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 V is a role-playing game by Square, released for the Super Famicom in Japan on 6 December 19921. It is the fifth game of the Final Fantasy series2. A young man traveling the world with his chocobo meets Lenna and Galuf where a meteor has fallen, and with the pirate Faris they set out across the world3. Meanwhile the four crystals that bring the world prosperity are nearing their limit3. Its characters change jobs, taking on the powers of heroes of the past, and keep the abilities they learn in one job to use in another4. Famicom Tsūshin summed it up as keeping the Active Time Battle of Final Fantasy IV and bringing back the job change of Final Fantasy III2.

Hironobu Sakaguchi directed it, with image design by Yoshitaka Amano and music by Nobuo Uematsu. Yoshinori Kitase and Ikuya Dobashi are credited with field planning, and Hiroyuki Ito (as Itou) and Akihiko Matsui with battle planning5. Kitase said he worked with Sakaguchi on the event scenes and the scenario text, and that Sakaguchi was in charge of the overall plot6.

Famicom Tsūshin’s four reviewers scored it 8, 9, 9, and 8 out of 107. One was impressed that a system as complex as jobs and abilities went down so smoothly with the general public. Another found it easier to play than Final Fantasy IV in small ways, but so little changed that it felt short on freshness8. It topped the magazine’s weekly chart dated 18 December 19929. Squaresoft told a British magazine that about 900,000 copies sold on the first day10. Square Enix counted 2.62 million (Super Famicom and PlayStation, to March 2003)11 copies shipped across the Super Famicom and PlayStation versions by March 2003, all of them in Japan11.

The game reached the United States only in 1999, in Final Fantasy Anthology for the PlayStation, after it had been announced and canceled for release there at least three times12. Two fan translations had appeared in the meantime12. GameSpot’s reviewer found its story thin but called the job system one of the series’ most in-depth13. Square Enix in 2021 called the game well regarded for that system14.

#How it plays

The adventure leads through deep caves, the open sea, a great forest, and a library, and vehicles found along the way take the party into the sky and under the sea15.

#Jobs and abilities

As the story goes on, the party gains jobs. Each job is the title of a hero of the past, held in a crystal, and a character who changes to it takes on that hero’s power: a Knight masters the sword, a Geomancer controls nature4. Fighting on in the same job earns ability points that raise its job level, and each level teaches one of the job’s abilities. An ability once learned stays when the character changes jobs and can be attached to another job4. Square Enix’s example is a Knight who can cast magic16. GameSpot’s is a Knight with the Ninja’s ability to hold two swords, wielding a heavy sword in each hand; its review counts 22 jobs13. Matsui said the team made every job usable, so any party can reach the last boss, even four Monks. Katsuhisa Higuchi said some people at Square beat the game without ever changing jobs17.

#Active Time Battle

Time keeps flowing in battle, so the player has to act in step with the enemies’ moves and changes18. Each fighter waits on its own clock between turns. More agility shortens the wait, and heavier equipment lengthens it19.1 The battle speed option adds a pause when a character’s turn comes19. Battles can be played by two players20.

#Attacks

A weapon attack lands whole or misses. One roll decides whether it hits, and a second whether the target dodges, or blocks with a shield. Fists and katanas never fail the first roll, though the target can still dodge21.2 Damage is the attack less the target’s defense, multiplied, so a defense as high as the attack stops it entirely. A sword hits harder as its wielder’s level and strength rise22.3 Only fists, katanas, and one other attack type can land a critical, which doubles the attack and ignores defense23.4

In a battle that allows running, a party that is trying to escape gets a chance to get away every 20 ticks. Some battles can’t be fled, and the Exit spell gets the party out at once24. Battles on the map come from a counter that every step raises, so a battle grows likelier with each step since the last25.5

Minoru Akao said the map music picks up where it left off after a battle26.

#Development

In shmuplations’ English translation of a 1992 interview with the team, Sakaguchi said the job and ability system was made to carry on good ideas from Final Fantasy IV, but that the aim was to give players fun they hadn’t had yet27. Many people would dislike a mere continuation, he said, so the team was “putting FFIV down for awhile”27. In the same translation, Keizou Kokubo said Final Fantasy IV had been criticized as too linear, which the team tried to take into account28. He said the game had 16 Mb of memory to Final Fantasy IV’s 8, yet the team still struggled with the limit and compressed the maps as far as it could28. Kokubo said there are four times as many event scenes as in Final Fantasy IV, and Tetsuya Nomura said almost 30 minutes of ending follow the last battle29.

Sakaguchi said the Blue Mage came from a designer of Final Fantasy IV’s monster data who wanted players to use the monsters’ abilities. A Diver job, planned to fight better in the ocean, was rejected30. Ken Narita said the many abilities produced combinations no developer had intended. Sakaguchi said the team tried not to remove too many of them, so that players could enjoy discovering them17. Uematsu said the music is its own, separate from Final Fantasy IV’s, with about 50 main songs. A 150-page planning document outlined the story and script, he said26.

