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

Final Fantasy IV (history and reception)

Game: Final Fantasy IV.

Final Fantasy IV came out for the Super Famicom in Japan on 19 July 1991. final-fantasy-iv-history/release-japan

PublisherVC ファイナルファンタジーIV (Wii Virtual Console product page) · game introduction, first paragraph — ours: released on 19 July 1991 as software for the Super Famicom1991年7月19日にスーパーファミコン用ソフトとして発売されたファイナルファンタジーIV (Square Enix official game page, game.json) · game.json, game_model entry for スーパーファミコン — the launch_date of the Super Famicom entry, the earliest in the list1991/07/19『FF4』35周年。シリーズおなじみのATBが初搭載された作品。「おれはしょうきにもどった!」など名台詞も豊富【今日は何の日?】 · first paragraph — ours: 19 July 1991 (Heisei 3) is [the day the game was released] on the Super Famicom1991年(平成3年)7月19日は、スーパーファミコンで

Cited by: Final Fantasy IV

Nintendo of America's list of Super NES games dates the North American release, titled Final Fantasy II, to November 1991. Nintendo Power's November 1991 issue told readers that "Final Fantasy II is here" on the Super NES, a sequel fans had been asking for since the NES Final Fantasy had sat in the magazine's Top 10 for over a year. final-fantasy-iv-history/release-north-america

PublisherSuper NES Games (Nintendo of America release list) · PDF p. 4 — one row of the list's Title, Licensee, and Released columnsFinal Fantasy II Square Soft November 1991Nintendo Power, vol. 30 (November 1991): Final Fantasy II feature · editor's column — the OCR reads "Fautasy", "fanta- sizers", "Ш" for "II", and "bere" for "here"The NES version of Final Fantasy has been in Nintendo Power's Top 10 for over a year, and fans have been clamoring for a sequel. Wait no longer, fantasizers, Final Fantasy II is here—on the Super NES!

Cited by: Final Fantasy IV

Square Enix calls Final Fantasy IV the fourth game of the Final Fantasy series. Famitsu notes that it moved the series from the Famicom to the Super Famicom and calls it the first game Square released for the Super Famicom; Square's Yusuke Hirata called it "our first Super Famicom RPG" in 1994. final-fantasy-iv-history/series-fourth

PublisherファイナルファンタジーIV (Square Enix official game page, game.json) · game.json, detail_content — ours: the fourth in the Final Fantasy series「ファイナルファンタジー」シリーズ第4弾。『FF4』35周年。シリーズおなじみのATBが初搭載された作品。「おれはしょうきにもどった!」など名台詞も豊富【今日は何の日?】 · second paragraph — ours: the fourth in the series, which moved the platform from the Famicom it had used until then to the Super Famicomシリーズの4作目で、プラットフォームをそれまでのファミコンからスーパーファミコンに移した『FF4』35周年。シリーズおなじみのATBが初搭載された作品。「おれはしょうきにもどった!」など名台詞も豊富【今日は何の日?】 · second paragraph — ours: it is also the first game that Square (now Square Enix) released on the Super Famicom当時のスクウェア(現・スクウェア・エニックス)が初めてスーパーファミコンで発売したゲームでもあります。Electronic Gaming Monthly, issue 63 (October 1994): Final Fantasy III feature and Square interview · p. 172, interview with Yusuke HirataFinal Fantasy IV, our first Super Famicom RPG

Cited by: Final Fantasy IV

Nintendo's page sums up the story as that of Cecil, a dark knight of the kingdom of Baron, who is caught up in the struggle over the crystals and sets out with companions to protect the world. The journey runs through six countries (Baron, Damcyan, Fabul, Mysidia, Troia, and Eblan), and later in the story another world opens up. final-fantasy-iv-history/story

PublisherVC ファイナルファンタジーIV (Wii Virtual Console product page) · game introduction, first paragraph — ours: it is the story of Cecil, a dark knight of the kingdom of Baron, who is caught up in the struggle over the crystals and adventures with his companions to protect the worldバロン国の暗黒騎士セシルがクリスタルを巡る争いに巻き込まれ、世界を守るべく仲間たちと冒険する物語です。VC ファイナルファンタジーIV (Wii Virtual Console product page) · game introduction, world paragraph — ours: the adventure goes around six countries: Baron, Damcyan, Fabul, Mysidia, Troia, and Eblan. Further, as the story goes on you can also go to another world冒険ではバロン、ダムシアン、ファブール、ミシディア、トロイア、エブラーナの6カ国を巡ります。さらに、物語が進むと別の世界へも行けるようになります。

