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Although designed by one of Square's development teams in Japan, ''Final Fantasy Mystic Quest'' was specifically geared for the United States' market. At the time, console role-playing games were not a major genre in North America; Square thus attempted to broaden the genre's appeal through ''Final Fantasy Mystic Quest''.<ref name="ogopogo">''[[Ogopogo Examiner]]'' issue 2</ref> Square's executives cited the alleged difficulty of role-playing games as the reason Americans shied away from them, and eased the difficulty level by tweaking various aspects of the main series' gameplay.<ref name="ogopogo"/> Square even worked with their American offices to ensure that the game would be accessible to children.<ref>(Fahs, Travis) "[https://web.archive.org/web/20121208064015/http://www.ign.com/articles/2009/06/26/ign-presents-the-history-of-final-fantasy?page=3 IGN Presents the History of Final Fantasy]". IGN (Wayback Machine). Published June 26, 2009.</ref>
Although designed by one of Square's development teams in Japan, ''Final Fantasy Mystic Quest'' was specifically geared for the United States' market. At the time, console role-playing games were not a major genre in North America; Square thus attempted to broaden the genre's appeal through ''Final Fantasy Mystic Quest''.<ref name="ogopogo">''[[Ogopogo Examiner]]'' issue 2</ref> Square's executives cited the alleged difficulty of role-playing games as the reason Americans shied away from them, and eased the difficulty level by tweaking various aspects of the main series' gameplay.<ref name="ogopogo"/> Square even worked with their American offices to ensure that the game would be accessible to children.<ref>(Fahs, Travis) "[https://web.archive.org/web/20121208064015/http://www.ign.com/articles/2009/06/26/ign-presents-the-history-of-final-fantasy?page=3 IGN Presents the History of Final Fantasy]". IGN (Wayback Machine). Published June 26, 2009.</ref>


''Final Fantasy Mystic Quest'' has numerous similarities to ''[[Final Fantasy Legend III]]''. It has a very similar battle system, graphical interface, and dungeon system. The game even reuses the jumping mechanic from ''Final Fantasy Legend III''. Many of the icons from caves to the enemy sprites are a color-upgraded version of ''Final Fantasy Legend III''{{'}}s sprites. Besides allowing for computer-controlled allies, the game did away with random battles, complicated storylines, and text-based menus. To appeal to the perceived tastes of North American audiences, which gravitated towards fast-paced games, Square included action-adventure game elements. Ted Woolsey stated that ''Final Fantasy Mystic Quest'' was one of the easiest games he had to translate, due to the game's small size.<ref>"[https://web.archive.org/web/20060713020606/http://chronocompendium.com/Term/Bob_Rork_Woolsey_Interview.html Bob Rork Woolsey Interview]". Chrono Compendium (Wayback Machine).</ref>
''Final Fantasy Mystic Quest'' was developed in a graphic and gameplay style similar to ''[[Final Fantasy Legend III]]''. The gameplay shares numerous similarities with that title, featuring a very similar battle system, graphical interface, and dungeon system. Even the jump feature from ''Final Fantasy Legend III'' has been reproduced, and almost all of the icons - from caves to the enemy sprites - are a color-upgraded version of ''Final Fantasy Legend III''{{'}}s character set. Besides allowing for computer-controlled allies, the game did away with random battles, complicated storylines, and text-based menus. To appeal to the perceived tastes of North American audiences, which gravitated towards fast-paced games, Square included action-adventure game elements. Ted Woolsey stated that ''Final Fantasy Mystic Quest'' was one of the easiest games he had to translate, due to the game's small size.<ref>"[https://web.archive.org/web/20060713020606/http://chronocompendium.com/Term/Bob_Rork_Woolsey_Interview.html Bob Rork Woolsey Interview]". Chrono Compendium (Wayback Machine).</ref>


==References==
==References==

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