Gameplay and design
What makes Final Fantasy II stand out is its lack of traditional experience points and levels. Instead, character growth depends entirely on how you use them in battle. For instance, constantly attacking with a sword raises Strength, taking hits boosts Stamina, and frequent spellcasting increases Intelligence. This design was quite avant-garde for its time, and on a handheld, it feels refreshing. Players aren't passively accumulating XP; they're actively thinking about how to develop their characters, with each battle serving as a mini training session.
However, this growth system also spawned an unexpected playstyle—stat grinding. Since repeatedly performing an action raises the corresponding stat, many players deliberately had characters attack each other or cast spells at nothing to quickly boost abilities. This became a shared memory among players and was even considered a 'cheesy' tactic. While the developers never encouraged it, players reveled in it, leaving a lasting impression of the system.
The game also features a distinctive 'keyword memory' system. When talking to NPCs, you can note down a word they mention and then ask others about it, often uncovering new leads. This makes story progression less linear, more like piecing together information yourself. On the handheld, this works smoothly; you can open the memory menu anytime to review keywords and decide who to ask. This interaction encourages active exploration rather than passive storytelling.
This installment also introduced two elements that would become series staples: Chocobos and Cid. Chocobos serve as mounts, speeding up travel on the world map. In battle, the party can have up to four members, but fewer is also allowed, offering flexibility. The battle screen directly displays character HP, letting you assess the situation at a glance without opening menus—especially handy on the small handheld screen.
Overall, the WonderSwan Color version's core gameplay lets players experience a growth and narrative system entirely different from traditional RPGs on a handheld. It doesn't simplify the mechanics for portability but preserves them faithfully. For newcomers to the series, this design might take some getting used to, but it's precisely this uniqueness that gives Final Fantasy II a special place in the series.
Background and release
Final Fantasy II for the WonderSwan Color was released in Japan on May 3, 2001, as part of a collaboration between Square and Bandai to bring the first three series titles to the platform. This version is a remake of the Famicom original with updated graphics and is exclusive to the WonderSwan Color. Square also released a special edition console bundled with the game, a significant draw for collectors.
This version holds a unique spot in the remake history of Final Fantasy II. It sits between the Famicom original and the later PlayStation version, being the only new release in 2001. The PlayStation version followed in 2002, also developed by Kan Navi. In many ways, the WonderSwan Color version serves as a bridge, allowing players to experience this classic on a handheld for the first time.
However, this version was never released in the West, remaining Japan-only. Square had originally planned to localize Final Fantasy II for North America, even going so far as to title it 'Final Fantasy II: Dark Shadow Over Palakia,' but the plan was ultimately scrapped. As a result, North American players later received Final Fantasy IV under the name 'Final Fantasy II,' leading to lasting confusion about the series' numbering.
The WonderSwan Color version's release also reflects Square's attention to the handheld market at the time. The WonderSwan Color, Bandai's handheld, had a following in Japan but limited global reach. Square's decision to release a remake on this platform catered to Japanese fans and aimed to expand the RPG market on handhelds. Due to the platform's constraints, however, the version's influence remained largely domestic.
Within the series, the WonderSwan Color version is a significant milestone in Final Fantasy II's remake journey. It preserves the original's essence while laying groundwork for the PlayStation version. Though never released in the West, it remains a cherished handheld memory for many Japanese players. For those studying the series' history, this version is an essential piece.
Development
The WonderSwan Color version was developed by Kan Navi, a company specializing in ports and remakes. The music was rearranged by Tsuyoshi Sekito, who later worked on other Final Fantasy titles. The development team was small, around ten people, but core members were series veterans, including Hironobu Sakaguchi and Akitoshi Kawazu. Though not directly involved in programming, they provided guidance for this version.
The development process has an interesting backstory. During the original Famicom development, a programmer named Nasir Gebelli had to return to the US due to visa expiration, so the entire team followed him to America to continue work. This cross-border development was rare at the time and highlights the era's spontaneity and team camaraderie.
Regarding the Chocobo, its designer was Koichi Ishii. Having raised chickens as a child, he had a fondness for birds, and the Chocobo was inspired by his childhood pets. Initially, Ishii envisioned the Chocobo as a permanent companion, but Sakaguchi felt it was better suited as a mount, leading to the change. This decision proved highly successful, making the Chocobo one of the series' most beloved mascots.
Another interesting tale involves the Moogle. Also designed by Ishii, the Moogle was initially included but later cut due to lack of a suitable role in the story. However, its sprite wasn't wasted; it was repurposed for other enemies. So, some monsters in the game carry echoes of the Moogle. This 'recycling' was common in development back then.
The team also faced challenges during development. Continuously adding new monsters delayed the main version's completion, causing disputes among members. Yet, these hurdles were overcome. Although a port, the WonderSwan Color version saw optimizations in graphics and music, allowing veteran players to appreciate the original's charm on a handheld.
Reception and legacy
Upon release, the WonderSwan Color version received a score of 30/40 from Japanese gaming magazine Famitsu. This was a middling score at the time—neither outstanding nor disappointing. Given it was a handheld port, the rating seemed fair. Player feedback focused on the graphics and music, praising the remastered quality, while noting the system remained unchanged with few surprises.
Although no standalone sales figures exist, as of March 2003, all versions of Final Fantasy II combined had shipped 1.28 million copies worldwide. While not exceptionally high, it's a respectable number for a remake of an older game. The WonderSwan Color version contributed to this total.
The growth system in this version had a notable impact on the series. The unintended ability to grind stats for quick power-ups was seen as fun by some players but unbalanced by others. Due to negative feedback, the sequel Final Fantasy III reverted to a traditional experience point system, while Kawazu carried the growth system into the SaGa series, where it flourished. Despite controversy, the system's legacy endured.
The WonderSwan Color version plays a transitional role in Final Fantasy II's remake history. It allowed players to experience the classic on a handheld and laid the foundation for the PlayStation version. Though never released in the West, it remains a cherished handheld memory for many Japanese players. For series historians, this version is an indispensable part.
In summary, the WonderSwan Color version is a faithful port that focuses on remastering graphics and music rather than altering content. For fans of Final Fantasy II, it offers a chance to revisit the classic on a handheld. While it didn't cause a stir, its place in the series' history is irreplaceable.







