On this page
  1. How it plays
  2. Development
  3. Across the series
  4. Footnotes
  5. Related
  6. Mechanics
  7. References
  8. Sources

Final Fantasy III is a role-playing game by Square, released for the Famicom in Japan on 27 April 19901, the third game of the Final Fantasy series2. Four orphan boys from the village of Ur go down into a cave that opened when an earthquake sank the crystal underground3. Nintendo’s page calls them Warriors of Light, given powers by the crystals to save a world wrapped in darkness3. Each of the four has a job, which decides whether they fight with a sword or cast magic, and can change it at any time outside battle. More jobs open as the story goes on4. Famicom Tsushin named job change and a wider range of vehicles than the previous game as its selling points5.

Famitsu describes Hiromichi Tanaka as the game’s designer and Koichi Ishii as the designer of its job characters6. Hironobu Sakaguchi directed it7,6. Kenji Terada wrote the scenario7,8, and Nasir Gebelli programmed it7,9. The credits list Y. Amano for graphics and N. Uematsu for music7, credited in full as Yoshitaka Amano and Nobuo Uematsu on Final Fantasy II10.

Famicom Tsushin’s four reviewers scored it 9, 9, 10, and 8 out of 1011. Two praised job change: one called it a system with plenty to play with, and another was glad a character kept its level through a change. One said that in some respects it overtook Dragon Quest IV. Two faulted its dungeons, one for allowing no saving and the other for the length of the last one. The lowest score came from a reviewer who found the job system a bother, though perhaps not once used to it12. In 1994 Square’s publicity manager, Yusuke Hirata, put its sales at about 1.4 million13,13. Square Enix counted 1.4 million14 copies shipped by March 2003, all in Japan14. In 2006 it called the game “the first entry in the world-renowned franchise to sell over a million units”15.

Hirata said in 1994 that the game had never been translated16. Square Enix announced in November 2006 that its Nintendo DS remake had shipped to North American retailers, quoting Tanaka, who called it the only game in the series not localized until then17. Square Enix credits Final Fantasy III with introducing moogles, summons, and the job system to the series, and Famitsu calls it the foundation of the later series18.

#How it plays

The party starts as Onion Swordsmen (たまねぎ剣士), half-grown youths who can use only the crude weapons and items found on the way and hardly grow as they level19. Each crystal the party meets and receives power from adds jobs it can change to20. A change costs capacity, which battles award alongside money and experience. The price depends on the job a character leaves and the one it takes, and a character short of capacity can’t change21.

A new job keeps nothing of the old one. A mage who becomes a warrior loses all magic, and the stats change to match the level22, while the level stays12. Time spent in a job builds its proficiency, which makes changing back to it cheaper and slightly raises its attack and accuracy23. The manual suggests fitting the party to the place, turning everyone into mages for enemies that only magic hurts, or forming a party strong against sea enemies at sea24.

Four airships carry the party. Cid’s, the earliest, flies at twice walking speed and the Nautilus at eight times. The Enterprise is a ship that turns into an airship at the press of a button and can’t land on ground. None of these can cross mountains; the Invincible, the last, can25. Battles come at random, at a rate set for each world and vehicle26.1

#Attacks

A fighter strikes several times in one attack, and the target tries to dodge several times; every successful dodge cancels a hit27. The strikes that get through all deal the same damage, rolled once: the attack plus up to half again, less the target’s defense28. The job decides how often an attack is critical and how much a critical adds29. An attack of an element the target is weak to deals double damage30. Some jobs run better than others, and the higher the monsters’ level, the harder they are to escape31. Each round puts the party and the monsters in a random order; agility only decides which party member acts before another32.

#Development

Ishii said he was on the SaGa team while Final Fantasy III was made, and Tanaka that Ishii did only its character work. Ishii said he turned down Sakaguchi’s request to draw the job characters twice and took it the third time, on condition that he do all the designs and all the sprite animation33,6. Tanaka said he named the Onion Swordsman because its helmet looked like a sprouting onion. Ishii said he wanted it to look like a child in cardboard armor fighting with a wooden sword34.

Tanaka said the team couldn’t delay the game because it knew the Super Famicom was coming35. When Gebelli’s visa ran out partway through and he went home to the United States, Tanaka said, the team took its equipment there and spent nearly the last two months of development in Sacramento9.

Asked whether a debugger’s complaint shaped the last dungeon, Ishii said it had: Sakaguchi got worked up and the save points went. Tanaka said the debugger, then a high-school part-timer, had called it too easy36.

#Across the series

The hit rolls work as in Final Fantasy II, each of the target’s dodges cancelling one hit27. Final Fantasy II rolled damage and a critical for each hit that got through. Final Fantasy III rolls damage once and multiplies it by the hits, and the job sets the critical chance where Final Fantasy II fixed it37.

Famitsu’s report of a 2015 talk by Sakaguchi says Final Fantasy II and III weren’t released overseas. Sakaguchi thought the team had its hands full making the Japanese versions, with no room to localize them, and was still unsure a turn-based role-playing game would be accepted16. Square Enix announced on 15 November 2006 that the Nintendo DS remake had shipped to North American retailers; Nintendo’s page lists 14 November17. Tanaka, the remake’s director, said it added 3D graphics, rebalanced jobs, and new characterization for the four heroes, and Square Enix credits Akihiko Yoshida with designing the four main characters. Tanaka told Dengeki Online the remake dropped the original’s opening, in which all four start together, because so abrupt a start felt wrong38. Square Enix’s Japanese site dates the Pixel Remaster’s release on Steam and smartphones to 29 July 2021, with those of the first two games39.