Cited by: Final Fantasy IV

Cecil commands Baron's airship fleet, the Red Wings, and has come to doubt the king's unreasonable orders to harm innocent people. The opening shows him taking a crystal from the town of Mysidia on the king's order, without he or his crew knowing why. The king then sends him with his friend Kain, a dragoon, to deliver a Bomb Ring to the summoner of Mist. Later in the game Cecil becomes a Paladin. final-fantasy-iv-history/story-opening

Web『FF4』35周年。シリーズおなじみのATBが初搭載された作品。「おれはしょうきにもどった!」など名台詞も豊富【今日は何の日?】 · story paragraph — ours: the hero is Cecil, captain of the Red Wings, the airship corps of the kingdom of Baron. He had come to doubt hurting innocent people on the king's unreasonable orders. On the king's orders, Cecil is to deliver the Bomb Ring to the summoner of Mist with his close friend Kain, a dragoon本作の主人公はバロン国の飛空挺団“赤い翼”の団長であるセシル。彼は国王の理不尽な命令で罪のない人々を傷つけることに疑問を抱いていました。そんなセシルは国王の命令で、親友の竜騎士カインとともに、ミストの召喚士に“ボムの指輪”を届けることに。Nintendo Power, vol. 30 (November 1991): Final Fantasy II feature · Final Fantasy II feature, "Flight of the Red Wing"The opening scenes show Cecil, the Red Wing commander, stealing a Crystal from the town of Mysidia. Neither Cecil nor his crew know the purpose of the Crystal, just that the King gave his order.Nintendo Power, vol. 30 (November 1991): Final Fantasy II feature · Final Fantasy II feature, Cecil's profile — the OCR reads "Whan ha becomas a Paladin"When he becomes a Paladin later in the game

Cited by: Final Fantasy IV

Famitsu contrasts the story with Final Fantasy III's call to adventure: Final Fantasy IV features complex human relationships, love and hatred among them, alongside the Four Fiends and allies who sacrifice themselves for the others. The party's members change one after another, and range from children to the elderly. final-fantasy-iv-history/story-themes

Web『FF4』35周年。シリーズおなじみのATBが初搭載された作品。「おれはしょうきにもどった!」など名台詞も豊富【今日は何の日?】 · story paragraph — ours: FFIV featured complex human relationships, such as love and hatred (in contrast to FFIII, whose story stirred the spirit of adventure)『FFIV』は愛や憎しみなど複雑な人間関係をフィーチャーする内容になっていました。『FF4』35周年。シリーズおなじみのATBが初搭載された作品。「おれはしょうきにもどった!」など名台詞も豊富【今日は何の日?】 · paragraph after the story — ours: with the Four Fiends among the enemies and companions sacrificing themselves for their allies, there were many turns like a classic manga敵に“四天王”がいたり、仲間が味方のために犠牲になったりと王道マンガのような展開も多く『FF4』35周年。シリーズおなじみのATBが初搭載された作品。「おれはしょうきにもどった!」など名台詞も豊富【今日は何の日?】 · party paragraph — ours: the party's members changing one after another was also striking, and a varied cast from children to the elderly joining the fight was a highlightパーティのメンバーがつぎつぎに変わるのも印象的で、子どもから老人まで多彩なキャラクターが参戦していたのも見どころでした。

Cited by: Final Fantasy IV

Square Enix describes a story woven from the hero's anguish, a rival, romance, and many meetings and partings, and says that fixing each character's job gave the story more depth. final-fantasy-iv-history/fixed-jobs

PublisherファイナルファンタジーIV (Square Enix official game page, game.json) · game.json, detail_content — ours: a story woven from the hero's anguish and rival, romance, and many meetings and partings主人公の苦悩と好敵手、そしてロマンスと様々な出会いと別れが織り成す物語。ファイナルファンタジーIV (Square Enix official game page, game.json) · game.json, detail_content — ours: by fixing each character's job, the story gained more depthキャラクターごとに職業を固定する事で、より物語に厚みがでました。

