Claim set · data/claims/final-fantasy-ii-history.yaml

Final Fantasy II (history and reception)

Game: Final Fantasy II.

Final Fantasy II came out for the Famicom in Japan on 17 December 1988. final-fantasy-ii-history/release-japan

PublisherVC ファイナルファンタジーII (Wii Virtual Console product page) · first paragraph — ours: this game was released for the Family Computer on 17 December 1988このゲームは1988年12月17日にファミリーコンピュータで発売されたFamicom Tsushin '89 All Software Catalog, p.78 (Total Top 50), reader's photograph · p. 75, entry 377 — ours: on sale 17 December 1988; the entry also gives Square, 6,500 yen, and a battery-backed cartridge88年12月17日発売Electronic Gaming Monthly, issue 63 (October 1994): Final Fantasy III feature and Square interview · p. 172, interview with Yusuke HirataThe Famicom FF2 and FF3 were respectively launched in December 1988 and April 1990.

Cited by: Final Fantasy II

Nintendo calls Final Fantasy II the second game of the Final Fantasy series. final-fantasy-ii-history/series-second

PublisherVC ファイナルファンタジーII (Wii Virtual Console product page) · first paragraph — ours: it is the second entry in the Final Fantasy series『ファイナルファンタジー』シリーズの第2弾です

Cited by: Final Fantasy II

Four warriors set out to save a world that the Emperor of Palamecia is bringing under his rule; Nintendo of America's press release calls them a band of orphans who lead a resistance against an evil empire. final-fantasy-ii-history/story

PublisherVC ファイナルファンタジーII (Wii Virtual Console product page) · first paragraph — ours: to save a world being brought under the rule of the Emperor of Palamecia, four warriors, the protagonists, set out on an adventureパラメキア皇帝によって支配されつつある世界を救うべく、主人公である4人の戦士が冒険へと旅立ちます。Nintendo Ships Final Fantasy I & II: Dawn of Souls (press release) · press release, on Final Fantasy IIIn "FINAL FANTASY II," a band of orphans leads a resistance force to free the world from the clutches of an evil empire.

Cited by: Final Fantasy II

Famitsu's 2023 retrospective sums up the story as Firion, who lost his home to the Palamecian Empire's invasion, joining the rebel army to challenge the Emperor. It calls the opening, in which the party is wiped out by enemies at once, novel, and recalls the companions lost one after another as the story goes on. final-fantasy-ii-history/story-famitsu

Web『FF2』が発売35周年。河津秋敏氏による前衛的なシステムが特徴。全滅から始まる衝撃のオープニングも忘れられない【今日は何の日?】 · paragraph beginning ストーリーは — ours: Firion, who lost his homeland to the invasion of the Palamecian Empire, joins the rebel army and challenges the Emperorパラメキア帝国の侵略で故郷を失ったフリオニールが反乱軍に参加し、皇帝に戦いを挑むというもの『FF2』が発売35周年。河津秋敏氏による前衛的なシステムが特徴。全滅から始まる衝撃のオープニングも忘れられない【今日は何の日?】 · paragraph beginning ストーリーは — ours: the staging in which the party is beaten by enemies and wiped out right at the start was novel冒頭でいきなり敵にやられて全滅するという演出が斬新でしたし『FF2』が発売35周年。河津秋敏氏による前衛的なシステムが特徴。全滅から始まる衝撃のオープニングも忘れられない【今日は何の日?】 · paragraph beginning ストーリーは — ours: the companions sacrificed one after another were painful tooつぎつぎと犠牲になる仲間たちにも心を痛めました

Cited by: Final Fantasy II

The party travels the world by vehicles such as ships and an airship. final-fantasy-ii-history/vehicles

PublisherVC ファイナルファンタジーII (Wii Virtual Console product page) · second section — ours: in this game you adventure around the world using vehicles such as ships and airshipsこのゲームでは、船や飛空船といった乗り物を使って世界中を冒険します。

Cited by: Final Fantasy II

Final Fantasy II has no character classes, experience points, or levels. The abilities a character uses are the ones that grow: each weapon type and spell has its own skill level, which rises the more it is used, and its power with it. final-fantasy-ii-history/no-levels