#Footnotes

  1. World-map battle rates: 5 in 256 per step (7 underwater)26,26. ↩

Mechanics

MechanicKindHow
Hit chanceHit rolls less evade rollsevery dodge the target makes cancels one of the attacker's hits, so an evasive enemy blunts a flurry
Multi-hit attackHits less evadesa fighter strikes several times in one attack, and every strike that gets through deals the same damage
Damage formulaAttack minus defensea strike deals the attack plus up to half again, less the target's defense
Critical hitRate and bonusthe job decides how often an attack is critical and how much a critical adds
Elemental weaknessDamage multiplieran attack of an element the target is weak to deals double damage
FleeingRate less enemy levelsome jobs run better than others, and higher-level monsters are harder to escape
Turn orderShuffled, agility within the partyparty and monsters act in a random order each round; agility only decides which party member goes before another
Random encounterBy areahow often battles come depends on the world the party is in and how it travels
Every claim about this game, by concept (37)
generalFinal Fantasy III came out for the Famicom in Japan on 27 April 1990.Publisher
Nintendo calls Final Fantasy III the third game of the Final Fantasy series.Publisher
Four orphan boys, raised by the elder Topapa in the frontier village of Ur, set out into a cave that opened when a great earthquake sank the crystal underground. Nintendo's page sums up the story as four who receive powers from the crystals and, as Warriors of Light, save a world wrapped in darkness.Manual
Each of the four characters has a job, which decides whether they are good with a sword or can use magic. The jobs grow in number as the story goes on, and a character can change job at any time outside battle.Publisher
Not every job is open from the start: each time the party meets one of the crystals around the world and receives its power, the number of jobs it can change to grows.Manual
A job change costs capacity, a value won in battle like money and experience. The cost depends on the current job and the new one, and without enough capacity the change can't be made.Manual
The old job leaves nothing behind: a mage who becomes a warrior can no longer use any magic, and the stat values change according to level.Manual
The manual suggests matching the party to the place: turning everyone into mages for an area of enemies only magic works on, or forming a party strong against sea enemies at sea.Manual
Each job keeps a proficiency that grows with the time spent in it. A job with high proficiency costs less capacity to change to, and proficiency slightly raises attack effect and hit rate.Manual
Every adventurer starts as the Onion Swordsman (たまねぎ剣士), a half-grown youth unskilled with sword and magic who can use only the crude weapons and items found while exploring and hardly grows however much it levels.Manual
Hiromichi Tanaka said he named the Onion Swordsman because its helmet looked like a sprouting onion. Koichi Ishii said he wanted it to look babyish, like a child in cardboard armor fighting with a wooden sword.Interview
Four airships appear. Cid's, the first, flies at twice walking speed; the Enterprise, a ship that turns into an airship at the press of A, flies at four times walking speed but can't land on ground; the Nautilus flies at eight times walking speed. None of these crosses mountains; only the last, the Invincible, can.Manual
Famicom Tsushin's cross review called it Square's big third RPG, sold on more vehicles than its predecessor and on job change.Magazine
Famicom Tsushin's four cross reviewers scored Final Fantasy III 9, 9, 10, and 8 out of 10, a total of 36 out of 40.Magazine
In Famicom Tsushin's cross review, Tōfuya Famibō (9) said the choice between a hardcore, mean Final Fantasy and a kind Dragon Quest was a matter of taste; he still disliked dungeons with no saving, but found the new job change a system with plenty to play with, though it raised the difficulty. Mizuno Tenchō (9) said that in some respects it overtook Dragon Quest IV, with elaborate events, but called the long last dungeon a flaw. Morishita Mariko (10) found battles much easier than in Final Fantasy II and was glad a character kept its level through a job change. TACO・X (8) was thrown by how fast the story moved and found the job system a bother, though perhaps nothing once used to it.Magazine
Square's publicity manager Yusuke Hirata told Electronic Gaming Monthly in 1994 that the Famicom Final Fantasy III sold about 1.4 million copies.Magazine
Square Enix counted 1.4 million copies of the Famicom Final Fantasy III shipped by 31 March 2003, all in Japan.Publisher
Square Enix's 2006 press release for the Nintendo DS remake says the 1990 game was "the first entry in the world-renowned franchise to sell over a million units".Publisher
Square Enix's 2006 press release calls Final Fantasy III the title that introduced moogles, summons, and the job system to the series. Famitsu in 2020 called it the last new Final Fantasy for the Famicom and the foundation of the later series, adopting the job-change system and summoned monsters.Publisher
The Japanese ROM's credits, as decoded in everything8215's listing, list Nasir for programming, K. Terada for the scenario, Y. Amano for graphics, N. Uematsu for music, H. Tanaka and K. Aoki for design, K. Yoshii and K. Higuchi for programming, K. Shibuya, H. Nakada, and K. Ishii for graphics, H. Sakaguchi as director, and M. Miyamoto as producer.Code
Famitsu describes Hiromichi Tanaka as the game's designer and Koichi Ishii as the designer of the job characters, and Dengeki Online calls Tanaka the maker of the Famicom version. Hironobu Sakaguchi, in Famitsu's words the creator of the series, asked Ishii to draw the job characters.Interview
The IGDA Japan report of Kenji Terada's 2016 seminar names him as the writer of the scenarios of Final Fantasy I, II, and III.Web
Ishii said he was on the SaGa team while Final Fantasy III was made, and Tanaka that Ishii did only its character work. Ishii said he turned down Sakaguchi's request to draw the job characters twice and took it the third time, on condition that he do all the designs and all the sprite animation.Interview
Tanaka said Nasir Gebelli programmed the game, and that when Gebelli's visa ran out partway through and he went home to the United States, the team took its equipment there and spent nearly the last two months of development in Sacramento. A Famitsu note credits Gebelli with the airship scenes and other processing unusual for the time.Interview
Tanaka said development couldn't be delayed because the team knew the Super Famicom was coming.Interview
Asked whether the last dungeon took its length because a debugger said it lacked bite, Ishii said it did: Sakaguchi got worked up, said he would change it, and the save points went. Tanaka said the debugger was Toshiaki Suzuki, then a high-school part-timer who had called it too easy.Interview
Yusuke Hirata of Square told Electronic Gaming Monthly in 1994 that the Famicom Final Fantasy II and III were never translated. Famitsu's report of Sakaguchi's 2015 talk says the two were not released overseas, and that Sakaguchi thought the team had its hands full making the Japanese versions, with no room to localize them, and was still unsure a turn-based RPG would be accepted.Magazine
On 15 November 2006 Square Enix announced that its Nintendo DS remake of Final Fantasy III had shipped to retailers across North America; Nintendo's page lists 14 November 2006. The announcement says the original had been released only in Japan, and quotes Tanaka, the DS version's director, that it had seen no remakes or appearances on other platforms since April 1990 and was the only game in the series not previously localized.Publisher
Tanaka said the DS remake added 3D graphics, rebalanced jobs, and new characterization for the four heroes, and Square Enix credits Akihiko Yoshida with designing the four main characters and their job outfits. Tanaka told Dengeki Online the remake dropped the original's opening, in which all four start together, because so abrupt a start felt wrong.Publisher
Critical hitA Fight action rolls once for a critical, 0–99 against the crit probability, and a critical adds the crit bonus to the damage before defense. Both numbers are the first two bytes of the character's job modifiers, so the job sets them.Code
Damage formulaThe damage roll is attack plus a random 0 to half of it, times the elemental multiplier (stored doubled and halved back), plus the crit bonus on a critical, less defense (at least 0; skipped when a character hits a character); that times the net hits, divided by the targets hit, is capped at 9,999.Code
Final Fantasy II rolls damage, attack plus 0 to attack less defense, and a critical for each hit that gets through and adds them up; Final Fantasy III rolls damage once, attack plus 0 to half of it, and multiplies it by the net hits, and its single critical roll uses the job's crit probability in place of Final Fantasy II's fixed roll under 5.Code
Elemental weaknessA physical attack whose element is one of the target's weak elements gets multiplier code 4; one in the target's byte the disassembly calls absorbed elements gets 1, as does any attack when that byte is exactly 2; otherwise 2. The damage routine halves the code, so a weakness doubles the damage and the other byte halves it.Code
FleeingRun escapes when a roll of 0–100 is under the runner's run probability plus 25 less the average level of the monsters present (at least 0). The run probability is the third byte of the job modifiers.Code
Multi-hit attackA Fight action rolls 0–99 once per point of the attacker's attack multiplier and counts the rolls under its hit %; Blind halves the hit %, and when a back-row penalty applies (not for a harp or bow and arrow) an attacker in the back row halves it, and a target in the back row halves it again and adds one evaded hit. The target then rolls once per point of its evade multiplier against its evade %, with no evade rolls when it is a toad, mini, or jumping, and its successes are subtracted from the hits, at least 0. The net hits multiply one damage roll, and none is a miss. Each hand rolls separately.Code
Random encounterOn the world map, a step starts a battle when a random byte is under the rate loaded for the current world and vehicle; the listing's comments give those rates as 5 on foot, by canoe, or by ship, 7 underwater, and 18 for one chocobo case the disassembly marks with "???".Code
Turn orderdetermine attack order gives each of the 12 battle slots a random key of 0–255 and passes the list to a routine the disassembly calls "sort attack order list ???"; it then gives each of the four characters a key of agility plus a random 0 to twice agility, sorts those the same way, and writes the characters in that order into the character entries of the first list. Chance places each character among the monsters, and agility orders the characters among themselves.Code