Cited by: Final Fantasy IV

Chocobos, airships, and a hovercraft carry the party over land and through the air. final-fantasy-iv-history/vehicles

PublisherVC ファイナルファンタジーIV (Wii Virtual Console product page) · game introduction, vehicles paragraph — ours: riding a vehicle lets you move comfortably over land and through the sky and widens your range. Vehicles include chocobos, airships, and the hovercraft乗り物に乗ると陸地や空を快適に移動でき、行動範囲が広がります。乗り物は、チョコボ、飛空艇、ホバー船などがあります。

Cited by: Final Fantasy IV

Time always flows in battle: a player who doesn't act is attacked by the enemy regardless, and some enemies transform as time passes. Nintendo's page says the system, a standard of later Final Fantasy games, was used first in this game, and Square Enix's that Active Time Battle appeared from this game on. final-fantasy-iv-history/active-time

PublisherVC ファイナルファンタジーIV (Wii Virtual Console product page) · game introduction, battle paragraph — ours: time always flows during battle, and if you don't act the enemy attacks you one-sidedly. Various things happen too, such as enemies that transform as time passesバトル中はつねに時間が流れており、こちらが行動しないと敵から一方的に攻められてしまいます。また、時間の経過とともに変身する敵がいるなど、さまざまなことが起こります。VC ファイナルファンタジーIV (Wii Virtual Console product page) · game introduction, battle paragraph — ours: this system, which became a standard in the later FF series, was first used in this gameのちの『FF』シリーズで定番となるこのシステムは、このゲームで最初に使われました。ファイナルファンタジーIV (Square Enix official game page, game.json) · game.json, detail_content — ours: from this game, Active Time Battle, in which time flows during battle too, appeared今作からバトル中も時間が流れる「アクティブタイムバトル」が登場しました。

Cited by: Active Time Battle, Final Fantasy IV

Famitsu called Active Time Battle the game's distinctive feature: RPG battles had generally been turn-based, and with time passing in real time here, battles stayed tense. It recalls bosses such as the Demon Wall, which closes in on the player and at last uses the instant-death Crush Down. final-fantasy-iv-history/active-time-famitsu

Web『FF4』35周年。シリーズおなじみのATBが初搭載された作品。「おれはしょうきにもどった!」など名台詞も豊富【今日は何の日?】 · ATB paragraph — ours: what was distinctive about this game was the Active Time Battle system (ATB). RPG battles had generally been turn-based until then, but here time passes in real time, so battles were always tense本作で特徴的だったのがアクティブタイムバトルシステム(ATB)。それまでのRPGはターン制の戦闘が一般的でしたが、本作ではリアルタイムで時間が経過するため、つねに緊張感のあるバトルが楽しめました。『FF4』35周年。シリーズおなじみのATBが初搭載された作品。「おれはしょうきにもどった!」など名台詞も豊富【今日は何の日?】 · ATB paragraph — ours: there were many memorable bosses, such as the Demon Wall, which gradually closes in on the player and at the end uses the instant-death move Crush Down徐々にプレイヤーのほうに迫ってきて、最後には即死技の“クラッシュダウン”を使うボス“デモンズウォール”など印象に残るボスも多かったです。

Cited by: Final Fantasy IV

Two players can share a battle, each with a controller and their own share of the characters, so that one can attack while the other heals. final-fantasy-iv-history/two-players

PublisherVC ファイナルファンタジーIV (Wii Virtual Console product page) · game introduction, two-player paragraph — ours: in battle, up to two players can play cooperativelyバトルでは、最大2人で協力プレイが行えます。VC ファイナルファンタジーIV (Wii Virtual Console product page) · game introduction, two-player paragraph — ours: by dividing control of the characters between two controllers, you can play so that one person concentrates on attacking and the other healsキャラクターの操作を2つのコントローラに振り分けることで、ひとりは攻撃に専念し、もうひとりは回復を行うといった遊びかたも楽しめます。ファイナルファンタジーIV (Square Enix official game page, game.json) · game.json, detail_table, players row — ours: battles only, one or two players (Super Famicom and PlayStation)バトルのみ1人~2人(SFC/PS)