ManualFinal Fantasy II (Famicom, Japan) instruction manual · p. 38, 成長, first paragraph — ours: there is no idea of occupations or experience values; the manual sets this against earlier RPGs職業や経験値といった考え方はありませんFinal Fantasy II (Famicom, Japan) instruction manual · p. 38, 成長, second paragraph — ours: basically, the growth systems are built on the idea that the abilities you use grow基本的には、使った能力が成長するという考え方で、それぞれの成長のシステムが作られています。Final Fantasy II (Famicom, Japan) instruction manual · p. 38, 成長, second paragraph — ours: the more you use a weapon or spell, the more its skill level rises, and with it the power it shows武器や魔法を使えば使うほどそれぞれの熟練度が上がり、それに従い絶大な威力を発揮する様になっていますVC ファイナルファンタジーII (Wii Virtual Console product page) · growth section — ours: this game has no idea of experience values or levelsこのゲームには経験値やレベルといった考えかたはありません。

The manual's Japanese quotes are read from its page image (leaf n37); the pinned OCR text has the same lines with OCR errors.

Cited by: Final Fantasy II

A character's stats change with what they do in battle, not with the number of battles: fighting with a weapon raises Strength, and casting spells raises Intelligence or Spirit. final-fantasy-ii-history/growth-by-action

ManualFinal Fantasy II (Famicom, Japan) instruction manual · p. 38, 成長, third paragraph — ours: each value changes with how you fight and what happens in each battle; the sentence opens by saying the stats don't simply rise by repeating battles戦い方や1つ1つの戦闘の内容によって、それぞれの数値が変化していく様になっていますVC ファイナルファンタジーII (Wii Virtual Console product page) · growth section — ours: the Fight action, attacking with a weapon, raises the parameter Strength, and Magic, attacking with spells, raises Intelligence or Spirit武器で攻撃する「たたかう」という行動では、「ちから」というパラメータが上がり、魔法で攻撃する「まほう」では、「ちせい」や「せいしん」が上がる

Cited by: Final Fantasy II

Famitsu's 2023 retrospective says that physical attacks raised Strength and taking damage raised maximum HP, and that opposed abilities couldn't both be built, since a rise in Strength could lower Intelligence. final-fantasy-ii-history/growth-famitsu

Web『FF2』が発売35周年。河津秋敏氏による前衛的なシステムが特徴。全滅から始まる衝撃のオープニングも忘れられない【今日は何の日?】 · paragraph beginning 『II』に関しては — ours: physical attacks raised Strength and taking damage raised maximum HP; battle actions raised stats directly物理攻撃をすれば力が上がり、ダメージを受ければ最大HPが上がるというように、戦闘の行動によって直接ステータスが上昇するものでした『FF2』が発売35周年。河津秋敏氏による前衛的なシステムが特徴。全滅から始まる衝撃のオープニングも忘れられない【今日は何の日?】 · paragraph beginning 『II』に関しては — ours: opposed abilities couldn't both be had, such as Intelligence falling when Strength rose, so you had to think it through力が上がると知性が下がるなど、相反する能力は両立できないので、よく考える必要がありました

Cited by: Final Fantasy II

When a conversation turns up an important word, a chime sounds and the word is bracketed; the player can memorize it, and later ask other characters about any memorized word. final-fantasy-ii-history/word-memory

ManualFinal Fantasy II (Famicom, Japan) instruction manual · p. 8, 情報収集, ★おぼえる — ours: when a conversation has an important word, a chime sounds and the word is shown in 【 】 brackets; the page goes on to the Memorize command会話の中に重要な単語があるとチャイムが鳴り、単語は【 】でくくって表示されます。Final Fantasy II (Famicom, Japan) instruction manual · p. 9, 情報収集, ★たずねる — ours: choosing the Ask command opens the word window, which lists the memorized words to ask aboutコマンドウインドで“たずねる”コマンドを選ぶと、ワードウインドが開き

Pp. 8–9 are missing from the pinned OCR text; the quotes are read from page images n7 and n8.