References

  1. ^Final Fantasy III came out for the Famicom in Japan on 27 April 1990.PublisherNintendo, VC Final Fantasy III · Famicom Tsushin 100-101 · Famitsu, FFIII 30th-anniversary interview · Electronic Gaming Monthly 63
    How we know
    1990年4月27日にファミリーコンピュータ用ソフトとして発売されました。
    game introduction, first paragraph · archived copy ↗
    4月27日
    p. 16, 発売日 row, Final Fantasy III column · archived copy ↗
    1990年4月27日は『ファイナルファンタジーIII』が発売された日です。
    article introduction · archived copy ↗
    The Famicom FF2 and FF3 were respectively launched in December 1988 and April 1990.
    p. 172, interview with Yusuke Hirata · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-23.

    In the claim ledger

  2. ^Nintendo calls Final Fantasy III the third game of the Final Fantasy series.PublisherNintendo, VC Final Fantasy III
    How we know
    『ファイナルファンタジー』シリーズの第3弾として
    game introduction, first paragraph · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-23.

    In the claim ledger

  3. ^ abFour orphan boys, raised by the elder Topapa in the frontier village of Ur, set out into a cave that opened when a great earthquake sank the crystal underground. Nintendo's page sums up the story as four who receive powers from the crystals and, as Warriors of Light, save a world wrapped in darkness.ManualFFIII Famicom manual · Nintendo, VC Final Fantasy III
    How we know
    4人の少年達はみなしごで 辺境の村「ウル」の長老トパパに育てられた 大地震でクリスタルが地中に沈み そこにできた洞窟へとやってきた
    opening story (scan page 03), last stanza · archived copy ↗
    クリスタルからさまざまな力を授かった4人が、光の戦士として闇につつまれた世界を救う物語が繰り広げられます。
    game introduction, story paragraph · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-23.

    In the claim ledger

  4. ^Each of the four characters has a job, which decides whether they are good with a sword or can use magic. The jobs grow in number as the story goes on, and a character can change job at any time outside battle.PublisherNintendo, VC Final Fantasy III · Famicom Tsushin 100-101
    How we know
    4人の主人公にはそれぞれジョブ(職業)があり、ジョブによって剣での攻撃が得意だったり、魔法が使えたりします。物語が進むにつれてジョブの種類は増え、その数は豊富です。ジョブはいつでも変更できるので、自分好みのパーティを作ってみてください。
    game introduction, jobs paragraph · archived copy ↗
    なかでも職業に関しては、戦闘時間以外ならいつでも変更が可能になっている。
    p. 16, Final Fantasy III column, description · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-23.

    In the claim ledger

  5. ^Famicom Tsushin's cross review called it Square's big third RPG, sold on more vehicles than its predecessor and on job change.MagazineFamicom Tsushin 100-101
    How we know
    スクウェアの超大作RPG第3弾。前作以上に豊富な乗り物、転職などがウリ。
    p. 16, Final Fantasy III column, description · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-23.

    In the claim ledger

  6. ^ abcFamitsu describes Hiromichi Tanaka as the game's designer and Koichi Ishii as the designer of the job characters, and Dengeki Online calls Tanaka the maker of the Famicom version. Hironobu Sakaguchi, in Famitsu's words the creator of the series, asked Ishii to draw the job characters.InterviewFamitsu, FFIII 30th-anniversary interview · Dengeki Online, FFIII interview
    How we know
    『FFIII』でゲームデザインを務めた田中弘道氏 … ジョブなどのデザインを担当した石井浩一氏
    article introduction · archived copy ↗
    ファミコン版を制作した田中氏
    article introduction · archived copy ↗
    坂口さん(坂口博信氏。『FF』シリーズの生みの親)
    section 改めて聞く『FFIII』開発秘話, Famitsu's bracketed note · archived copy ↗
    ある日、坂口さんが自分のところにきて、「ジョブのキャラクターを描いてくれないか」と。
    section 改めて聞く『FFIII』開発秘話, Ishii's answer · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-23.

    In the claim ledger

  7. ^ abcdThe Japanese ROM's credits, as decoded in everything8215's listing, list Nasir for programming, K. Terada for the scenario, Y. Amano for graphics, N. Uematsu for music, H. Tanaka and K. Aoki for design, K. Yoshii and K. Higuchi for programming, K. Shibuya, H. Nakada, and K. Ishii for graphics, H. Sakaguchi as director, and M. Miyamoto as producer.Codeeverything8215, FF3 disassemblyrevised
    How we know
    13671F/A628: 02 07 "PROGRAM NASIR" 01
    1368         02 06 "SCENARIO K.TERADA" 01
    1369         02 07 "GRAPHIC Y.AMANO" 01
    1370         02 09 "MUSIC N.UEMATSU" 00
    13711F/A670: 02 08 "DESIGN H.TANAKA" 01
    1372         02 0F "K.AOKI" 00
    13731F/A68B: 02 07 "PROGRAM K.YOSHII" 01
    1374         02 0F "K.HIGUCHI" 00
    13751F/A6AA: 02 07 "GRAPHIC K.SHIBUYA" 01
    1376         02 0F "H.NAKADA" 01
    1377         02 0F "K.ISHII" 00
    13781F/A6D3: 02 06 "DIRECTOR H.SAKAGUCHI" 00
    ⋮
    
    ff3j.asm lines 1367–1379 at 1acef81 · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-23.

    Revised after a check by a second AI model, 2026-10-23.

    In the claim ledger

  8. ^The IGDA Japan report of Kenji Terada's 2016 seminar names him as the writer of the scenarios of Final Fantasy I, II, and III.WebIGDA Japan, Terada seminar report
    How we know
    「ファイナルファンタジーI」「II」「III」のシナリオなどを手がけた寺田
    opening section, paragraph 3 · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-23.