Kitase told 1UP that the storytelling had grown too much for the one person who had always handled it. Because the story was relatively serious, he said, he wanted to add spots of comic relief6. A 2007 RPGamer editorial credits Ito with designing the job system as one of the game’s lead designers31.

#Across the series

Square Enix credits Final Fantasy III with bringing the job system to the series32. Final Fantasy IV gave each fighter a clock too, but set its length from a ratio of agilities; here agility is subtracted and equipment weight added33. Final Fantasy IV counts a weapon attack’s hits from several rolls, less the target’s dodges, where Final Fantasy V’s attack lands whole or misses34. Final Fantasy VI fills a gauge instead of counting a clock down35. It gives every attack that can land a critical the same 1 in 32, whatever the weapon36, and keeps this game’s encounter counter at half the normal rate37.

A PlayStation port followed on 19 March 1998, adding CG movies to the opening and ending38. IGN wrote in 2006 that Square Enix had built the Game Boy Advance version, Final Fantasy V Advance, from the ground up, and lists it in Japan on 12 October 2006, the United States on 6 November 2006, and the UK on 20 April 200739. The Pixel Remaster came out for Windows and smartphones on 11 November 202138.

#Footnotes

  1. Wait between turns: 120 + weight/8 − agility ticks19, at least 1, adjusted for Haste or Slow19. The battle speed setting gives a pause of 0, 15, 30, 60, 120, or 240 when a character’s turn comes19. ↩

  2. Hit check: roll < hit %, then roll ≥ evade %21,21. ↩

  3. Damage: (A − D) × M; swords M = Lv × Str ÷ 128 + 222, at most 9,99922. ↩

  4. Criticals: the attack type's crit %; Attack ×2, Defense 023,23. The third attack type is type 36, which the disassembly’s comments describe as bows with an element23. ↩

  5. Encounters: +$E0 per step; battle if rand < counter ÷ 25625 at the normal rate; other maps add $40, $180, or $200 per step25. ↩