Cited by: Final Fantasy II

Famitsu's 2023 retrospective says the story advances by memorizing and using keywords, and that the first word learned is the rebels' password, "wild rose" (のばら). final-fantasy-ii-history/word-memory-nobara

Web『FF2』が発売35周年。河津秋敏氏による前衛的なシステムが特徴。全滅から始まる衝撃のオープニングも忘れられない【今日は何の日?】 · paragraph beginning また、バトル以外だと — ours: it also adopted a word-memory system, which advances the story by memorizing and using particular keywords特定のキーワードを記憶・使用することで物語を進行させるワードメモリーシステムも採用されました『FF2』が発売35周年。河津秋敏氏による前衛的なシステムが特徴。全滅から始まる衝撃のオープニングも忘れられない【今日は何の日?】 · paragraph beginning また、バトル以外だと — ours: the first word you learn is the rebel army's password, 'wild rose'最初に覚えるのが反乱軍の合言葉である“のばら”なので

Cited by: Final Fantasy II

Square's Famicom Tsushin advertisements, one before release and one after, sold the game on a growth system without experience points, in which weapons and spells grow stronger with use, and on WMS, a new conversation system built on memorized words. The pre-release one called the growth system a landmark that would transform the Famicom RPG. final-fantasy-ii-history/advertised

MagazineBiweekly Famicom Tsūshin, no. 61 (1988-11-11): Final Fantasy II advertisement · advertisement, scan leaf n100 — ours: it gives weapons and magic a growth element, so the more you use them the stronger they become武器、魔法に成長要素を持たせ、使い込むほどその威力が増してゆくというものBiweekly Famicom Tsūshin, no. 61 (1988-11-11): Final Fantasy II advertisement · advertisement, scan leaf n100 — ours: a landmark system that transforms the Famicom RPG, where having a strong weapon used to be enoughただ強い武器を持てばよかった従来のファミコンR・P・Gを革新する画期的なシステムといえるだろうBiweekly Famicom Tsūshin, issues 65-66 (1989-01-06) · p. 53, Square advertisement — ours: a growth system without experience values経験値のない成長システムBiweekly Famicom Tsūshin, issues 65-66 (1989-01-06) · p. 53, Square advertisement — ours: a new conversation system that lets you gather information with words you have learned覚えた単語の情報収集ができる新・会話システムBiweekly Famicom Tsūshin, no. 61 (1988-11-11): Final Fantasy II advertisement · advertisement, scan leaf n100 — ours: WMS, a new conversation system that changed information gathering情報収集を変えた新・対話システム“WMS”

The issue-61 advertisement (dated 11 November 1988) counts down to release; the issue-65/66 one (6 January 1989) asks whether the reader has already set out.

Cited by: Final Fantasy II

The end credits name Hironobu Sakaguchi as director and Masafumi Miyamoto as producer; Hiromichi Tanaka, Akitoshi Kawazu, and Kouichi Ishii for game design; Kenji Terada for the scenario; Yoshitaka Amano for character design; Nasir Gebelli first among the programmers; and Nobuo Uematsu for music. final-fantasy-ii-history/credits

CodeFinal Fantasy II (NES) disassembly and ROM info · ff2j.asm#L25565-L25633; "PROGRAM\n NASIR GEBELLI" 0E/BE24: 10 12 0F 07 12 01 0D FF 18 0E 01 13 09 12 18 07 0E/BE34: 05 02 05 0C 0C 09 00 … 0E/BE3B: 13 03 05 0E 01 12 09 0F FF 18 0B 05 0E 0A 09 18 0E/BE4B: 14 05 12 01 04 01 00 … 0E/BE52: 03 08 01 12 01 03 14 05 12 18 04 05 13 09 07 0E 0E/BE62: FF 18 19 0F 13 08 09 14 01 0B 01 18 01 0D 01 0E 0E/BE72: 0F 00 … 0E/BE74: 07 01 0D 05 18 04 05 13 09 07 0E FF 18 08 09 12 …Final Fantasy II (Famicom, Japan) instruction manual · p. 48, Project Staff — the manual's staff page names Amano, Terada as scenario writer, and Gebelli as programmerCHARACTER DESIGN : YOSHITAKA AMANOBiweekly Famicom Tsūshin, issues 65-66 (1989-01-06): Final Fantasy II advertisement · advertisement p. 53, staff line — the advertisement's staff line names Amano, Terada, Gebelli, and UematsuMUSIC: NOBUO UEMATSUChecked by claude, 2026-10-25 — decoded each credit's bytes at L25565-L25633 by script (01–1A for A–Z, 18 a space, FF a line break, 00 the end); every name and role decodes as stated, and the listing's comments agree but for DIRECTER