    In the claim ledger

  9. ^ abTanaka said Nasir Gebelli programmed the game, and that when Gebelli's visa ran out partway through and he went home to the United States, the team took its equipment there and spent nearly the last two months of development in Sacramento. A Famitsu note credits Gebelli with the airship scenes and other processing unusual for the time.InterviewFamitsu, FFIII 30th-anniversary interview
    How we know
    プログラムを担当していたのはナーシャ・ジベリ(『FFIII』の飛空艇シーンなど、当時では異例の処理を行うプログラムを担当)でしたが、ビザが切れて開発途中でアメリカに帰っちゃったんです。それで、アメリカに機材を持ち込んで開発を続けることにしたんですが … そういうわけで、『FFIII』の開発最後の2ヵ月近くはサクラメントで過ごしていまして、コンドミニアムでカーテンを閉め切って作っていましたね。
    section 改めて聞く『FFIII』開発秘話, Tanaka's answer · archived copy ↗

    The quote matches our archived copy.

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    In the claim ledger

  10. ^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.Codeeverything8215, FF2 disassembly · Final Fantasy II Famicom manual · Famitsu 65-66, FFII ad
    How we know
    25565; "PROGRAM\n NASIR GEBELLI"
    255660E/BE24: 10 12 0F 07 12 01 0D FF 18 0E 01 13 09 12 18 07
    255670E/BE34: 05 02 05 0C 0C 09 00
    ⋮
    255700E/BE3B: 13 03 05 0E 01 12 09 0F FF 18 0B 05 0E 0A 09 18
    255710E/BE4B: 14 05 12 01 04 01 00
    ⋮
    255740E/BE52: 03 08 01 12 01 03 14 05 12 18 04 05 13 09 07 0E
    255750E/BE62: FF 18 19 0F 13 08 09 14 01 0B 01 18 01 0D 01 0E
    255760E/BE72: 0F 00
    ⋮
    255790E/BE74: 07 01 0D 05 18 04 05 13 09 07 0E FF 18 08 09 12
    255800E/BE84: 0F 0D 09 03 08 09 18 14 01 0E 01 0B 01 00
    ⋮
    255830E/BE92: 07 01 0D 05 18 04 05 13 09 07 0E FF 18 01 0B 09
    255840E/BEA2: 14 0F 13 08 09 18 0B 01 17 01 1A 15 00
    ⋮
    
    ff2j.asm lines 25565–25633 at 8d26190 · upstream ↗
    CHARACTER DESIGN : YOSHITAKA AMANO
    p. 48, Project Staff · archived copy ↗
    MUSIC: NOBUO UEMATSU
    advertisement p. 53, staff line · archived copy ↗

    Checked against the evidence by its author, an AI model, 2026-10-25.

    Checked by a second AI model, 2026-10-23.

    Checked by a second AI model, 2026-10-25.

    In the claim ledger

  11. ^Famicom Tsushin's four cross reviewers scored Final Fantasy III 9, 9, 10, and 8 out of 10, a total of 36 out of 40.MagazineFamicom Tsushin 100-101
    How we know
    9 9 10 8
    p. 16, Final Fantasy III column, the four reviewer boxes · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-23.

    In the claim ledger

  12. ^ abIn Famicom Tsushin's cross review, Tōfuya Famibō (9) said the choice between a hardcore, mean Final Fantasy and a kind Dragon Quest was a matter of taste; he still disliked dungeons with no saving, but found the new job change a system with plenty to play with, though it raised the difficulty. Mizuno Tenchō (9) said that in some respects it overtook Dragon Quest IV, with elaborate events, but called the long last dungeon a flaw. Morishita Mariko (10) found battles much easier than in Final Fantasy II and was glad a character kept its level through a job change. TACO・X (8) was thrown by how fast the story moved and found the job system a bother, though perhaps nothing once used to it.MagazineFamicom Tsushin 100-101
    How we know
    マニアック+意地悪の『FF』か、親切+やさしい『ドラクエ』かは、もう好みの問題。僕自身は、セーブできないダンジョンは、あいかわらずイヤなんだけどね。ただ、新しい要素のジョブチェンジは、かなり遊べるシステムだ。そのぶん難易度は、今まで以上に上がっているんだけどね。
    p. 16, 東府屋ファミ坊's box · archived copy ↗
    ある部分では、確実に『ドラクエⅣ』を追い越しているといっても過言ではない。とにかくひとつひとつのイベントが凝りに凝っていて … ただし、例によってラストにひかえる長ーい長ーいダンジョン。まさに玉に傷だ。
    p. 16, 水野店長's box · archived copy ↗
    この『Ⅲ』でも、『Ⅱ』にくらべてずっと戦闘がしやすいし、武器もだれが装備できるのかすぐわかるようになっているの。ジョブチェンジをしても、レベルがそのままっていうのもうれしいな。
    p. 16, 森下万里子's box · archived copy ↗
    ほけーっと遊んでいるうちにバキバキ話が進んじゃうので、とまどいを覚えた。システム的にはジョブ制関係が面倒だなーと思ったけれど、まあ慣れてしまえばどーってことないのかもしれない。
    p. 16, TACO・X's box · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-23.

    In the claim ledger

  13. ^ abSquare's publicity manager Yusuke Hirata told Electronic Gaming Monthly in 1994 that the Famicom Final Fantasy III sold about 1.4 million copies.MagazineElectronic Gaming Monthly 63
    How we know
    Their sales were approximately 800,000 and 1.4 million units respectively.
    p. 172, interview with Yusuke Hirata · archived copy ↗

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  14. ^ abSquare Enix counted 1.4 million copies of the Famicom Final Fantasy III shipped by 31 March 2003, all in Japan.PublisherSquare Enix IR shipments table 2004
    How we know
    FINAL FANTASY III NES 1,400 - 1,400
    p. 27, table of titles shipping over 1 million · archived copy ↗

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  15. ^Square Enix's 2006 press release for the Nintendo DS remake says the 1990 game was "the first entry in the world-renowned franchise to sell over a million units".PublisherSquare Enix, FFIII DS ship announcement
    How we know
    FINAL FANTASY III was the first entry in the world-renowned franchise to sell over a million units.
    first paragraph · archived copy ↗

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  16. ^ abYusuke Hirata of Square told Electronic Gaming Monthly in 1994 that the Famicom Final Fantasy II and III were never translated. Famitsu's report of Sakaguchi's 2015 talk says the two were not released overseas, and that Sakaguchi thought the team had its hands full making the Japanese versions, with no room to localize them, and was still unsure a turn-based RPG would be accepted.MagazineElectronic Gaming Monthly 63 · Famitsu, Sakaguchi talk 2015
    How we know
    These were never translated.
    p. 172, interview with Yusuke Hirata · archived copy ↗
    海外ではこの2作は発売されなかった。国内版を作るだけで精一杯で、海外向けにローカライズする余裕がなかったことや、“ターン制RPGが受け入れられるのか”という不安が依然としてあったからではないか、と坂口氏は振り返った。
    section 海外での展開は手さぐりが続く · archived copy ↗

