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An interesting twist on the background history of the original Final Fantasy! This game will feature what went down 200 years before the original Final Fantasy 1 for the NES, featuring an unexpected cast of characters otherwise known as the 'Sky Warriors' in the canon game. Witness the catastrophe of the four Fiends of Elements making their grand entrance into the Final Fantasy world, and experience the Lufenian response!

Official Trailer!


Ironed out details using canon story from both the original Final Fantasy 1, the various updates from future re-releases on more modern consoles, and even diving into the history of the Dissidia line of Final Fantasy games in a bold attempt to flesh out a very possible "what if" scenario of the Sky Warriors story.

Features!
- Rich 8-Bit NES style graphics
- Classic soundtrack used from the Wonderswan re-release of the classic Final Fantasy meshed with other popular Wonderswan titles
- Full sound effects ported from the original Final Fantasy title for NES
- Painstakingly accurate representations of the Final Fantasy 1 world in its past
- The return of several original Final Fantasy 1 classes and the entire spell list (almost.. but with bug fixes from the original NES counterpart!)

Latest Blog

Sky Warriors v1.63

HELLO EVERYBODY!

Today I'm announcing the release of Final Fantasy: Sky Warriors version 1.63, with several updates gleaned from Hali's wonderful playthrough of the title. We have FINALLY submitted to RM2k3's ROW command. Below are the bugfixes and changes!

- Added a command to change rows to the main menu, and expanded the battle backdrop graphic to compensate for the back row. An NPC in Lufein now explains the usefulness of rows. (And no longer talks about a fictional town of Gaia)
- Updated Gouge to indicate that it now inflicts Darkness as opposed to Blind.
- Cleaned the mossy corners out of underground locations with rivers.
- Increased the accuracy of the Bane spell.
- Onrac no longer has a mysterious grassland beyond the castle to the east.
- Gave Alexanders STASIS ability the nerf bat.
- Fixed several sprite errors.
- Fixed several grammatical and spelling errors.
- Buffed the damage and accuracy of all of Bikke's abilities.
- (Hopefully) Fixed an error involving riding the airship out of Lufein for the first time.

Have fun powering those crystal ORBS!

Posts

So just one more episode to go huh? Can't wait to see what you'll will implement next.
Tons of bugs in episode 2. Mainly with the ship and canoe.
author=Mikehappy
Tons of bugs in episode 2. Mainly with the ship and canoe.


Could you be more specific?
If you get off of a ship on to the canoe and then back on to the ship, you can sail over land. You can also sail in to town and poof, ship is gone. If you dock the ship with this going on, you can walk on water. In Melmond's Earth Cave, I couldn't canoe over the giant lake surrounding the stairs at all. Every floor worked fine until that. I assume it's the last level because it was floor 3 or 4 of the cave.
Gotcha, I had just caught the canoe issue on the bottom floor of the Earth Cave and it will be corrected in the final release (which should be the 22nd!). I cannot seem to replicate the ship to canoe to ship issue you're having, it could be tied to a specific river tile. Does it happen on any river tile or one specific one? If it's all tiles it's happening on, it is possible it's an issue I've already corrected just don't have released yet. I will admit that if you're using the ship while trying to activate and deactivate the sprint shoes repeatedly (Which I really have to try to cause) it will bug out with a problem similar to what you are experiencing.

Edit - I've also fixed an issue with the sprint shoes that causes you to slow way the heck down if you spam it repeatedly.
Holy crap this feedback has been eye opening! I'm terribly sorry for going back on things folks, but I'm going to have to pull down the release date until I nail these major problems my testers have dug up. But don't worry, the game is still coming, and very soon!

I will put a new release date up as soon as I am confident I can deliver a good game, guys.
I knew about the shoe issue, but it was fixed by hitting + a few times. Nothing big there. The spot where I could break the ship was the area right below the cave with all the ores in it, where you would use TNT in the original Final Fantasy. If you go SHIP -> CANOE -> SHIP you can then sail right over land and if you enter town, your ship is gone for good.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
I also found a goof.


If you sail your canoe one tile north of an area that looks like this, you can go straight out to sea with it. I've got a feeling it's every tile that looks like this.

I tried replicating the above goof, but I couldn't. I could, however, do this.

I think I've finally found a solution to the canoe/ship problem. I'll incorporate it into the next fix I upload... I may need a second test phase :/

Edit - What's best, I'll be able to keep the sprint shoes. I also think I will make them available from the beginning of the game at no cost. This way you can stick to the nostalgia speed or oh my god its so slow get this crap over with speed.