The credits also name programmers Naoki Okabe and Katsuhisa Higuchi, graphics by Kazuko Shibuya and Ryoko Tanaka, sound design by Masanori Hoshino, and two program assistants. The director's title is spelled DIRECTER in the bytes (04 09 12 05 03 14 05 12); the listing's comment corrects it.

Cited by: Final Fantasy II, Final Fantasy III

Famitsu's 2023 retrospective credits the game design to Akitoshi Kawazu, later producer of the SaGa series. final-fantasy-ii-history/famitsu-design-credit

Web『FF2』が発売35周年。河津秋敏氏による前衛的なシステムが特徴。全滅から始まる衝撃のオープニングも忘れられない【今日は何の日?】 · paragraph beginning 本作のゲームデザイン部分は — ours: the game design of this title was handled by Akitoshi Kawazu, who later became producer of the SaGa series本作のゲームデザイン部分は、のちに『サガ』シリーズのプロデューサーとなる河津秋敏氏が手掛けています。

The end credits name Hiromichi Tanaka and Kouichi Ishii for game design alongside Kawazu (credits).

Cited by: Final Fantasy II

Kawazu has called Final Fantasy II "basically my system". final-fantasy-ii-history/kawazu-my-system

InterviewAkitoshi Kawazu on the origins of SaGa's insanity · answer on Final Fantasy III's class systemFinal Fantasy II was basically my system

Cited by: Final Fantasy II

Kawazu said classes were dropped for two reasons: the team wanted a more story-driven game, which needed specific characters in set roles, and growth was to be nurture rather than nature, so a character who used a lot of magic would become a mage over the whole game. final-fantasy-ii-history/kawazu-why

InterviewAkitoshi Kawazu on the origins of SaGa's insanity · answer on Final Fantasy II's skill systemwe wanted a more story-driven game for the second Final Fantasy. Obviously, we needed specific characters to fulfill certain roles within the storyAkitoshi Kawazu on the origins of SaGa's insanity · answer on Final Fantasy II's skill systemThe argument was that the system is more about nurture than nature now.Akitoshi Kawazu on the origins of SaGa's insanity · answer on Final Fantasy II's skill systemIf one character uses a lot of magic, then they'll naturally become a mage.

Interview by Jeremy Parish in 2012, published in English translation.

Cited by: Final Fantasy II

Asked whether he had foreseen players attacking their own party members to get stronger, Kawazu said he had no idea people would use it to grind; he had let characters hit a sleeping ally to wake it faster, and never realized it would become a way to raise hit points. final-fantasy-ii-history/party-attack

InterviewAkitoshi Kawazu on the origins of SaGa's insanity · answer on attacking party membersI had no idea people would use it to essentially grind levels.Akitoshi Kawazu on the origins of SaGa's insanity · answer on attacking party membersI thought that if characters were put to sleep, well, it makes sense to wake them up faster by hitting them.Akitoshi Kawazu on the origins of SaGa's insanity · answer on attacking party membersI never realized it would become a way to increase your hit points or whatever.

The question is Jeremy Parish's: "Attacking their own party members to get stronger and that sort of thing."