Mechanics

MechanicKindHow
Turn orderActive timeeach fighter waits on its own clock, and more agility shortens the wait
Active Time BattleCountdownheavier equipment makes a character wait longer between turns, and more agility less
Hit chanceHit, then evadean attack lands whole or misses: one roll to hit, then one for the target to dodge
Damage formulaAttack minus defenseattack less defense, multiplied, so a sword hits harder as its wielder's level and strength rise
Critical hitFrom equipmentonly fists, katanas, and one other attack type can land a critical, which ignores defense
Fleeingonce the party is running, every 20 ticks gives it a chance to get away
Random encounterDanger counterevery step makes a battle likelier until one comes
Every claim about this game, by concept (35)
generalFinal Fantasy V came out for the Super Famicom in Japan on 6 December 1992, at ¥9,800 before tax.Publisher
Square Enix calls Final Fantasy V the fifth game of the Final Fantasy series. Famicom Tsūshin's 1992 review summed it up as keeping the Active Time Battle that had been well received in Final Fantasy IV and bringing back Final Fantasy III's job change.Publisher
Nintendo's page sums up the story: a young man traveling the world with his chocobo meets Lenna and Galuf where a meteor has fallen, and caught up in the fight, they meet the pirate Faris and set out across the world. Square Enix's page says the four crystals of wind, water, fire, and earth, which bring the world prosperity, are nearing their limit: the wind stops, the water dries up, and the world begins to shake. Square Enix's 2021 press release says the king hastens to the crystals' rescue and goes missing.Publisher
The adventure leads to deep caves, the open sea, a great forest, and a library, among other places, and vehicles that appear as the game goes on take the party into the sky and under the sea.Publisher
The Japanese manual calls a job a title of the heroes of the past, held in the crystals: changing to a job gives a character those heroes' power, so a Knight becomes a master of the sword and a Geomancer a master who controls nature. Fighting on in the same job raises its job level with ability points, and each level teaches the job's abilities. A learned ability isn't lost on a job change, and attaching it to another job lets the player build characters with all sorts of powers.Manual
Square Enix says abilities developed the job change system further, letting the player raise characters to taste, such as a Knight who can use magic.Publisher
The manual says Final Fantasy V's battles use the Active Time Battle (ATB) system, in which time flows, so the player has to fight in step with the enemies' moves and changes. The English manual says the player has to plan ahead to avoid giving enemies more time to act. Square Enix says the game expands on Active Time Battle, which it says debuted in Final Fantasy IV.Manual
Square Enix's 2021 press release calls the game well regarded for its deep, customizable job system, which lets players freely choose jobs for their characters to master and supports many different playstyles.Publisher
Square Enix gives the number of players as one, or one to two in battles only.Publisher
The Final Fantasy V credits printed in the English manual of the 1999 PlayStation release list Hironobu Sakaguchi as director, Yoshitaka Amano for image design, Nobuo Uematsu as composer, Yoshinori Kitase and Ikuya Dobashi for field planning, Hiroyuki Itou and Akihiko Matsui for battle planning, Ken Narita for the field program, and Kiyoshi Yoshii and Katsuhisa Higuchi for the battle program. Tetsuya Nomura is among four battle graphics artists.Manual
Kitase told 1UP that on Final Fantasy V he worked on the event scenes and the scenario text with Sakaguchi, since the storytelling had grown too much for the one person who had always handled it. He said Sakaguchi was in charge of the overall plot, and that because the story was relatively serious, he wanted to add spots of comic relief.Interview
In shmuplations' English translation of a 1992 interview, Sakaguchi said the team made the new job and ability system to carry on and develop good ideas from Final Fantasy IV, but that the aim was to give players fun they hadn't had yet, not to sum up the series. He said many people would dislike a mere continuation of Final Fantasy IV, so the team was "putting FFIV down for awhile".Interview
In shmuplations' English translation of a 1992 interview, Keizou Kokubo said Final Fantasy IV had drawn criticism as too linear and boring, which the team tried to take into account. He said Final Fantasy IV had 8 Mb of memory and Final Fantasy V 16 Mb, yet the team still struggled with the limit and pushed map compression as far as it could. Katsuhisa Higuchi said the game was at first planned at 8 or 12.Interview
In shmuplations' English translation of a 1992 interview, Kokubo said the game has four times as many event scenes as Final Fantasy IV, and Tetsuya Nomura said almost 30 minutes of ending follow the last battle.Interview
In shmuplations' English translation of a 1992 interview, Higuchi said some people at Square had beaten the game without ever changing jobs, and Akihiko Matsui said the team made every job usable, so that any party can reach the last boss, even one of four Monks. Ken Narita said the many abilities produced combinations the developers had never intended, and Sakaguchi said the team tried not to remove too many of them, so that players could enjoy discovering them.Interview
In shmuplations' English translation of a 1992 interview, Sakaguchi said the Blue Mage came from a designer of Final Fantasy IV's monster data who thought it would be fun to let players use the monsters' abilities. He said a Diver job, planned to equip harpoons and fight better in the ocean, was rejected, and Narita said a planned Beastman became the Berserker.Interview
In shmuplations' English translation of a 1992 interview, Uematsu called the music its own thing, separate from Final Fantasy IV's, though as part of a series it includes certain melodies, always arranged differently. He said there are about 50 main songs, 60 to 70 with the shorter themes, and that a 150-page planning document outlined the story and script. Minoru Akao said the map music now continues from where it left off after a battle.Interview
Famicom Tsūshin's four cross reviewers scored Final Fantasy V 8, 9, 9, and 8 out of 10, a total of 34 out of 40, which Famitsu lists in its Gold Hall of Fame.Magazine
In Famicom Tsūshin's cross review, the first reviewer (8) was impressed that a system as complex as jobs and abilities goes down so smoothly with the general public, and called the linear but nicely worked-out scenario its greatest draw; players with weak tear ducts shouldn't play it in front of others. The second (9) found it easier to play than IV in the small details, but basically unchanged from IV, so the thrill of freshness was thin. The third (9) called the way the opening draws the player in excellent and wished other games would learn from staging that used the hardware to the fullest, and liked the job system. The fourth (8) said that where Dragon Quest V let the player overlap with the hero, Final Fantasy V watches its hero from outside, like a film.Magazine
Famicom Tsūshin's weekly chart dated 18 December 1992 put Final Fantasy V at the top, as the magazine said it expected, with Mega Man 5 (Rockman 5) second.Magazine
Nintendo Game Zone, a British magazine, reported in its February 1993 issue that hundreds of people were already queuing at Bic Camera in Tokyo's Ikebukuro at about 8:30 a.m. on Sunday 6 December 1992, and about 6,000 by the morning. It reported Squaresoft's statements that roughly 900,000 copies sold on the first day, 4.5 times the previous Final Fantasy, and that the company expected to have shipped two million by the end of 1992.Magazine
Square Enix counted 2.62 million copies of Final Fantasy V shipped by 31 March 2003 across its Super Famicom and PlayStation versions, all of them in Japan.Publisher
Final Fantasy V reached the United States in Final Fantasy Anthology, which paired it with Final Fantasy VI on the PlayStation; Square Electronic Arts' page said it had never been released in the U.S. before. Andrew Vestal's GameSpot review of 14 October 1999 said the game had finally reached the States after being announced and canceled for a US release at least three times, and that two fan translations had appeared since its "original nonrelease in 1993".Publisher
Vestal found the story weak, with paper-thin characters and a clichéd plot, and the official translation poor, but called the job system one of the series' most in-depth: each character can take one of 22 jobs, and an ability earned in one job can be used in another, so a Knight with the Ninja's ability to equip two swords can wield a heavy sword in each hand.Web
An RPGamer editorial of 2007 by Bryan Boulette credits Hiroyuki Ito with creating Active Time Battle and says he was one of Final Fantasy V's lead game designers, designing its job system.Web
Square Enix's Japanese site lists the game's later versions, among them a full PlayStation port on 19 March 1998, which added CG movies to the opening and ending; downloads for the Wii Virtual Console in 2011 and other consoles after; smartphone versions from 2013; and the Pixel Remaster for Windows and smartphones on 11 November 2021, later for PlayStation 4 and Switch on 20 April 2023.Publisher
IGN's Andrew Alfonso, writing on 17 October 2006 about the Japanese import of the Game Boy Advance version, Final Fantasy V Advance, said Square Enix had started the port from the ground up, with much better results than the Game Boy Advance Final Fantasy IV. IGN's game details list its release dates as 12 October 2006 in Japan, 6 November 2006 in the United States, and 20 April 2007 in the UK.Web
Active Time BattleA combatant's ATB timer is set to 120 + equipment weight ÷ 8 − agility, at least 1, adjusted for haste or slow, and UpdateTimer counts it down by one each tick and flags it when it reaches 0, when the turn comes due. The battle speed setting sets a wait of 0, 15, 30, 60, 120, or 240 when a character's turn arrives.Code
Final Fantasy IV and V both give each combatant a timer that counts down to its turn. Final Fantasy IV sets its length from a ratio, 50 times a reference party member's agility over 10 times the combatant's; Final Fantasy V sets it to 120 plus equipment weight ÷ 8 minus agility.Code
Critical hitThree attack types call CheckCrit: fists (type 30), katanas (type 37), and type 36, which the source comments as bows with an element and which uses the knife damage formula, after moving its crit % from its second parameter to the first. CheckCrit makes a critical when a roll of 0–99 is under that crit %, and a critical doubles Attack and sets Defense to 0.Code
Damage formulaPhysical damage is (Attack − Defense) × M, at most 9,999, and 0 when Defense is at least Attack. For swords, Attack is the weapon's attack power plus a random 0 to an eighth of it, and M is Level × Strength ÷ 128 + 2.Code
FleeingWhile FleeSuccess is nonzero, CheckFlee counts a flee ticker up each pass; on the 20th it rolls 0–99 and escapes when the roll is under the encounter's flee chance, and otherwise the ticker restarts. A flee chance with the high bit set shows the can't-run message instead, and a FleeSuccess of $80 (the Exit spell) escapes at once. The source doesn't show what sets FleeSuccess for ordinary running; its RAM notes only guess that holding L and R does.Code
Hit chanceA physical attack first rolls 0–99 against its hit % (100 where the attack type calls SetHit100andTargetEvade, as fists and katanas do) and misses on a roll at or above it; a target that can dodge then rolls 0–99 against its evade %, and a roll under it is a miss, or a shield block when the target carries a shield.Code
Final Fantasy IV counts a weapon attack's hits from a loop of percentage rolls, one per point of the attack multiplier, less the target's evade rolls; Final Fantasy V's physical check makes one hit roll and one evade roll, and the attack either lands or misses.Code
Random encounterEach step on a normal map adds the map's rate to a random-battle counter ($E0 at the normal rate; $40, $180, or $200 at the others), and a battle starts when a byte from the random table, plus an offset that grows by $11 each time its pointer wraps, is under the counter's high byte.Code