Cited by: Final Fantasy IV

Takashi Tokita told 1UP that the idea of Active Time Battle came from the planner Hiroyuki Ito, who was watching a Formula One race and saw the cars overtake one another: from that came characters whose speed differs by type. Tokita said it also let the team build enemies like those of shooting and action games, which change shape or fight as a wall closes in. final-fantasy-iv-history/atb-origin-tokita

InterviewA Conversation With the Creator of Final Fantasy IV (Takashi Tokita interview) · page 3, answer on the inspiration for Active Time BattleThe planner, Hiroyuki Itoh, who directed Final Fantasy XII, was watching a Formula One race, and he saw all the cars surpass each other. From this, we thought of an interesting idea where character speed would differ depending on the type of character it was. That's where the initial idea came from.A Conversation With the Creator of Final Fantasy IV (Takashi Tokita interview) · page 3, next answerSo, like in shooting and action games, there are instances where the enemies will change shape, or fight as a wall is closing in on them -- that was a new kind of enemy structure we were able to implement.

Cited by: Active Time Battle, Final Fantasy IV

Hironobu Sakaguchi, in Square Enix's 2023 anniversary interview as transcribed by Nova Crystallis, said he thought it was Hiroyuki Ito who came up with Active Time Battle, because the move to the Super Famicom called for something special. The prototype wasn't fun, he said, and the programmer Kiyoshi Yoshii refined the system until it was in good shape. final-fantasy-iv-history/atb-origin-sakaguchi

InterviewFinal Fantasy 35th Anniversary Special Interview (Part 2 of 2 Transcription) · section "The secrets behind the creation of 'Active Time Battle'", Sakaguchi's answerI think it was Hiroyuki Ito. We always try to do something new with the battle system, not just with the story and the setting. With the move to the Super Famicom for FFIV, we felt we really had to do something special, so he came up with ATB (Active Time Battle). The prototype was no good.Final Fantasy 35th Anniversary Special Interview (Part 2 of 2 Transcription) · same section, SakaguchiWhen we programmed a test, it just wasn't fun. The programmer was a guy called YoshiiFinal Fantasy 35th Anniversary Special Interview (Part 2 of 2 Transcription) · same section, Sakaguchi's last answerBut he concentrated really hard and refined the system. And it was in good shape by the end.

Cited by: Active Time Battle, Final Fantasy IV

Square's United States patent on "active time battle", in which enemies keep acting on their own timers while the player enters commands, names Hironobu Sakaguchi and Hiroyuki Itou as inventors. It was filed on 16 March 1992 and granted on 21 February 1995; Google Patents gives its priority date as 16 July 1991, from Japanese application 3-199828. final-fantasy-iv-history/atb-patent

PublisherUS 5,390,937: Video game apparatus, method and device for controlling same · descriptionThe movements of the player character and enemy character, i.e., their actions in combat, are executed repeatedly without interruption while time is passing at a fixed rate. This shall be referred to as "active time battle".US 5,390,937: Video game apparatus, method and device for controlling same · abstractan enemy character on a display screen may launch an attack against a player character on the same screen, even while the player character is in the process of inputting a command, at elapse of a set time period specific to the enemy character.US 5,390,937: Video game apparatus, method and device for controlling same · bibliographic dataInventor Hironobu Sakaguchi Hiroyuki ItouUS 5,390,937: Video game apparatus, method and device for controlling same · bibliographic dataFiling date 1992-03-16 Publication date 1995-02-21US 5,390,937: Video game apparatus, method and device for controlling same · priority applications — Google Patents lists 1991-07-16 as the priority date, with a disclaimer that it is an assumptionJP3-199828

Cited by: Active Time Battle, Final Fantasy IV

Tokita said that by sparing players the confusion of older games about where to go next, the team raised the game's story-driven impact, and that Active Time Battle, new at the time, helped make up for the smaller scope for customizing characters. final-fantasy-iv-history/tokita-design

InterviewA Conversation With the Creator of Final Fantasy IV (Takashi Tokita interview) · page 3, answer on the story-driven designAs you say, there was often confusion on where to go in older games. By minimizing that we were able to elevate the story-driven impact of the game.A Conversation With the Creator of Final Fantasy IV (Takashi Tokita interview) · page 3, answer on character customizationBy adding the Active Time Battle fighting system, we thought we were able to mitigate the lack of character customization that was available in FFIV. And Active-Time Battle was a new experience at that time, so we really felt that it balanced it out in the end.