Edit Again - With the Tim Tam Gam Jam hitting, I may postpone this while I tackle that event project. The biggest reason I'm doing this is to take a short break from all the testing errors I've been ironing out so I can come back refreshed and hopefully wrap this boy up shortly after the event!
Congratulations on completion!
Edit: heck I meant for this in the blog
I'm here everyone!

The download has been patched to version 1.1, with the following fixes;

- The flight to Crescent Lake has been fixed. The player no longer insists that the airship be brought with them into town.
- Rebuilt the character swapping ability, it now works as intended. Ruby has decided she doesn't need to dominate the leader position if given the opportunity.
- Apparently a dialogue between Ruby and Garland wasn't triggering upon the first entry into Lufein, this has been fixed; And as such, if you copy over your previous save, you should get this unusual dialogue bit when you return to the city. Don't worry, it's not game breaking.

Copying over your previous save SHOULDN'T cause any problems. Have fun!
Hi there! I just got done playing your game, and actually have a (very flattering) review pending already. Hopefully it'll go through, as... Well, it's my first review on this site, ever. I'm more of a lurker really. That said, I loved your game to bits, and it'll show in the review, hah.

But that's not why I'm posting in the comments too. I ran into a few bugs while playing, and I thought I'd report main ones.

The first minor one is that at some point (can't remember specifically where) when 'disembarking' from the Canoe in the Earth Cave, just before going into stairs, the sprite change didn't occur and for a moment I was essentially canoe-ing on land. I didn't really test this further, as it only happened for essentially two steps before I went down to the next level.

The second minor one is that in the looping 'maze' room in Flying Fortress, late in the game, the teleporters aren't properly assigned. So you actually need to step right back into the teleporter you just entered the area through to proceed, instead of finding the next one.

Third minor bug is that the treasures in Elfland are invisible for some reason. They're still there, just they display no graphic.

The next bug, and the game breaking one, is in the Flying Fortress. Specifically in Tiamat's Room. Once entered, for some reason, I was immediately able to start walking through walls, thin air, and so forth. It essentially removed all collision detection on my character. I reloaded my save, tried again, and had the exact same results. This persisted even when I left to the world map, and the only way I was able to fix it is by heading to Onrac (which I couldn't enter due to having no collision) and pressing the 'use' key, which prompted me to enter the town, which fixed the bug.

I dunno if that last one will be an isolated incident, but I thought I'd report it, as it's pretty severe. Hopefully that helps!
Thanks for the bug reports! I'll look into fixing these right away. Glad you enjoyed the game!

-Edit-

Bug 1 - Yeah, apparently I just somehow missed an exit river event on that particular middle tile right before you go from B3 to B4.

Bug 2 - Yup, I misplaced where you teleport to from the lower floor to this maze room. Fixed now!

Bug 3 - Huh. I thought I fixed these AGES ago. They appear now!

Bug 4 - Hmm. Apparently the door event doesn't turn off the pass through stuff part quickly enough. I added a part that turns it off again later in the event and the problem seems to be gone.

And the download is now updated to V1.2. Enjoy, folks!
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
author=SadrackVonArten
The next bug, and the game breaking one, is in the Flying Fortress. Specifically in Tiamat's Room. Once entered, for some reason, I was immediately able to start walking through walls, thin air, and so forth. It essentially removed all collision detection on my character. I reloaded my save, tried again, and had the exact same results. This persisted even when I left to the world map, and the only way I was able to fix it is by heading to Onrac (which I couldn't enter due to having no collision) and pressing the 'use' key, which prompted me to enter the town, which fixed the bug.

I dunno if that last one will be an isolated incident, but I thought I'd report it, as it's pretty severe. Hopefully that helps!

Whoa, it wasn't just me. I saw this happen in my own playthrough and reported it under "WHAT?", but I figured maybe it was just my eyes playing tricks on me. I went back to the first town to restock before what I assumed was going to be the Tiamat battle when this happened.

04/08/2019 02:32 AM
WHAT?

• I used EXIT to leave the Sky Castle and go back to Lufenia, but I was able to walk over the buildings outside of town and it only let me enter upon hitting the Space Bar.
Just finished. Made my weekend. Thank you!
I found one major bug. A bit confused about what exactly happened when I opened the Earth Door in the Temple of Fiends very early, I tried to go back to the bottom floor of the Earth Cave. The second I entered - like, still on the stairs - it re-initiated the boss battle. And upon victory and a dialogue message, the battle started over again. Probably indefinitely.
And a minor one - an Airship sprite stayed by Crescent Lake for the whole game for me.
And I ... think I found everything? Looking at the resources, I see I never found Atomos and Mephistocles; are they in the game somewhere? And ... uh, I assume there's only the one ending?
There are two endings, a good and a bad one. If you got all the way through the credits and "The End" wasn't followed by a Question mark (?), you got the good ending. The bad ending is easy to get, just beat the game without doing all the Sharlayan stuff.