References

  1. ^Final Fantasy V came out for the Super Famicom in Japan on 6 December 1992, at ¥9,800 before tax.PublisherNintendo VC, FFV · Square Enix, FFV official page · Famitsu.com FFV page
    How we know
    『ファイナルファンタジーV』は、1992年12月6日にスーパーファミコンで発売されたロールプレイングゲームです。
    game introduction, first paragraph · archived copy ↗
    1992/12/06
    game.json, game_model entry for スーパーファミコン · archived copy ↗
    発売日: 1992年12月6日 価格: 9800円 [税抜]
    product summary · archived copy ↗

    The quote matches our archived copy.

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

    In the claim ledger

  2. ^ abSquare Enix calls Final Fantasy V the fifth game of the Final Fantasy series. Famicom Tsūshin's 1992 review summed it up as keeping the Active Time Battle that had been well received in Final Fantasy IV and bringing back Final Fantasy III's job change.PublisherSquare Enix, FFV official page · Famicom Tsūshin 208 · Famitsu.com FFV page
    How we know
    「ファイナルファンタジー」シリーズ第5弾。
    game.json, detail_content · archived copy ↗
    名作RPG『ファイナルファンタジー』シリーズ第5弾。今回は『Ⅳ』で好評だったアクティブタイムバトルに加えて、『Ⅲ』にあったジョブチェンジが復活した。
    p. 40, Final Fantasy V column, summary under the title · archived copy ↗
    今回は『IV』で好評だったアクティブタイムバトルに加えて、『III』にあったジョブチェンジが復活した。
    商品概要 (product summary) · archived copy ↗

    The quote matches our archived copy.

