least, but I will give that game another go once you bring in the new update.

I have an issue with the game crashing just after the text describing Duke and asking me to help him.
It says something like Interface not suported
Good news the newest version Final Tear 1 1.3 is out now!
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