Cited by: Final Fantasy IV

Famitsu's 2007 interview, in Xcomp's English translation, introduces Takashi Tokita as the planner of the original Super Famicom game, who wrote its scenarios and events. Tokita said he created all the game's events alone as planner, also drew pixel art, and wrote all the scenarios himself; only a quarter of the scenarios written were used in the Super Famicom version. final-fantasy-iv-history/tokita-role

InterviewFamitsu's Final Fantasy IV DS Interview (Tomoya Asano and Takashi Tokita) · introductionTakashi Tokita (right), the planner for the original SNES version FFIV who wrote the scenarios and events.Famitsu's Final Fantasy IV DS Interview (Tomoya Asano and Takashi Tokita) · Tokita, on being one of the original staffworking as the planner I created all the game events alone. Final Fantasy IV was the first game that I had to do that when I was working on the beta version. I even had to come up with all the ideas and work on the pixel art.Famitsu's Final Fantasy IV DS Interview (Tomoya Asano and Takashi Tokita) · Tokita, on his part in the remakeI wrote all of the scenarios myself back thenFamitsu's Final Fantasy IV DS Interview (Tomoya Asano and Takashi Tokita) · Tokita, on the new eventsWhen we made the Super Famicom version, only a quarter of the scenarios we wrote were actually used.

Cited by: Final Fantasy IV

Tokita, in Xcomp's English translation of the 2007 Famitsu interview, called the game a compilation of the best of the first three: its characters are portrayed through Final Fantasy III's jobs, its story element comes from Final Fantasy II, and its Four Fiends are the counterpart of Final Fantasy's four Chaos. final-fantasy-iv-history/tokita-compilation

InterviewFamitsu's Final Fantasy IV DS Interview (Tomoya Asano and Takashi Tokita) · Tokita, on the best thing about FFIV — the translation calls the Four Fiends (四天王) "the Four Kings"Well to me, Final Fantasy IV is a great compilation that took all the best parts of Final Fantasy I, II and III. The characters are portrayed with the jobs from III and the story element is drawn from II… In Final Fantasy I there was the 4 Chaos but in Final Fantasy IV there's the Four Kings.

Cited by: Final Fantasy IV

Hironobu Sakaguchi said he was responsible for the story and events of the series up to Final Fantasy VI. Of Final Fantasy IV he said the team wanted a weightier story, beginning with a dark knight, and that Tokita did the staging, which involved writing the script. final-fantasy-iv-history/sakaguchi-role

InterviewInterview with Hironobu Sakaguchi (Shūkan Famitsu, 5 June 1998) · answer on his roles from FFI to FFIVBasically, I was responsible for the story, events, in otherwords the tale, up to FFVI.Final Fantasy 35th Anniversary Special Interview (Part 2 of 2 Transcription) · section "Things from FFIV that left an impression", Sakaguchi — the transcription's "a big weightier" is presumably "a bit weightier"It starts with a story of a dark knight, and we wanted to make the story a big weightier. Mr. Tokita did the staging for the story, which involves writing the script.

Cited by: Final Fantasy IV

Yoshinori Kitase, then on Final Fantasy Adventure, recalled that the Final Fantasy IV team working beside his had 40 people to his team's 7. final-fantasy-iv-history/team-size

InterviewFinal Fantasy 35th Anniversary Special Interview (Part 2 of 2 Transcription) · development of FFIV, Kitase's answerI had joined, but I was working on Final Fantasy Adventure (Seiken Densetsu) then. The FFIV team working next to us had 40 people but we only had 7.

