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Final Fantasy Negative One

Hack of Final Fantasy


This is a very comprehensive redesign of Final Fantasy 1.

In addition to the weapon, armor, monster, spell, and job data being rebuilt from the ground up, you can now select from among 12 jobs at the beginning rather than only 6.

Weapons and armor now have types, and jobs equip items by type rather than by individual weapons or armors (e.g. if you can use one staff you can use them all).

Each spell now has two colors rather than just one. A spell can be Black or White, and in addition can be Red or Time. Black spells are offensive, White defensive; Red spells are direct, Time indirect. Thus a spell like CURE would be White Red, while LOCK would be Black Time.

Some of the maps are largely the same but there are a few differences. However, many maps are completely new altogether.

Many bug-fixes and improvements have been applied; too many to list, but among them are the martial arts bug, the house bug, faster text boxes, 5-letter character names, unbroken spell routines (e.g. “attack up”), and weapon elements.

Version 2 fixes most, if not all, of the graphical oddities present in version 1. It also adds a few more features, including a random(ish) default party, both directional buttons working on the character selection screen (so if you “missed” the job you wanted you don’t have to cycle back around through 11 jobs), the clinics are free now and heal everything (not just KO), as well as a variety of other miscellaneous minor fixes and improvements.

Also of note, even in version 1, there is/was no waterfall dungeon, and it is not required to complete the game.

ROM / ISO Information:

  • Final Fantasy (U) [!].nes
  • CRC32: AB12ECE6
  • MD5: 9B0F042C FDC5F9E8 200B4710 4A4768A9
  • SHA1: 80CE108F BC066C98 5D4FB541 BD68E9A7 C8994FEB




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User Review Information

Nice improvements to what already was the golden standard

Reviewed By: RobertAugustdeMeijer on 20 Jul 2015

Final Fantasy Negative One has always been the ultimate hack of Final Fantasy that stayed true to its storyline and gameplay. The six new classes were nicely balanced, and the four new dungeons all unique and challenging. Many other slight improvements were made, like taking out the bugs, to making all spells worth having, to letting your ship land on all land.

Version 2.0 improves the game in a dozen or so ways. This might or might not be reason to play the game again, but here’s my opinion of the improvements.

  • Graphical bug when choosing character fixed
  • Being able to scroll back when choosing a class
  • Quicker menu screen and entering buildings
  • Stone and death doesn’t change party formation anymore
  • Clinics fully revive characters
  • Melt doesn’t hit as often, while Pois does more damage to enemies
  • The Rod and Lute now activate like they should
  • These are sound improvements I believe everybody will like, but they don’t change the game experience much.

  • Dash button added
  • Yes!

  • There’s a hidden ‘coliseum’ where a string of battles will get you to the end boss.
  • Since this place does not feature any material rewards, the only reason for going here is to skip content (mainly the Temple of Fiends Revisited). It’s not very exciting, and getting through depends largely on luckily avoiding instant kill attacks.

  • Slight improvements to map layouts
  • Not to be overlooked, the game places quicker exits, changes the location of magic shops, and readjusts dungeon difficulty, in slightly better ways. They all feel like they should have been there in the first place.

All in all, the many differences lead to definite improvement on the original, but not necessarily an amazing one. Anybody planning on replaying this game really should do so with this version. But if you weren’t moved for the original hack, you won’t likely be moved by this one either.

Some criticism: Although I still think Final Fantasy Negative One is the best reworking of Square’s original RPG, there are still some things I personally find annoying (and will likely mod the next time I play).

  • Enemies have very strong, but unclear, elemental resistances when it comes to weapons, leading to your melee classes often doing only 1 damage when attacking. You therefor have to keep multiple weapons on you and sometimes start a fight over because your melee character is so heavily nerfed. I don’t recall this being such a problem in the original
  • Although there are 12 different classes, most parties play in similar ways. This has to do with classes being alike (the Knight/Viking and Rogue/Monk play almost identical and classes sharing characteristics (eight of the classes are casters which can cast between 25%-50% of all spells, meaning a lot of overlapping). In other words, a party consisting of a Thief, Paladin, Ninja and Sage will, for the most part, play a lot like a party with a Viking, Red Mage, White Mage and Time Wizard. Different sprites, same choices. This I felt was a problem in the original hack, and I hoped this would be addressed in this version. I would like to mention, though, that there’s a certain elegance to seeing all the classes so articulately balanced, which some may enjoy.
  • Since characters often get instant killed or stoned in this game (which is not a balance problem due to the ample Life spells and the occasional clinic in dungeons), it would have been nice if slain characters received XP after battle. This, on the other hand, does make single character runs more doable.

Version 2.0 Recommended - Yes

User Reviews
Nice improvements to what already was the golden standardRobertAugustdeMeijer20 Jul 20152.0Yes
A good hackpianophile29 Jul 2012N/AYes