Enemies & Bosses
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Asset Info favorite | |
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Name | Enemies & Bosses |
Category | SNES |
Game | Final Fantasy Mystic Quest / Mystic Quest Legend |
Section | Enemies & Bosses |
Submitted | January 28, 2023 |
Uploaded By | MollyChan |
Size | 415.68 KB (1136x1887) |
Format | PNG (image/png) |
Hits | 8,834 |
Animated GIFs (0)
Comments (10)

the lamia and naga "extra sprite" looks like a result of the game changing the palette for the tiles it doesn't use on the smaller snake form. I don't know WHY it would do that, nor why if it did it would not also affect the trapdoor ninja.

I love these in-battle damage sprites.

@Barack Obama y'know, in the SEVERAL revisions I've rather hurriedly put together in the past few days to rectify a couple stupid mistakes I made (all of which are fixed now), of COURSE the only thing remaining are a couple stupid typos. I sure hope the mods aren't annoyed with all the sheet revisions! (Although correcting the two names SHOULD be the last revision to this sheet for real this time (really)) ;v;

You can really see how much love and detail went into this sheet, so I can only point out two minor errors:
- Specter is actually called Spector
- Sand Hag is actually called Desert Hag
- Specter is actually called Spector
- Sand Hag is actually called Desert Hag

It's a Mystic Quest Behemoth, so it balances out.
Also, it's a bit on-the-nose naming your three-headed monster Gidrah.
Also, it's a bit on-the-nose naming your three-headed monster Gidrah.

Man, I remember playing this when a friend showed us the game when he came over. Thought the beginning was bullshit.
(Really, a behemoth, of all things, for the first monster to fight in the game is ridiculous)
(Really, a behemoth, of all things, for the first monster to fight in the game is ridiculous)

@Ton the ice block attack isn't part of the base enemy sprite, its an effect that would probably fit more on a sheet specifically for the enemy attacks.
Also, I genuinely could not tell if the boss deaths on the overworld were SNES hardware effects or specifically-drawn sprites (I think they have way more frames than what the original sheets included), however I very well could update this sheet at a later date to include them regardless. Would kinda mess with the neat way I've set up this sheet though
EDIT: Okay after an analysis of the boss death sequence, I'm PRETTY sure it is indeed achieved via a SNES hardware effect. Either that, or the devs really did just include 30(!) sprites per-boss for the defeat sequence. I could still rip it though.
Also, I genuinely could not tell if the boss deaths on the overworld were SNES hardware effects or specifically-drawn sprites (I think they have way more frames than what the original sheets included), however I very well could update this sheet at a later date to include them regardless. Would kinda mess with the neat way I've set up this sheet though
EDIT: Okay after an analysis of the boss death sequence, I'm PRETTY sure it is indeed achieved via a SNES hardware effect. Either that, or the devs really did just include 30(!) sprites per-boss for the defeat sequence. I could still rip it though.

I think the only thing I could spot on the old sheets that aren't on yours are the ice boss's ice block attack and the effect that happens over the monster sprite on the world map after they're defeated.
Great work!
Great work!

Spectacular job on these! I've always liked this one, even though I cut my teeth on the original Dragon Warrior, so the whole "Beginner RPG" thing was lost on me; great see it getting so much love here.

Fun fact, the enemies I chose to display in the thumbnail were my two favourite ones when I was a kid
Oh, also, the overworld sprites with magenta backgrounds are technically palette edits, as those enemies don't normally appear on the overworld anywhere in the game, but I used the game's proper overworld palettes to sorta mock up the overworld sprites they probably WOULD have had if they were actually placed in the areas they would have belonged to.
Oh, also, the overworld sprites with magenta backgrounds are technically palette edits, as those enemies don't normally appear on the overworld anywhere in the game, but I used the game's proper overworld palettes to sorta mock up the overworld sprites they probably WOULD have had if they were actually placed in the areas they would have belonged to.
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