Cited by: Final Fantasy IV

Tokita said, in Xcomp's English translation of the 2007 Famitsu interview, that the Super Famicom, compared with the Famicom, let Yoshitaka Amano realize his world, so Amano put great effort into his Final Fantasy IV characters, to which he is attached. final-fantasy-iv-history/amano

InterviewFamitsu's Final Fantasy IV DS Interview (Tomoya Asano and Takashi Tokita) · Tokita, on the logoMr Amano too is very attached to his FFIV characters. In comparison to the Famicom at the time, the Super Famicom console was what really allowed Mr. Amano to realize his world so he really put in a lot of effort to create them.

Cited by: Final Fantasy IV

Nobuo Uematsu wrote in the soundtrack's liner notes, dated 13 April 1991, in Rebecca Capowski's English translation, that with the new Super Famicom hardware the music was trial and error from start to finish, that the staff practically lived at the company in sleeping bags, and that he hadn't had a full day off since February of the year before, February 1990. final-fantasy-iv-history/uematsu

PublisherFinal Fantasy IV Original Sound Version (PSCN-5014), liner notes by Nobuo Uematsu · liner notes, after the Hawaii daydream — Rebecca Capowski's English translationSince I was working with new hardware in the Super Famicom, the music was from start to finish a series of trials and errors, and the staff practically lived at the company, staying over in sleeping bags and doing nothing but working - I myself haven't had a full day off since February of last year!Final Fantasy IV Original Sound Version (PSCN-5014), liner notes by Nobuo Uematsu · signature-April 13, 1991, 1:30 a.m. (in the office, naturally)

Cited by: Final Fantasy IV

A fan-compiled list of Famicom Tsushin's cross-review scores gives Final Fantasy IV 9, 9, 10, and 8 out of 10 from its four reviewers, 36 out of 40. The row repeats the list's scores for Final Fantasy III exactly, and the magazine's own page hasn't been read. final-fantasy-iv-history/famitsu-review

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{
 "review": "Famicom Tsushin",
 "of": 10,
 "reviewers": [
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  8
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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 117, SFC ファイナルファンタジーIV — the row also gives Square and 1991/07/19; row 116, Final Fantasy III, has the same scores36 ( 9/ 9/10/ 8)

The list is a fan compilation that names no issue, and the magazine's review page hasn't been read. Its row for Final Fantasy III has the same four scores, which that game's printed review confirms; the identical row here is unconfirmed.

Cited by: Final Fantasy IV

Square's publicity manager Yusuke Hirata told Electronic Gaming Monthly in 1994 that Final Fantasy IV sold about 1.5 million copies, and its Super NES translation, Final Fantasy II, about 300,000. His sentence misdates the release to July 1990. final-fantasy-iv-history/sales-1994

MagazineElectronic Gaming Monthly, issue 63 (October 1994): Final Fantasy III feature and Square interview · p. 172, interview with Yusuke Hirata — the interview misdates the release to July 1990Final Fantasy IV, our first Super Famicom RPG, registered sales of approximately 1.5 million upon its release in July 1990. FFIV was translated as the Super NES FF2 which sold about 300,000 units.

Cited by: Final Fantasy IV

Square Enix counted 2.16 million copies of Final Fantasy IV shipped by 31 March 2003 across its Super Famicom, PlayStation, and other versions, 1.82 million of them in Japan and 0.34 million abroad. final-fantasy-iv-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 row, in thousands of units under Japan, Abroad, and Total, as of 31 March 2003FINAL FANTASY IV SNES/PS/Other 1,820 340 2,160

Cited by: Final Fantasy IV

Tokita, who said he spent about three weeks in Seattle working with Nintendo of America on the release, said the biggest change in the U.S. version was making it "a little bit easier". Only the first Final Fantasy had come out in the United States, and Final Fantasy II and III had experimental elements, so the team balanced the game as a follow- up to the first, with the youngest of the NES's players in mind. final-fantasy-iv-history/easier-north-america

InterviewA Conversation With the Creator of Final Fantasy IV (Takashi Tokita interview) · page 3, answer on his part in the North American versionI was in Seattle for approximately three weeks and working closely with the NOA offices.A Conversation With the Creator of Final Fantasy IV (Takashi Tokita interview) · page 3, answer on the changes to the U.S. versionI guess the biggest change is that they made it a little bit easier for the U.S. market, but that was because we already had Final Fantasy I, II, and III in Japan, whereas Final Fantasy I was the only one released in the states. Final Fantasy II and III had some experimental elements to them, and so for U.S. users to suddenly dive into IV... it just seemed a little bit difficult. So we balanced it out to present it as a follow-up to Final Fantasy I. And, you know, the NES platform had a very wide range of users where the bottom end was very young, and we took that into account as well.