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

    In the claim ledger

  3. ^ abNintendo's page sums up the story: a young man traveling the world with his chocobo meets Lenna and Galuf where a meteor has fallen, and caught up in the fight, they meet the pirate Faris and set out across the world. Square Enix's page says the four crystals of wind, water, fire, and earth, which bring the world prosperity, are nearing their limit: the wind stops, the water dries up, and the world begins to shake. Square Enix's 2021 press release says the king hastens to the crystals' rescue and goes missing.PublisherNintendo VC, FFV · Square Enix, FFV official page · Square Enix, FFV pixel remaster release
    How we know
    チョコボとともに世界を旅する主人公が、隕石の落下現場にいたレナとガラフに出会うことから物語が始まります。戦いに巻き込まれた彼らは、さらに海賊のファリスと出会い、世界各地を冒険していくことになります。
    game introduction, first paragraph · archived copy ↗
    この世に繁栄をもたらす4つのクリスタルに限界の時が迫っていた。 … 風は止み、水は涸れ、そして世界は揺れ始める。
    game.json, catch_copy · archived copy ↗
    FINAL FANTASY V presents the story of a young man and his Chocobo, who find themselves drawn toward friends that will change their destiny. When the crystals that balance the powers of the world are threatened, the king hastens to the rescue...only to go missing.
    body, first paragraph · archived copy ↗

    The quote matches our archived copy.

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

    In the claim ledger

  4. ^ abcThe Japanese manual calls a job a title of the heroes of the past, held in the crystals: changing to a job gives a character those heroes' power, so a Knight becomes a master of the sword and a Geomancer a master who controls nature. Fighting on in the same job raises its job level with ability points, and each level teaches the job's abilities. A learned ability isn't lost on a job change, and attaching it to another job lets the player build characters with all sorts of powers.ManualFinal Fantasy V Super Famicom manual · Nintendo VC, FFV · Final Fantasy Anthology manual
    How we know
    クリスタルに込められた過去の勇者達の称号 … 過去の勇者の力を身につけられるのです
    p. 23, ジョブの意味 · archived copy ↗
    ジョブチェンジしても失われず … 様々な能力を持ったキャラクター
    p. 25, アビリティとは · archived copy ↗
    物語を進めると、「ジョブ(職業)」を変えられるようになります。また、同じジョブで戦い続けると、ジョブごとの特殊能力である「アビリティ」を覚えます。ジョブとアビリティの組み合わせによって、多様な戦いかたが可能です。
    game introduction, job paragraph · archived copy ↗
    When Job Level increases, the player will learn various Abilities. These Abilities are special techniques unique to the Job. Once the Ability is learned, it will not be lost during a Job Change. By combining them with Abilities from other Jobs, the player will be able to create extremely versatile characters.
    p. 18, Ability Definition · archived copy ↗

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  5. ^The Final Fantasy V credits printed in the English manual of the 1999 PlayStation release list Hironobu Sakaguchi as director, Yoshitaka Amano for image design, Nobuo Uematsu as composer, Yoshinori Kitase and Ikuya Dobashi for field planning, Hiroyuki Itou and Akihiko Matsui for battle planning, Ken Narita for the field program, and Kiyoshi Yoshii and Katsuhisa Higuchi for the battle program. Tetsuya Nomura is among four battle graphics artists.ManualFinal Fantasy Anthology manual
    How we know
    Director Hironobu Sakaguchi Image Design Yoshitaka Amano Music Composer Nobuo Uematsu Field Plan Yoshinori Kitase, Ikuya Dobashi Battle Plan Hiroyuki Itou, Akihiko Matsui Field Program Ken Narita Battle Program Kiyoshi Yoshii, Katsuhisa Higuchi … Battle Graphics Masanori Hoshino, Tetsuya Nomura, Hiroshi Takai, Hirokatsu Sasaki
    p. 58, Credits, Final Fantasy V · archived copy ↗

    The quote matches our archived copy.

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

    In the claim ledger

  6. ^ abKitase told 1UP that on Final Fantasy V he worked on the event scenes and the scenario text with Sakaguchi, since the storytelling had grown too much for the one person who had always handled it. He said Sakaguchi was in charge of the overall plot, and that because the story was relatively serious, he wanted to add spots of comic relief.Interview1UP, Kitase interview
    How we know
    With FFV, I was involved in creating what would be referred to as cutscenes -- we referred to them as event scenes -- and also the scenario text. Up until then, one person had always been responsible for this aspect of the games, but with FFV the amount of work involved in the storytelling and scenario really grew exponentially, so it was too much for one person to handle alone. So, I worked with Sakaguchi to take this task upon ourselves.
    p. 2, answer on his work on FFV · archived copy ↗
    Sakaguchi was in charge of the overall plot, and because FFV was a relatively serious story, I wanted to be sure to inject spots with a little bit of comic relief and humor.
    p. 2, answer on the comedy in the cutscenes · archived copy ↗

    The quote matches our archived copy.