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  17. ^ abOn 15 November 2006 Square Enix announced that its Nintendo DS remake of Final Fantasy III had shipped to retailers across North America; Nintendo's page lists 14 November 2006. The announcement says the original had been released only in Japan, and quotes Tanaka, the DS version's director, that it had seen no remakes or appearances on other platforms since April 1990 and was the only game in the series not previously localized.PublisherSquare Enix, FFIII DS ship announcement · Nintendo.com, Final Fantasy III (DS)
    How we know
    has shipped to retailers across North America. … Released only in Japan for the Famicom (known as the Nintendo Entertainment System
    first paragraph · archived copy ↗
    Release Date: Nov 14, 2006
    release-date line · archived copy ↗
    Until now, FINAL FANTASY III has seen no remakes or appearances on other platforms since its original release on the Nintendo Entertainment System in April 1990 … As the only game in the FINAL FANTASY series that had not previously been localized
    statement by Hiromichi Tanaka · archived copy ↗

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  18. ^Square Enix's 2006 press release calls Final Fantasy III the title that introduced moogles, summons, and the job system to the series. Famitsu in 2020 called it the last new Final Fantasy for the Famicom and the foundation of the later series, adopting the job-change system and summoned monsters.PublisherSquare Enix, FFIII DS ship announcement · Famitsu, FFIII 30th-anniversary interview
    How we know
    the title that introduced the popular moogles, summons, and the dynamic job system, which have become some of the most recognized elements of FINAL FANTASY
    description paragraph · archived copy ↗
    『FFIII』は、ファミコン最後の『FF』新作で、シリーズでおなじみとなるジョブチェンジシステムや召喚獣を初めて採用するなど、以後の『FF』シリーズの礎となった作品だ。
    article lead · archived copy ↗

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  19. ^Every adventurer starts as the Onion Swordsman (たまねぎ剣士), a half-grown youth unskilled with sword and magic who can use only the crude weapons and items found while exploring and hardly grows however much it levels.ManualFFIII Famicom manual
    How we know
    冒険を志す者の出発点です。でも、すべてに半人前の若者で、剣の腕も魔法の腕も未熟で、探検中に見つけた粗末な武器やアイテム程度しか使いこなすことが出来ず、いくらレベルを上げても、ほとんど成長しません。
    p. 42, たまねぎ剣士 · archived copy ↗

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  20. ^Not every job is open from the start: each time the party meets one of the crystals around the world and receives its power, the number of jobs it can change to grows.ManualFFIII Famicom manual
    How we know
    世界のあちこちにあるクリスタルに出会い、その力を受けるたびにチェンジできるジョブの数が増えてゆくのです。
    p. 38, 初めからどんなジョブにもチェンジできるの? · archived copy ↗

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  21. ^A job change costs capacity, a value won in battle like money and experience. The cost depends on the current job and the new one, and without enough capacity the change can't be made.ManualFFIII Famicom manual
    How we know
    戦闘によってお金や経験値と同様に獲得することが出来る値のことです。チェンジに必要なキャパシティは現在のジョブとチェンジするジョブの種類によって異なり、必要なだけのキャパシティがなければジョブチェンジする事は出来ません。
    p. 37, キャパシティって何? · archived copy ↗

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  22. ^The old job leaves nothing behind: a mage who becomes a warrior can no longer use any magic, and the stat values change according to level.ManualFFIII Famicom manual
    How we know
    まったくありません。例えば、魔道師から戦士にチェンジした場合、魔法はまったく使えなくなり、ステータスの値もレベルに応じて変化します。
    p. 37, チェンジした場合、前のジョブの影響は? · archived copy ↗

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  23. ^Each job keeps a proficiency that grows with the time spent in it. A job with high proficiency costs less capacity to change to, and proficiency slightly raises attack effect and hit rate.ManualFFIII Famicom manual
    How we know
    1つ1つのジョブにはそれぞれその経験の長さを表す値が熟練度として設定されており、熟練度の高いジョブへのチェンジなら、必要なキャパシティ値も少なくなります。また、熟練度が高ければ、攻撃効果や命中率もわずかながら高くなります。
    p. 38, 1つのジョブを長く続けてもメリットはないの? · archived copy ↗

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  24. ^The manual suggests matching the party to the place: turning everyone into mages for an area of enemies only magic works on, or forming a party strong against sea enemies at sea.ManualFFIII Famicom manual
    How we know
    例えば魔法しか通用しない敵のエリアを、戦士系のキャラクターで戦うのは不利ですから、ジョブチェンジによって全員を魔道師系にしたり、海では海の敵に強いキャラクターでパーティを編成したり
    p. 37, first paragraph · archived copy ↗

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  25. ^Four airships appear. Cid's, the first, flies at twice walking speed; the Enterprise, a ship that turns into an airship at the press of A, flies at four times walking speed but can't land on ground; the Nautilus flies at eight times walking speed. None of these crosses mountains; only the last, the Invincible, can.ManualFFIII Famicom manualrevised
    How we know
    今回は全部で4種類の飛空艇が皆さんの前にお目見えします。
    p. 27, 飛空艇 · archived copy ↗
    最初にあなたが手にする飛空艇です。 … 歩くスピードの2倍の速度で空を飛びます。山を越える事は出来ません。
    p. 27, シドの飛空艇 · archived copy ↗
    Aボタンで船から変形して飛空艇となり、歩く速度の4倍で空を飛べるようになります。ただし陸地に着陸する事は出来ません。 … 山を越える事はできません。
    p. 27, エンタープライズ · archived copy ↗
    歩く速度の8倍で空を飛びます。 … 山は越えられません。
    p. 27, ノーチラス · archived copy ↗
    あなたが最後に手に入れるのが、この「インビンシブル」です。この船だけが山を越える能力を持つのです。
    p. 28, インビンシブル · archived copy ↗

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  26. ^ abcOn the world map, a step starts a battle when a random byte is under the rate loaded for the current world and vehicle; the listing's comments give those rates as 5 on foot, by canoe, or by ship, 7 underwater, and 18 for one chocobo case the disassembly marks with "???".Codeeverything8215, FF3 disassemblyrevised
    How we know
    46599; [ check random battle ]
    ⋮
    466183D/BC75: AD 47 9D  LDA $9D47          ; 2E/9D47 (no vehicle battle rate: 5)
    ⋮
    466213D/BC7C: AD 48 9D  LDA $9D48          ; 2E/9D48 (canoe battle rate: 5)
    ⋮
    466243D/BC83: AD 49 9D  LDA $9D49          ; 2E/9D49 (ship battle rate: 5)
    ⋮
    466503D/BCB8: AD 4E 9D  LDA $9D4E          ; 2E/9D4E (chocobo ??? battle rate: 18)
    ⋮
    466553D/BCC2: AD 4F 9D  LDA $9D4F          ; 2E/9D4F (underwater battle rate: 7)
    466563D/BCC5: 85 80     STA $80
    466573D/BCC7: 20 11 C7  JSR $C711          ; get random number
    466583D/BCCA: C5 80     CMP $80
    466593D/BCCC: 90 03     BCC $BCD1          ; battle if (0..255) < (battle rate)
    
    ff3j.asm lines 46599–46659 at 1acef81 · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