Cited by: Final Fantasy IV

Electronic Gaming Monthly, in a 1994 question to Square, said the Super NES Final Fantasy II was made considerably simpler to play than the original Super Famicom Final Fantasy IV. final-fantasy-iv-history/egm-simpler

MagazineElectronic Gaming Monthly, issue 63 (October 1994): Final Fantasy III feature and Square interview · p. 172, interview with Yusuke Hirata, the interviewer's question on Final Fantasy VI — the magazine's own remark in a question; Hirata's answer is about Final Fantasy VIthe Super NES FF2 was made considerably simpler to play than the original SFC FFIV.

Cited by: Final Fantasy IV

Famitsu recalls the game as simple in system but hard, so much so that Final Fantasy IV Easy Type, a minor revision with the difficulty lowered, came out a few months later, on 29 October. Famitsu gives no year, but the date falls a few months after the July 1991 release, and Famicom Tsushin's issue of 8 November 1991 reviewed Easy Type. final-fantasy-iv-history/easy-type

Web『FF4』35周年。シリーズおなじみのATBが初搭載された作品。「おれはしょうきにもどった!」など名台詞も豊富【今日は何の日?】 · difficulty paragraph — ours: the system itself is simple, but the game's difficulty was on the high side, so much that a few months later, on 29 October, a minor-change version with the difficulty lowered [Final Fantasy IV Easy Type] was releasedシステム自体はシンプルなのですが、ゲームの難度は高めで、数ヵ月後の10月29日には難度が下がったマイナーチェンジ版のWeekly Famicom Tsūshin, no. 151 (1991-11-08) · 新作ゲームクロスレビュー (28 October to 3 November), Final Fantasy IV Easy Type — ours: this Easy Type will probably be for quite small children; the issue is dated 8 November 1991このイージータイプはかなり小さな子供向けになるんじゃないかな。

Cited by: Final Fantasy IV

In Famicom Tsushin's cross review of Easy Type, one reviewer said even small children and players new to RPGs could enjoy it, with simpler commands and more detailed messages, though RPG veterans might find it lacking. Another found Kain explaining how to play in the opening a letdown for fans. A third called it for players stuck in the original or who only wanted to follow the story, and a fourth said elementary-school children could finish it. final-fantasy-iv-history/easy-type-review

MagazineWeekly Famicom Tsūshin, no. 151 (1991-11-08) · 新作ゲームクロスレビュー (28 October to 3 November), Final Fantasy IV Easy Type — ours: with simplified commands and more detailed messages, the game system became very easy to understand. Even small children and people not used to RPGs can enjoy itコマンドの簡略化…メッセージの詳細化…わかりやすいゲームシステムになった。小さな子供やRPG慣れしていない人にも楽しめる。Weekly Famicom Tsūshin, no. 151 (1991-11-08) · same review, same reviewer — ours: people used to RPGs may find it lacking and fussyRPG慣れしている人は、物足りなさとうるささを感じるかも。Weekly Famicom Tsūshin, no. 151 (1991-11-08) · same review, another reviewer — ours: as a fan, Kain explaining how to play in the opening is a bit of a letdownオープニングでカインが遊び方の説明をするのは、ファンとしてはちょっと興ざめ。Weekly Famicom Tsūshin, no. 151 (1991-11-08) · same review, another reviewer — ours: for people who got hopelessly stuck in the original version, or who simply want to follow the story元のバージョンでどうしても進めなくなってしまった人や、純粋にストーリーを追ってみたい人向け。Weekly Famicom Tsūshin, no. 151 (1991-11-08) · same review, another reviewer — ours: even elementary-school children can solve it小学生にも解けます。

Read from the issue's OCR text, which gives the reviewers' comments but not their names or scores.