Atomos and Mephistocles are in the game, just secret bonus bosses!

I'll look into these bugs! Thanks for enjoying the game XD

Edit - Good call on the Airship sprite, I recently had to fix that for another reason and forgot to turn the sprite off once you completed Gurgu Volcano.

AH I see the Titan bug. It is now fixed and I am uploading version 1.3 to reflect the changes. Thanks again!
Hmm, I suspect at least one of the missing bosses may have something to do with never locating a unique dungeon behind an Earth Orb door, like the other 3. I'll go try again.
Might the other be in place of Warmech? Though the ending I got after retrieving Tsupsimati made it pretty clear Warmech himself isn't around yet.
Hmm - also not northeast at the penninsula NE of Pravoka, though I see what you did there :)

EDIT: Well, it took about 30 seconds to find where Atomos was hiding after I posted; dang waterfalls. That hairpin would have made Astos so much more useful. I also discovered that Nuke/Life2 do in fact exist. Out of ideas on Mephistocles though; I can only assume he's a random encounter somewhere, or his dungeon/room exists somewhere I'm positive I thoroughly searched, but am wrong about.
I found one more bug in my flailing: using EXIT in the Pirate's Cave somehow had my party on the canoe on the cave mouth, unable to move and having to restart. Couldn't replicate it on a reload though.
Things I didn't find that might or might not exist:
- Any way into Cornelia Castle
- The Masamune or Katana (found 4 pretty-clearly ultimate weapons though)
- Gaea & Matoya's Cave (story is pretty clear on why these don't exist yet)
- Sarda's Cave & Titan's Tunnel (though looking for them found Atomos)
- The Desert Caravan
- The WARP spell (some dialogue makes me think it doesn't exist. I think there were a few other missing high-level spells, but none from FF1 I remembered being at all useful.)
- Any references to 8-bit Theater and/or "Knock You All Down". But I squee-d at Ifrit's Nail and Shiva's Chiptune theme, and it only got better from there for a fellow player patiently waiting for 5.0. Is it wrong that I've been foolishly hoping our journey to 'the First' would be something like this game?
Went back to the game after reading the posts above and managed to find two extra secret bosses I'd missed. Now I'm pretty confident that I've done literally everything I can. Save for huh, getting the bad ending. Kind of wish I'd kept a backup save for that.

Varn, if you're still looking for ol' Mephisto, here's a clue. Should make finding him pretty easy.

Not all tombs in the game will display 'This is a tomb' when inspected. Maybe you spotted one with different text at some point in your journey?

Also, Illy, I'd go and double-check because I'm pretty certain the 'good' ending splash screen didn't have a question mark after it. I actually expected something like that and waited on the screen for a bit to see if it'd appear, but nope. So I assume it's possible you used the wrong image by mistake?
Nah, I don't have any 8-bit Theater references. I do have a reference from Faxanadu for the NES, though! It's not easy to notice as it involves trying to pay your way in the Earth Cave and not having enough gold :3

And no, there's no secret way into Cornelia Castle - it's closed off due to the war with Onrac. Same goes with Gaea and Matoya's Cave, their absence is explained in the story. I simply didn't include the Titan's Tunnel, Desert Caravan or Sarda's Cave as I didn't really need to have them in there for the prequel story. And you're half right, there is no katana in the game; The Masmune/Masamune, however~

A few spells didn't make the cut. Notice how there isn't an A-Rub, either? Hah.

Also, the bad ending is supposed to have the question mark, not the good ending. This is what clues you in that it's not the true ending.
A-Rub is the one I couldn't remember, yeah. Not that 80% of the spells are good for anything; but hey, that's the faithful FF1 recreation for you :)
And it looks like I was ... right about Mephisto being somewhere I was 100% sure I had explored. I wonder when he became available? Pushover at level 31, but he still did so much damage I bet it's not until you have all 4 orbs?
Anyway, I guess I'm done with the game now. Well - I *do* have a save capable of getting the bad ending, since I thought the choice in Sharlayan might be irreversible; but it's before getting the Wind Orb, so not right away. Really enjoyed it :)