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    In the claim ledger

  27. ^ abA Fight action rolls 0–99 once per point of the attacker's attack multiplier and counts the rolls under its hit %; Blind halves the hit %, and when a back-row penalty applies (not for a harp or bow and arrow) an attacker in the back row halves it, and a target in the back row halves it again and adds one evaded hit. The target then rolls once per point of its evade multiplier against its evade %, with no evade rolls when it is a toad, mini, or jumping, and its successes are subtracted from the hits, at least 0. The net hits multiply one damage roll, and none is a miss. Each hand rolls separately.Codeeverything8215, FF3 disassemblyrevised
    How we know
    11953; [ get number of hits ]
    ⋮
    11955; $24: attack/defense multiplier (no. of hits)
    11956; $25: hit/def %
    11957; $30: number of hits
    ⋮
    1195931/BB28: A9 00     LDA #$00
    1196031/BB2A: 85 30     STA $30
    1196131/BB2C: A5 24     LDA $24            ; no. of hits
    1196231/BB2E: F0 11     BEQ $BB41
    1196331/BB30: A9 63     LDA #$63
    1196431/BB32: 20 B4 BE  JSR $BEB4          ; random (0..A)
    1196531/BB35: C5 25     CMP $25            ; hit %
    1196631/BB37: B0 02     BCS $BB3B
    ⋮
    
    ff3j.asm lines 11953–11972 at 1acef81 · upstream ↗
    8151; start of loop for 2 hands
    815230/9F6A: AD 41 74  LDA $7441          ; attack multiplier
    ⋮
    815430/9F6F: AD 42 74  LDA $7442          ; hit %
    ⋮
    816030/9F7C: 46 25     LSR $25            ; halve hit %
    ⋮
    816430/9F84: D0 20     BNE $9FA6          ; branch if harp or bow + arrow
    ⋮
    816830/9F8C: 20 97 A3  JSR $A397          ; check for back row penalty
    816930/9F8F: B0 15     BCS $9FA6          ; branch if no penalty
    ⋮
    817330/9F97: F0 02     BEQ $9F9B          ; branch if attacker not in back row
    817430/9F99: 46 25     LSR $25            ; halve hit %
    ⋮
    817730/9F9F: F0 05     BEQ $9FA6          ; branch if target is not in back row
    817830/9FA1: EE E9 7C  INC $7CE9
    817930/9FA4: 46 25     LSR $25            ; halve hit %
    ⋮
    
    ff3j.asm lines 8151–8210 at 1acef81 · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

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    In the claim ledger

  28. ^The damage roll is attack plus a random 0 to half of it, times the elemental multiplier (stored doubled and halved back), plus the crit bonus on a critical, less defense (at least 0; skipped when a character hits a character); that times the net hits, divided by the targets hit, is capped at 9,999.Codeeverything8215, FF3 disassembly
    How we know
    11974; [ calculate damage ]
    ⋮
    11976; $24: no. of hits (before hit % check)
    11977; $25: attack
    11978; $26: defense
    11979; $27: damage multiplier (gets divided by 2)
    11980; $28: crit bonus
    11981; $29: crit flag
    11982; $2A: number of targets hit (divide damage)
    ⋮
    1198931/BB4A: 20 B4 BE  JSR $BEB4          ; random (0..A)
    1199031/BB4D: 18        CLC 
    1199131/BB4E: 65 25     ADC $25
    1199231/BB50: 85 18     STA $18            ; +$18 = attack * (1..3/2)
    ⋮
    
    ff3j.asm lines 11974–12064 at 1acef81 · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

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  29. ^A Fight action rolls once for a critical, 0–99 against the crit probability, and a critical adds the crit bonus to the damage before defense. Both numbers are the first two bytes of the character's job modifiers, so the job sets them.Codeeverything8215, FF3 disassembly
    How we know
    827831/A077: A9 63     LDA #$63
    827931/A079: 20 B4 BE  JSR $BEB4          ; random (0..A)
    828031/A07C: CD 30 74  CMP $7430          ; crit probability
    828131/A07F: B0 04     BCS $A085
    828231/A081: E6 29     INC $29            ; crit flag
    ⋮
    829131/A093: 20 44 BB  JSR $BB44          ; calculate damage
    
    ff3j.asm lines 8278–8291 at 1acef81 · upstream ↗
    823431/A019: AD 31 74  LDA $7431          ; crit bonus
    823531/A01C: 85 28     STA $28
    
    ff3j.asm lines 8234–8235 at 1acef81 · upstream ↗
    8824; [ load character properties ]
    ⋮
    8826; job modifiers format (39/BB1A)
    8827;   $00: crit probability
    8828;   $01: crit bonus
    8829;   $02: run probability
    
    ff3j.asm lines 8824–8829 at 1acef81 · upstream ↗
    886731/A4B9: B1 57     LDA ($57),Y        ; job id
    886831/A4BB: 85 46     STA $46
    886931/A4BD: 20 40 FD  JSR $FD40          ; asl2
    887031/A4C0: 18        CLC 
    887131/A4C1: 65 46     ADC $46
    887231/A4C3: 69 1A     ADC #$1A           ; 39/BB1A (job modifiers)
    ⋮
    887731/A4CD: A9 05     LDA #$05           ; size: 5 bytes
    ⋮
    888231/A4D7: 20 DC FD  JSR $FDDC          ; load rom data to buffer
    888331/A4DA: A2 00     LDX #$00
    888431/A4DC: BD 00 74  LDA $7400,X
    888531/A4DF: 95 40     STA $40,X          ; copy 5 bytes
    
    ff3j.asm lines 8867–8888 at 1acef81 · upstream ↗
    877331/A421: 20 82 A4  JSR $A482          ; load character properties
    ⋮
    877731/A429: B5 18     LDA $18,X          ; copy $18-$4B to character properties
    877831/A42B: 91 5B     STA ($5B),Y
    
    ff3j.asm lines 8773–8782 at 1acef81 · upstream ↗
    813830/9F52: B1 70     LDA ($70),Y        ; copy target's defense stats
    ⋮
    814230/9F59: E0 0F     CPX #$0F
    ⋮
    814430/9F5D: A0 27     LDY #$27
    814530/9F5F: B1 6E     LDA ($6E),Y        ; copy attacker's job modifiers
    814630/9F61: 9D 20 74  STA $7420,X
    814730/9F64: C8        INY 
    814830/9F65: E8        INX 
    814930/9F66: E0 12     CPX #$12
    
    ff3j.asm lines 8138–8150 at 1acef81 · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-25.