Cited by: Final Fantasy IV

Square Enix's Japanese site lists the game's later versions, among them a PlayStation port on 21 March 1997, which added CG movies to the opening and ending; a WonderSwan Color version on 28 March 2002, with all the graphics redrawn; a full remake for the Nintendo DS on 20 December 2007, by the staff of the DS Final Fantasy III and the original staff; and the Pixel Remaster for Windows and smartphones on 9 September 2021. final-fantasy-iv-history/ports

PublisherファイナルファンタジーIV (Square Enix official game page, game.json) · game.json, game_model entry for プレイステーション1997/03/21ファイナルファンタジーIV (Square Enix official game page, game.json) · game.json, game_model entry for ワンダースワン2002/03/28ファイナルファンタジーIV (Square Enix official game page, game.json) · game.json, game_model entry for ニンテンドーDS / ニンテンドーDSi2007/12/20ファイナルファンタジーIV (Square Enix official game page, game.json) · game.json, game_model entries for Windows, iOS, and Android (ピクセルリマスター)2021/09/09ファイナルファンタジーIV (Square Enix official game page, game.json) · game.json, detail_content, PlayStation section — ours: CG movies were newly inserted at the opening and ending新たにオープニングとエンディングにCGムービーを追加挿入しました。ファイナルファンタジーIV (Square Enix official game page, game.json) · game.json, detail_content, WonderSwan Color section — ours: the WonderSwan Color version redraws all the graphics in finer detailWSC版では全てのグラフィックをより緻密に描き直しファイナルファンタジーIV (Square Enix official game page, game.json) · game.json, detail_content, Nintendo DS section — ours: a full remake by the development staff of the DS Final Fantasy III plus the original staffDS版『FFIII』の開発スタッフ+オリジナルスタッフによるフルリメイク。『FF4』35周年。シリーズおなじみのATBが初搭載された作品。「おれはしょうきにもどった!」など名台詞も豊富【今日は何の日?】 · footnote to the Pixel Remaster paragraph — ours: [of the Steam and smartphone versions,] FFIV [came out] on 9 September 2021『FFIV』が2021年9月9日

Cited by: Final Fantasy IV

Famitsu calls the 2007 Nintendo DS remake harder than the original. final-fantasy-iv-history/ds-harder

Web『FF4』35周年。シリーズおなじみのATBが初搭載された作品。「おれはしょうきにもどった!」など名台詞も豊富【今日は何の日?】 · difficulty paragraph — ours: what was really hard was the Nintendo DS version released in 2007 (after the Easy Type sentence; the writer says it nearly beat him though he had cleared the original and PSP versions many times)本当に難しかったのは2007年に発売されたニンテンドーDS版。

Cited by: Final Fantasy IV

Producer Tomoya Asano said in 2007, in Xcomp's English translation of the Famitsu interview, that Matrix, the developer of the Nintendo DS Final Fantasy III, would make the remake, with Tokita directing and Hiroyuki Itou supervising the battle system. final-fantasy-iv-history/ds-remake

InterviewFamitsu's Final Fantasy IV DS Interview (Tomoya Asano and Takashi Tokita) · Asano, on the development teamYes. Matrix, the company who developed the DS version of FFIII will be working on it. They have been with us since Dragon Quest V's remake. As for staff from our own company we have Mr. Tokita as the director and Hiroyuki Itou, who's helped with the Final Fantasy series' battle system designs, supervising the battle system side of things.

Cited by: Final Fantasy IV

A sequel for mobile phones, Final Fantasy IV: The After Years, came out in 2009, following Theodor, the son of Cecil and Rosa. final-fantasy-iv-history/after-years

Web『FF4』35周年。シリーズおなじみのATBが初搭載された作品。「おれはしょうきにもどった!」など名台詞も豊富【今日は何の日?】 · sequel paragraph — ours: in 2009, as a mobile-phone app, [the sequel Final Fantasy IV The After Years] appeared2009年には携帯アプリで『FF4』35周年。シリーズおなじみのATBが初搭載された作品。「おれはしょうきにもどった!」など名台詞も豊富【今日は何の日?】 · sequel paragraph — ours: a new story unfolded centered on Theodor, the son of the hero Cecil and the heroine Rosa主人公のセシルとヒロインのローザの息子であるセオドアを中心に新たな物語が展開されてました。

Cited by: Final Fantasy IV