Cited by: Final Fantasy II

Kawazu said that he took the lessons of Final Fantasy II into his next game, SaGa (Final Fantasy Legend), keeping its nurture system but adding races so that the characters wouldn't all end up as clones of each other. final-fantasy-ii-history/saga

InterviewAkitoshi Kawazu on the origins of SaGa's insanity · answer on SaGa as a successorI did learn a lot from Final Fantasy II, and I incorporated those lessons into SaGa.Akitoshi Kawazu on the origins of SaGa's insanity · answer on SaGa's racesSo for SaGa, I wanted to incorporate that kind of nurture system, but I needed to differentiate the characters so that they wouldn't all be clones of each other at the end. That's where the races came in.Akitoshi Kawazu on the origins of SaGa's insanity · answer naming his next projectAK: SaGa [Final Fantasy Legend].

Cited by: Final Fantasy II

Fan transcriptions of Famicom Tsushin's cross review give Final Fantasy II scores of 9, 9, 9, and 8 out of 10 from its four reviewers, a total of 35 out of 40. final-fantasy-ii-history/famitsu-review

Value
{
 "review": "Famicom Tsushin",
 "of": 10,
 "reviewers": [
  9,
  9,
  9,
  8
 ]
}
Wikidata週刊ファミ通クロスレビュー プラチナ殿堂入りソフト一覧 (GEIMIN.NET) · row 234, FC ファイナルファンタジーII — the row also gives Square and 1988/12/1735 ( 9/ 9/ 9/ 8)ファイナルファンタジーII ファミ通クロスレビュー · the four review boxes — the page gives 東府屋ファミ坊, 水野店長, and 森下万里子 9 eachTACO.X 8点

Both sources are fan compilations, and the original issue and date are unconfirmed: the fan transcription cites Weekly Famicom Tsushin no. 224 (2 April 1993), long after release, likely a reprint or a miscitation, and the GEIMIN list gives no issue.

Cited by: Final Fantasy II

In Famicom Tsushin's cross review, as transcribed on a fan page, Tōfuya Famibō (9) praised a scenario the player could get involved in, narrow and deep where Dragon Quest was broad and shallow, but found the battles sluggish and the second half's story slack. TACO.X (8) said the strain of swapping experience for skill levels showed in long grinding, more than made up for by a superb scenario. final-fantasy-ii-history/famitsu-review-comments

WebファイナルファンタジーII ファミ通クロスレビュー · 東府屋ファミ坊, 9点 — ours: the scenario is simply good; you can get emotionally involved. Where Dragon Quest set up a broad, shallow world, this develops narrow and deepとにかくシナリオがいい。感情移入できるのだ。『ドラクエ』が広く浅くの世界を設置していたのに対し、逆に狭く深くの展開。ファイナルファンタジーII ファミ通クロスレビュー · 東府屋ファミ坊, 9点 — ours: the battles are sluggish, though, and the story sagging in the second half is a drawbackただし、戦闘はたるい。後半ストーリーがだれるのものナニ。ファイナルファンタジーII ファミ通クロスレビュー · TACO.X, 8点 — ours: the strain of the new system, which dropped experience values for skill levels, shows here and there; the time spent building up is long経験値をなくして熟練度を採用した新システムのしわよせが、ゲームのなかにちょこちょこ顔を出している。レベル上げの時間が長いんだよね。ファイナルファンタジーII ファミ通クロスレビュー · TACO.X, 8点 — ours: what more than makes up for the hard late game and this flaw is the superb scenario終盤のつらさとこの欠点を補ってあまりあるのが、絶妙なシナリオ

The original issue and date are unconfirmed (see famitsu-review). The other two reviewers, 水野店長 and 森下万里子, gave 9 each. 水野店長 likens Dragon Quest and Final Fantasy to two baseball pitchers; 森下万里子 finds II deeper and more interesting than the first game, and more troublesome, but likes how elaborate it is.

Cited by: Final Fantasy II

Famicom Tsushin's '89 All Software Catalog called the scenario a continuous saga that stresses character, "narrow and deep", and the growth by skill level novel; it placed the game twelfth in its overall Top 50 of sales since the magazine's first issue. final-fantasy-ii-history/catalog-1989

MagazineFamicom Tsushin '89 All Software Catalog, p.78 (Total Top 50), reader's photograph · p. 75, entry 377 — ours: the scenario is a continuing epic, 'narrow and deep', that values character; the growth system by skill level was novelシナリオは、"狭く深く"キャラクター性を重視した連続大河ドラマ。熟練度による成長システムは斬新だった。Famicom Tsushin '89 All Software Catalog, p.78 (Total Top 50), reader's photograph · p. 78, 総合TOP50, rank 12 — the page totals the magazine's own sales charts from its first issue to 1989 no. 14; ranks only, no unitsファイナルファンタジーII

Read from a reader's photograph of the spread (the pinned copy); the photo carries no book title, which comes from the poster.