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    In the claim ledger

  30. ^A physical attack whose element is one of the target's weak elements gets multiplier code 4; one in the target's byte the disassembly calls absorbed elements gets 1, as does any attack when that byte is exactly 2; otherwise 2. The damage routine halves the code, so a weakness doubles the damage and the other byte halves it.Codeeverything8215, FF3 disassembly
    How we know
    821530/9FF1: A0 12     LDY #$12
    821630/9FF3: B1 70     LDA ($70),Y        ; target's weak elements
    821730/9FF5: 2D 40 74  AND $7440
    821830/9FF8: F0 04     BEQ $9FFE          ; branch if not weak
    821930/9FFA: A9 04     LDA #$04           ; 4x multiplier
    822030/9FFC: D0 12     BNE $A010
    822130/9FFE: AD 2A 74  LDA $742A          ; absorbed elements
    822231/A001: C9 02     CMP #$02
    822331/A003: F0 05     BEQ $A00A
    822431/A005: 2D 40 74  AND $7440
    822531/A008: F0 04     BEQ $A00E
    822631/A00A: A9 01     LDA #$01           ; 1x multiplier
    ⋮
    
    ff3j.asm lines 8215–8229 at 1acef81 · upstream ↗
    11979; $27: damage multiplier (gets divided by 2)
    
    ff3j.asm line 11979 at 1acef81 · upstream ↗
    1199831/BB5C: A5 27     LDA $27            ; attack multiplier
    1199931/BB5E: 4A        LSR 
    1200031/BB5F: D0 0F     BNE $BB70
    1200131/BB61: 46 19     LSR $19            ; divide by 2
    1200231/BB63: 66 18     ROR $18
    ⋮
    1200931/BB70: 85 1A     STA $1A            ; apply multiplier
    1201031/BB72: 20 F5 FC  JSR $FCF5          ; multiply (16-bit)
    
    ff3j.asm lines 11998–12010 at 1acef81 · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-25.

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    In the claim ledger

  31. ^Run escapes when a roll of 0–100 is under the runner's run probability plus 25 less the average level of the monsters present (at least 0). The run probability is the third byte of the job modifiers.Codeeverything8215, FF3 disassembly
    How we know
    26703; [ action $06: run ]
    ⋮
    2672835/A8F2: B1 24     LDA ($24),Y        ; sum of monster levels
    ⋮
    2673435/A8FE: E6 1A     INC $1A            ; divide by no. of monsters
    ⋮
    2674535/A912: 20 92 FC  JSR $FC92          ; divide (16-bit)
    2674635/A915: A0 2A     LDY #$2A
    2674735/A917: B1 6E     LDA ($6E),Y        ; run probability
    2674835/A919: 18        CLC 
    2674935/A91A: 69 19     ADC #$19           ; add 25
    2675035/A91C: 38        SEC 
    2675135/A91D: E5 1C     SBC $1C
    2675235/A91F: B0 02     BCS $A923
    2675335/A921: A9 00     LDA #$00
    ⋮
    
    ff3j.asm lines 26703–26763 at 1acef81 · upstream ↗
    $28 crit probability (39/BB1A, byte 0) $29 crit bonus (39/BB1A, byte 1) $2A run probability (39/BB1A, byte 2)
    battle-ram.txt#L266-L268 · upstream ↗

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  32. ^determine attack order gives each of the 12 battle slots a random key of 0–255 and passes the list to a routine the disassembly calls "sort attack order list ???"; it then gives each of the four characters a key of agility plus a random 0 to twice agility, sorts those the same way, and writes the characters in that order into the character entries of the first list. Chance places each character among the monsters, and agility orders the characters among themselves.Codeeverything8215, FF3 disassembly
    How we know
    24351; [ determine attack order ]
    ⋮
    2435334/9777: A0 00     LDY #$00
    2435434/9779: A9 FF     LDA #$FF
    2435534/977B: 20 64 A5  JSR $A564          ; random (0..A)
    2435634/977E: 99 00 74  STA $7400,Y
    ⋮
    2437434/97A2: 20 57 8F  JSR $8F57
    ⋮
    2438834/97BF: B1 57     LDA ($57),Y        ; agility
    2438934/97C1: 85 3C     STA $3C
    2439034/97C3: 0A        ASL 
    2439134/97C4: 20 64 A5  JSR $A564          ; random (0..A)
    2439234/97C7: 18        CLC 
    2439334/97C8: 65 3C     ADC $3C
    ⋮
    
    ff3j.asm lines 24351–24425 at 1acef81 · upstream ↗
    23241; [ sort attack order list ??? ]
    ⋮
    23243; recursive subroutine
    
    ff3j.asm lines 23241–23243 at 1acef81 · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

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    In the claim ledger

  33. ^Ishii said he was on the SaGa team while Final Fantasy III was made, and Tanaka that Ishii did only its character work. Ishii said he turned down Sakaguchi's request to draw the job characters twice and took it the third time, on condition that he do all the designs and all the sprite animation.InterviewFamitsu, FFIII 30th-anniversary interview
    How we know
    自分は『FFIII』の開発中は、『魔界塔士サ・ガ』のチームにいたので。 … 『FFIII』ではキャラクター関係だけ、石井くんにやってもらったんです。 … その後もう一度頼まれて、また断ったんですが、坂口さんがそれでも「やってほしい」というので、そこまで言うなら……と3度目に引き受けました。でも、そのときに条件を出したんです。「デザインと、ドット絵のアニメーション全部を自分に任せてくれるならやる」って。
    section 改めて聞く『FFIII』開発秘話 · archived copy ↗

    The quote matches our archived copy.

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  34. ^Hiromichi Tanaka said he named the Onion Swordsman because its helmet looked like a sprouting onion. Koichi Ishii said he wanted it to look babyish, like a child in cardboard armor fighting with a wooden sword.InterviewFamitsu, FFIII 30th-anniversary interview
    How we know
    兜が、たまねぎの芽が出た状態に見えたから、「たまねぎ剣士でいいじゃん」って(笑)。
    section 改めて聞く『FFIII』開発秘話, Tanaka's answer · archived copy ↗
    たまねぎ剣士は、赤ちゃんっぽい感じにしたかったんですよ。ダンボール製の鎧を身にまとった子どもが、木の剣を持って戦っている、みたいなイメージで。
    section 改めて聞く『FFIII』開発秘話, Ishii's answer · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-23.

    In the claim ledger

  35. ^Tanaka said development couldn't be delayed because the team knew the Super Famicom was coming.InterviewFamitsu, FFIII 30th-anniversary interview
    How we know
    スーパーファミコンが来るということがわかっていたので(編注:スーパーファミコンの発売は1990年11月21日)、開発を遅らせられなくて。
    section 改めて聞く『FFIII』開発秘話, Tanaka's answer · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-23.

    In the claim ledger

  36. ^Asked whether the last dungeon took its length because a debugger said it lacked bite, Ishii said it did: Sakaguchi got worked up, said he would change it, and the save points went. Tanaka said the debugger was Toshiaki Suzuki, then a high-school part-timer who had called it too easy.InterviewFamitsu, FFIII 30th-anniversary interview
    How we know
    そうです。坂口さん(坂口博信氏。『FF』シリーズの生みの親)がムキになっちゃって、「じゃあ変えてやるよ!」と言って、セーブポイントがなくなりました。
    section 改めて聞く『FFIII』開発秘話, Ishii's answer · archived copy ↗
    そのデバッガーは鈴木敏章といって、いまはプランナーとして『FFXIV』チームにいるんですけどね。昔は高校生のバイトで生意気だったんですよ、「これじゃカンタンだ」って(笑)。
    section 改めて聞く『FFIII』開発秘話, Tanaka's answer · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-23.