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

    In the claim ledger

  7. ^Famicom Tsūshin's four cross reviewers scored Final Fantasy V 8, 9, 9, and 8 out of 10, a total of 34 out of 40, which Famitsu lists in its Gold Hall of Fame.MagazineFamicom Tsūshin 208 · Famitsu.com FFV page
    How we know
    8 9 9 8
    p. 40, Final Fantasy V column, the four reviewer boxes · archived copy ↗
    ファミ通クロスレビュー: ゴールド殿堂 (34点)
    product summary · archived copy ↗

    The quote matches our archived copy.

    In the claim ledger

  8. ^In Famicom Tsūshin's cross review, the first reviewer (8) was impressed that a system as complex as jobs and abilities goes down so smoothly with the general public, and called the linear but nicely worked-out scenario its greatest draw; players with weak tear ducts shouldn't play it in front of others. The second (9) found it easier to play than IV in the small details, but basically unchanged from IV, so the thrill of freshness was thin. The third (9) called the way the opening draws the player in excellent and wished other games would learn from staging that used the hardware to the fullest, and liked the job system. The fourth (8) said that where Dragon Quest V let the player overlap with the hero, Final Fantasy V watches its hero from outside, like a film.MagazineFamicom Tsūshin 208
    How we know
    ジョブとかアビリティなどというけっこう複雑なシステムが、大衆にすんなりと入っていってしまうものなのだなあ、と感心してしまう。1本道だけど程良く練られたシナリオが、ユーザーを引っ張る最大の魅力なんだろうね。涙腺の弱い人は、人前で遊ばないように。要ハンカチ。
    p. 40, Final Fantasy V column, first reviewer's box · archived copy ↗
    『Ⅳ』のときよりも、細かい点で遊びやすくなっているのには感心した。ただ、基本的に『Ⅳ』と変わっていないので、新鮮さという意味の感動は薄い。
    p. 40, Final Fantasy V column, second reviewer's box · archived copy ↗
    導入部分でのプレーヤーの引き込みかたが、シリーズをとおして秀逸。この、ハードの機能を最大限に活かした演出力は、ほかのゲームも見習ってほしいと思う。
    p. 40, Final Fantasy V column, third reviewer's box · archived copy ↗
    『ドラクエⅤ』は自分と主人公をオーバーラップできたんだよね。それとは逆に『FFV』は、主人公を客観的に見ているカンジ。映画的な作りになっているな、という印象を受けた。
    p. 40, Final Fantasy V column, fourth reviewer's box · archived copy ↗

    The quote matches our archived copy.

    In the claim ledger

  9. ^Famicom Tsūshin's weekly chart dated 18 December 1992 put Final Fantasy V at the top, as the magazine said it expected, with Mega Man 5 (Rockman 5) second.MagazineFamicom Tsūshin 211
    How we know
    『ファイナルファンタジーV』が、予想どおり…みごとトップに輝いた。 … それに続いて『ロックマン5』が初登場で2位にランクイン。
    Weekly Top 30, opening text · archived copy ↗

    The quote matches our archived copy.

    In the claim ledger

  10. ^Nintendo Game Zone, a British magazine, reported in its February 1993 issue that hundreds of people were already queuing at Bic Camera in Tokyo's Ikebukuro at about 8:30 a.m. on Sunday 6 December 1992, and about 6,000 by the morning. It reported Squaresoft's statements that roughly 900,000 copies sold on the first day, 4.5 times the previous Final Fantasy, and that the company expected to have shipped two million by the end of 1992.MagazineNintendo Game Zone 4
    How we know
    It was around 8.30am on Sunday 6 December, 1992 when the intrepid reporters from Game Zone visited Bic Camera, one of the largest video game stores in the Ikebukuro district of Tokyo. There were already hundreds of people lining up. … There were about 6,000 people outside by the morning. … According to Squaresoft, roughly 900,000 copies of Final Fantasy V were sold on the first day. This staggering sales figure is 4.5 times as many as the previous Final Fantasy outing. By the end of 1992, the company is expecting to have shipped two million units of the game.
    news item "Big in Japan" · archived copy ↗

    The quote matches our archived copy.

    In the claim ledger

  11. ^ abSquare Enix counted 2.62 million copies of Final Fantasy V shipped by 31 March 2003 across its Super Famicom and PlayStation versions, all of them in Japan.PublisherSquare Enix IR shipments table 2004
    How we know
    FINAL FANTASY V SNES/PS 2,620 - 2,620
    p. 27, table of titles shipping over 1 million · archived copy ↗

    The quote matches our archived copy.