Square's publicity manager Yusuke Hirata told Electronic Gaming Monthly in 1994 that the Famicom Final Fantasy II sold about 800,000 copies. final-fantasy-ii-history/sales-1994

MagazineElectronic Gaming Monthly, issue 63 (October 1994): Final Fantasy III feature and Square interview · p. 172, interview with Yusuke Hirata — the sentence gives the Famicom FF2's and FF3's salesTheir sales were approximately 800,000 and 1.4 million units respectively.

Cited by: Final Fantasy II

Square Enix counted 1.28 million copies of Final Fantasy II shipped by 31 March 2003 across its NES, PlayStation, and other versions, 1.08 million of them in Japan and 0.2 million abroad. final-fantasy-ii-history/shipments-2003

PublisherTitles of game software with worldwide shipments exceeding 1 million copies (as of 31 March 2003) · p. 27, table of titles shipping over 1 million — the FINAL FANTASY II row, in thousands of units under Japan, Abroad, and Total, as of 31 March 2003NES/PS/Other 1,080 200 1,280

Cited by: Final Fantasy II

Famitsu's report of Sakaguchi's 2015 talk says Final Fantasy II and III were released in Japan but not overseas, and that the game sold in North America as Final Fantasy II was Final Fantasy IV; in 1994 Square's Hirata said the Famicom FF2 and FF3 were never translated. final-fantasy-ii-history/not-abroad

Web『FF』はどのように世界に広がっていったのか? 坂口博信氏と浜村弘一ファミ通グループ代表が“国際日本ゲーム研究カンファレンス”にて語る · section 海外での展開は手さぐりが続く — ours: overseas, these two games were not released海外ではこの2作は発売されなかった『FF』はどのように世界に広がっていったのか? 坂口博信氏と浜村弘一ファミ通グループ代表が“国際日本ゲーム研究カンファレンス”にて語る · section 海外での展開は手さぐりが続く — ours: what was released in North America as Final Fantasy II was Final Fantasy IV, which appeared on the Super Famicom北米で『Final Fantasy II』として発売されたのは、スーパーファミコン(北米ではSuper Nintendo Entertainment System)で登場した『ファイナルファンタジーIV』だ。Electronic Gaming Monthly, issue 63 (October 1994): Final Fantasy III feature and Square interview · p. 172, interview with Yusuke HirataThese were never translated.

The Famitsu sentences are the reporter's narration of the talk.

Cited by: Final Fantasy II, Final Fantasy IV

Retronauts says the WonderSwan Color remake of Final Fantasy II was released only in Japan and was the basis for the Game Boy Advance and PSP versions. final-fantasy-ii-history/wonderswan-basis

InterviewAkitoshi Kawazu on the origins of SaGa's insanity · image caption beside the question on Final Fantasy II's skill systemThe WonderSwan Color remake of Final Fantasy II; though released only in Japan, this remake served as the basis for the Game Boy Advance and PSP adaptations as well

Cited by: Final Fantasy II

Nintendo of America released Final Fantasy I & II: Dawn of Souls for the Game Boy Advance on 29 November 2004; its Final Fantasy II adds a bonus story that follows four characters who die in the main game into the afterlife. final-fantasy-ii-history/dawn-of-souls

PublisherNintendo Ships Final Fantasy I & II: Dawn of Souls (press release) · press release, second paragraphwhich launches today for Game Boy(R) Advance SPNintendo Ships Final Fantasy I & II: Dawn of Souls (press release) · press release, on Final Fantasy IIAfter four characters die in the main game, a bonus storyline follows them into the afterlife as they fight to defeat the emperor of Pandaemonium.

Cited by: Final Fantasy II