    In the claim ledger

  37. ^Final Fantasy II rolls damage, attack plus 0 to attack less defense, and a critical for each hit that gets through and adds them up; Final Fantasy III rolls damage once, attack plus 0 to half of it, and multiplies it by the net hits, and its single critical roll uses the job's crit probability in place of Final Fantasy II's fixed roll under 5.Codeeverything8215, FF2 disassembly · everything8215, FF3 disassembly
    How we know
    18030; start of hit loop
    ⋮
    180350C/BCAF: 65 44     ADC $44            ; attack * (0..1)
    ⋮
    180610C/BCE2: C9 05     CMP #$05
    180620C/BCE4: B0 11     BCS $BCF7          ; 5% chance for crit
    ⋮
    180720C/BCF7: 88        DEY                ; next hit
    180730C/BCF8: D0 AD     BNE $BCA7
    
    ff2j.asm lines 18030–18073 at 8d26190 · upstream ↗
    1198931/BB4A: 20 B4 BE  JSR $BEB4          ; random (0..A)
    1199031/BB4D: 18        CLC 
    1199131/BB4E: 65 25     ADC $25
    1199231/BB50: 85 18     STA $18            ; +$18 = attack * (1..3/2)
    
    ff3j.asm lines 11989–11992 at 1acef81 · upstream ↗
    1204231/BBB3: AD 7C 00  LDA $007C          ; total no. of hits
    ⋮
    1204631/BBBD: 85 18     STA $18            ; +$18 = net damage
    
    ff3j.asm lines 12042–12046 at 1acef81 · upstream ↗
    827931/A079: 20 B4 BE  JSR $BEB4          ; random (0..A)
    828031/A07C: CD 30 74  CMP $7430          ; crit probability
    
    ff3j.asm lines 8278–8282 at 1acef81 · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  38. ^Tanaka said the DS remake added 3D graphics, rebalanced jobs, and new characterization for the four heroes, and Square Enix credits Akihiko Yoshida with designing the four main characters and their job outfits. Tanaka told Dengeki Online the remake dropped the original's opening, in which all four start together, because so abrupt a start felt wrong.PublisherSquare Enix, FFIII DS ship announcement · Dengeki Online, FFIII interview
    How we know
    including new graphics in 3D, rebalanced jobs, and brand-new characterization for the four young heroes
    statement by Hiromichi Tanaka · archived copy ↗
    Character Designer Akihiko Yoshida, of the award-winning and critically acclaimed FINAL FANTASY XII, lends his talents by designing the four main characters and the outfits of their unique jobs
    features list · archived copy ↗
    序盤の4人同時スタートをやめたのは、当時、あまりにも唐突に始まる展開は違和感があったものですから。
    Tanaka's answer on the changed opening · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-23.

    In the claim ledger

  39. ^Square Enix's Japanese site dates the Pixel Remaster of Final Fantasy, with those of Final Fantasy II and III, to 29 July 2021, on Steam and smartphones.PublisherSquare Enix, Pixel Remaster site
    How we know
    2021/7/29 Steam®/スマートフォンで本日発売! 『ファイナルファンタジー』 『ファイナルファンタジーII』 『ファイナルファンタジーIII』
    news, entry for 2021/7/29 · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-27.

    In the claim ledger

Sources

Code

Primary

  • Co., Nintendo and Ltd. n.d. “VC ファイナルファンタジーIII (Wii Virtual Console product page).” Nintendo Wii Virtual Console, VC ファイナルファンタジーIII, game introduction page. Nintendo Co., Ltd. original · archived · licence, all uses
  • staff, Famitsu editorial, Tanaka, Hiromichi, Ishii, and Koichi. 2020. “『FF3』30周年で訊く、開発秘話ミニインタビュー。ジョブデザインや魔剣士、たまねぎ剣士の秘密も.” Famitsu.com, 27 April 2020. Kadokawa Game Linkage. original · archived · licence, all uses
  • Square. 1990. “Final Fantasy III instruction manual (Famicom, Japan).” Square Co., Ltd. original · archived · licence, all uses
  • Online, Dengeki, Tanaka, Hiromichi, Asano, and Tomoya. n.d. “インタビュー『ファイナルファンタジーIII』.” Dengeki Online, soft/interview/ff3. MediaWorks. original · archived · licence, all uses
  • Co., Square and Ltd. 1988. “Final Fantasy II (Famicom, Japan) instruction manual.” Square Co., Ltd. original · archived · licence, all uses
  • Co., Square Enix and Ltd. 2004. “Titles of game software with worldwide shipments exceeding 1 million copies (as of 31 March 2003).” Square Enix IR explanatory material, p. 27. Square Enix Co., Ltd. original · archived · licence, all uses
  • Enix, Square and Inc. 2006. “THE LEGEND UNVEILED: FINAL FANTASY III SHIPS TO RETAILERS.” Square Enix North America press release, 15 November 2006. Square Enix, Inc. original · archived · licence, all uses
  • America, Nintendo of. n.d. “Final Fantasy III (Nintendo DS game page).” Nintendo.com game page. Nintendo of America. original · archived · licence, all uses
  • Co., Square Enix and Ltd. 2021. “ファイナルファンタジー ピクセルリマスター (official site news).” FINAL FANTASY PIXEL REMASTER official Japanese site, news. Square Enix Co., Ltd. original · archived · licence, all uses

Secondary

  • Famicom Tsushin editors. 1990. “Famicom Tsushin, vol. 5 no. 10-11 (11 and 25 May 1990): new-game cross review.” Famicom Tsushin (ファミコン通信), vol. 5, no. 10-11, the combined 11 and 25 May 1990 issue, p. 16. ASCII Corporation. original · archived · licence, all uses
  • Electronic Gaming Monthly editors and Hirata, Yusuke. 1994. “Electronic Gaming Monthly, issue 63 (October 1994): Final Fantasy III feature and Square interview.” Electronic Gaming Monthly, issue 63, p. 172. Ziff Davis. original · archived · licence, all uses
  • OnoKenji and Terada, Kenji. 2016. “ゲームシナリオライターの活躍する場は無限大/寺田 憲史氏を迎えて開催されたSIG-GSセミナーレポート.” IGDA Japan, SIG-GS seminar report, 15 December 2016 (seminar held 26 November 2016 at Toyo Art School). NPO IGDA Japan. original · archived · licence, all uses
  • Co., Square and Ltd. 1989. “Biweekly Famicom Tsūshin, issues 65-66 (1989-01-06): Final Fantasy II advertisement.” Biweekly Famicom Tsūshin (ファミコン通信), no. 65-66, advertisement p. 53 (scan leaf n52). ASCII Corporation. original · archived · licence, all uses
  • staff, Famitsu and Sakaguchi, Hironobu. 2015. “『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.” Famitsu.com, report of the keynote talk at the International Japan Game Studies Conference, Ritsumeikan University, 23 May 2015. KADOKAWA / Famitsu. original · archived · licence, all uses