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

    In the claim ledger

  12. ^ abFinal Fantasy V reached the United States in Final Fantasy Anthology, which paired it with Final Fantasy VI on the PlayStation; Square Electronic Arts' page said it had never been released in the U.S. before. Andrew Vestal's GameSpot review of 14 October 1999 said the game had finally reached the States after being announced and canceled for a US release at least three times, and that two fan translations had appeared since its "original nonrelease in 1993".PublisherSquare, Anthology product page · Final Fantasy Anthology manual · GameSpot, FF Anthology review
    How we know
    The second title in this compilation, FINAL FANTASY V, is seeing its first ever release in the U.S.
    paragraph on the package's second game · archived copy ↗
    FINAL FANTASY V
    cover and contents · archived copy ↗
    The fourth announcement was the charm, however, and many gamers' favorite Final Fantasy has finally hit the States. … Before its arrival in the anthology, Final Fantasy V was announced and canceled for a US release no fewer than three times.
    review, opening paragraphs · archived copy ↗
    since the game's original nonrelease in 1993, there have been two separate fan translations of the entire game
    review, on the translation · archived copy ↗

    The quote matches our archived copy.

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  13. ^ abVestal found the story weak, with paper-thin characters and a clichéd plot, and the official translation poor, but called the job system one of the series' most in-depth: each character can take one of 22 jobs, and an ability earned in one job can be used in another, so a Knight with the Ninja's ability to equip two swords can wield a heavy sword in each hand.WebGameSpot, FF Anthology review
    How we know
    Final Fantasy V features paper-thin characters, a trite and clich&eacute;d plot, and hours of fetch quests uninterrupted by character development or plot twists. … Final Fantasy V delivers one of the series' most in-depth and detailed game systems: the job system. Each character can be assigned one of 22 possible jobs or classes. … A knight can use the ninja's "equip two swords" ability and then wield a heavy sword in each hand.
    review, on Final Fantasy V · archived copy ↗

    The quote matches our archived copy.

    In the claim ledger

  14. ^Square Enix's 2021 press release calls the game well regarded for its deep, customizable job system, which lets players freely choose jobs for their characters to master and supports many different playstyles.PublisherSquare Enix, FFV pixel remaster release
    How we know
    Well-regarded for its deep and customizable job system, which allows players to freely select jobs for their characters to master, FINAL FANTASY V supports many different playstyles
    body, first paragraph · archived copy ↗

    The quote matches our archived copy.

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

    In the claim ledger

  15. ^The adventure leads to deep caves, the open sea, a great forest, and a library, among other places, and vehicles that appear as the game goes on take the party into the sky and under the sea.PublisherNintendo VC, FFV
    How we know
    隕石の落下から始まった冒険の行く先は、深い洞窟や大海原、大森林、図書館など、世界各地に渡ります。また、ゲームを進めるとさまざまな乗り物が登場し、空や海底も冒険の舞台となります。
    game introduction, world paragraph · archived copy ↗

    The quote matches our archived copy.

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

    In the claim ledger

  16. ^Square Enix says abilities developed the job change system further, letting the player raise characters to taste, such as a Knight who can use magic.PublisherSquare Enix, FFV official page
    How we know
    ジョブチェンジシステムを更に発展させたアビリティ(得意技)の追加により、魔法を使えるナイト等、自分好みのキャラクターを育てられます。
    game.json, detail_content · archived copy ↗

    The quote matches our archived copy.

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

    In the claim ledger

  17. ^ abIn shmuplations' English translation of a 1992 interview, Higuchi said some people at Square had beaten the game without ever changing jobs, and Akihiko Matsui said the team made every job usable, so that any party can reach the last boss, even one of four Monks. Ken Narita said the many abilities produced combinations the developers had never intended, and Sakaguchi said the team tried not to remove too many of them, so that players could enjoy discovering them.Interviewshmuplations, FFV 1992 interview
    How we know
    We had some people at Square who beat it without ever changing jobs too, with the default job.
    Higuchi, answer on whether the game ends · archived copy ↗
    There’s so many different jobs, and we decided to make them all viable. Players are free to make any kind of party they want. Player A and Player B might have completely different parties, but ultimately any party can make it to the last boss. … you can go all the way with an all monk party.
    Matsui, on the jobs · archived copy ↗
    There’s so many abilities that sometimes amazing combinations would pop up that the developer-in-question had never intended or even realized existed. … We wanted players, too, to enjoy the thrill of discovering these techniques, so we tried not to remove too many things like that.
    Narita and Sakaguchi, on unintended combinations · archived copy ↗

    The quote matches our archived copy.

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

    In the claim ledger

  18. ^The manual says Final Fantasy V's battles use the Active Time Battle (ATB) system, in which time flows, so the player has to fight in step with the enemies' moves and changes. The English manual says the player has to plan ahead to avoid giving enemies more time to act. Square Enix says the game expands on Active Time Battle, which it says debuted in Final Fantasy IV.ManualFinal Fantasy V Super Famicom manual · Final Fantasy Anthology manual · Square Enix, FFV pixel remaster release
    How we know
    時間の流れが存在する … 敵の動きや変化に合わせた
    p. 18, FFVの戦闘システム · archived copy ↗
    The FINAL FANTASY V battle system uses an ATB (Active Time Battle) system in which time flows continuously during battle. With this feature, the player will have to take advantage of each turn and plan ahead to avoid giving enemies more time to act.
    p. 14, Battle · archived copy ↗
    expands on the iconic Active Time Battle system, which made its debut in FINAL FANTASY IV.
    body, first paragraph · archived copy ↗

    The quote matches our archived copy.

