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Final Fantasy I DoS Maeson
Original game : Final Fantasy I & II: Dawn of Souls
Platform : GBA
Author : Maeson
Release date : 18 January 2024
Category : Improvement
Patch version : 1.3c
Modifications : G, T, P, O
Downloads : 2318
ROM Information
Database match: Final Fantasy I & II - Dawn of Souls (USA)Hack description
Like other hacks of this author, FF1 DoS Maeson makes an extensive number of tweaks to a game he has played more than a fair number of times, in order to get a different experience from it.Screenshots



Contributions
| Contributor | Type of contribution | Description |
|---|---|---|
| Maeson | Hacking | |
| Kea | Original Hacking | Vancian System |
Reviews
| Way more challenging and fun than the original gba game | DanielGames | 2024-01-28 | Version 1.3b |
I felt that the original gba game was really easy once you got to the Lich. This romhack keeps the difficulty pretty current with your expected level. The bonus dungeons also don't cause you to overlevel as the enemies only give you 1 experience (except for a few dragons in the 4th one). The spell rebalance is also welcome. Haste isn't available until you get the airship and while it's been nerfed somewhat, it's still insanely strong and worth casting on your melee characters. Focus and Focara were buffed in 1.3c as well which is definitely welcome. I would recommend this to anyone who wants to play ff1 on the gba. It ran flawlessly on a homebrewed DSi using gbarunner2. | |||
| Very nice Dawn Of Souls Mod | retrohacknerd | 2023-12-07 | Version 1.3b |
(note: I did not play FF2 this review is regarding FF1 only) This is a fun FF1 DoS hack that adds back some challenge and restores the vancian magic system, which I appreciate more and more over time. The original DoS was very easy for the most part but had stupid hard boss battles that almost forced you to cheese them with Temper stacking strats. DoS Maeson makes the boss battles reasonably difficult and takes away the ability to stack Temper ad infinitum. There are several ways this is accomplished that are explained in the readme but bottom line: it works and the difficulty was good. I have complaints about the base game (too many consumable items like phoenix downs etc) but as far as this hack goes I have nothing but praise. While I still don't like DoS as much as the NES version I am glad to have played this and think it's the best version of DoS I've seen so far. Worth a go if you like FF1 :) | |||
| Amazing hack but I wish I had the option to keep leveling past 50 | 0penate | 2023-04-11 | Version 1.3a |
I found combining this with Kea's other hacks to be the ultimate DoS experience and the closest thing to returning/enhancing the difficulty of the original NES. I have every mod except easy active and as my characters approach level 50...the only thing I wish the author had available was an optional patch to continue past 50. I would rather that than an "easier" version and to me it doesn't make sense to limit to 50 when there is additional content in this game that didnt exist in the NES. Overall amazing. Hopefully a level to 50 patch becomes available in the future so I can finish the game. | |||
| Fun rom hack that restores challenge of NES version. | sekuza009 | 2022-02-23 | Version 1.3 |
I've been using this hack to play through the original FF1 on my emulation handheld and have been having a blast with it, it's challenging but fair and the original mana system seems way better than what they changed it to. I do have one complaint however. It seems like in the Earthgift shrine, when you get the floor that has enemies you have to talk to battle and progress, it doesn't work. You get softlocked at that floor. I've confirmed it works properly on the original and seems like something changed in this rom hack breaks it. That is the only bug I've experienced so far however. Otherwise this is one of the better ways to experience FF1 with the extra content. | |||
| The fun restored | exline | 2021-10-12 | Version 1.0 |
Maeson's version brought back a feeling I haven't had since the NES days - the right level of challenge combined with having to make decisions with consequences. His tweaks to the relative power of magic attacks vs. buffing physical attackers makes boss fights far more interesting; some of his new gear allows for a lot of situational optimization in a way that is fun, not tedious. The scarcity (and non-purchasable nature) of ethers means you really do have to manage your spells, but you don't have to be miserly with them either. While the storyline and base character archetypes are unchanged, the shops, treasures, level progression, spells, mob stats, etc. are completely overhauled. Your melee fighters will no longer be able to just mash A and kill multiple enemies per round. The magic system puts reasonable limits on now very powerful magic. Adjustments Maeson made also create more distinction between characters. There are times where counterintuitive gear combinations are very effective. Late in the game, I had my Knight using Orichalcum instead of Excalibur, because it kept him healed up. The enemies just. hit. harder., even with good armor. I would highly recommend taking a Red or White Mage with your party. My first playthrough I went Fighter/Thief/Black Belt/Black Wizard, and not having all the Nul* spells (there are new ones) ended up making some boss fights really difficult. You will want to use Nul* spells, as they are very effective. Haste is changed and moved to the late game; Temper is limited in how much you can stack. Physical attacks are still effective against bosses (even unboosted), but so is magic in a way that it just wasn't before. If you can save 2 shots of Firaga for Lich, you can beat him with it. Finally, go explore! Previously worthless chests may have great items. And the flexibility of the system he's designed allows a lot of "hand me down" equipping and finding new optimal combinations. | |||