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    In the claim ledger

  19. ^ abcdeA combatant's ATB timer is set to 120 + equipment weight ÷ 8 − agility, at least 1, adjusted for haste or slow, and UpdateTimer counts it down by one each tick and flags it when it reaches 0, when the turn comes due. The battle speed setting sets a wait of 0, 15, 30, 60, 120, or 240 when a character's turn arrives.Codeeverything8215, FF5 disassembly
    How we know
    5397;initialize ATB (A: character index 0-12)
    5398.proc ResetATB
    ⋮
    5406        lda CharStruct::EqWeight,X
    5407        jsr ShiftDivide_8	;weight/8
    5408        clc
    5409        adc #$78     		;+120
    5410        sec
    5411        sbc Agility    	;-agi
    5412        beq :+
    5413        bcs :++
    5414:       lda #$01     		;min 1
    5415:       jsr HasteSlowMod
    ⋮
    
    src/battle/battle-main.asm lines 5397–5416 at 997c87d · upstream ↗
    4721;Advances a status/atb timer if that status is supposed to be checked this tick
    ⋮
    4725.proc UpdateTimer
    ⋮
    4740        lda CurrentTimer,X
    4741        beq FlagTimer
    4742        dec CurrentTimer,X
    4743        lda CurrentTimer,X
    4744        bne TimerActive
    4745FlagTimer:        	;flag EnableTimer when CurrentTimer hits 0
    
    src/battle/battle-main.asm lines 4721–4748 at 997c87d · upstream ↗
    11470        and #$0F		;battle mode and speed
    11471        tax
    11472        lda f:BattleSpeedTbl,X
    11473        sta ATBWaitTime
    
    src/battle/battle-main.asm lines 11470–11473 at 997c87d · upstream ↗
    5336;Waits when a character's turn arrives (amount depending on battle speed setting)
    5337.proc ATBWait
    ⋮
    5342        lda ATBWaitLeft
    5343        beq DoneWaiting
    5344        dec
    5345        sta ATBWaitLeft
    
    src/battle/battle-main.asm lines 5336–5349 at 997c87d · upstream ↗
    24789; d0/ecf2: battle speed constants
    24790BattleSpeedTbl:
    24791        .byte   0,15,30,60,120,240,0,0  ; active
    24792        .byte   0,15,30,60,120,240,0,0  ; wait
    
    src/battle/battle-main.asm lines 24789–24792 at 997c87d · upstream ↗

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

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

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

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  20. ^Square Enix gives the number of players as one, or one to two in battles only.PublisherSquare Enix, FFV official page
    How we know
    1人(バトルのみ1人~2人)
    game.json, detail_table, プレイ人数 · archived copy ↗

    The quote matches our archived copy.

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

    In the claim ledger

  21. ^ abcA physical attack first rolls 0–99 against its hit % (100 where the attack type calls SetHit100andTargetEvade, as fists and katanas do) and misses on a roll at or above it; a target that can dodge then rolls 0–99 against its evade %, and a roll under it is a miss, or a shield block when the target carries a shield.Codeeverything8215, FF5 disassembly
    How we know
    19091;Check for Physical Hit
    19092.proc CheckPHit
    ⋮
    19094_7E23:
    19095        jsr Random_0_99
    19096        cmp HitPercent
    19097        bcs Miss
    19098        ldx TargetOffset
    ⋮
    19106        jsr Random_0_99
    19107        cmp EvadePercent
    19108        bcs Return
    19109        ldx TargetOffset
    19110        lda CharStruct::RHShield,X
    ⋮
    
    src/battle/battle-main.asm lines 19091–19122 at 997c87d · upstream ↗
    18698.proc SetHit100andTargetEvade
    ⋮
    18700_7C47:
    18701        lda #$64
    18702        sta HitPercent
    18703        ldx TargetOffset
    18704        lda CharStruct::Evade,X
    18705        sta EvadePercent
    
    src/battle/battle-main.asm lines 18698–18705 at 997c87d · upstream ↗
    16363;Attack Type 30 (Fists)
    ⋮
    16368        jsr SetHit100andTargetEvade
    16369        jsr HitPhysical
    
    src/battle/battle-main.asm lines 16363–16369 at 997c87d · upstream ↗
    16574;Attack Type 37 (Katanas)
    ⋮
    16581        jsr SetHit100andTargetEvade
    16582        jsr HitPhysical
    
    src/battle/battle-main.asm lines 16574–16582 at 997c87d · 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

  22. ^ abcPhysical damage is (Attack − Defense) × M, at most 9,999, and 0 when Defense is at least Attack. For swords, Attack is the weapon's attack power plus a random 0 to an eighth of it, and M is Level × Strength ÷ 128 + 2.Codeeverything8215, FF5 disassembly
    How we know
    22910;Subtract Defense from Damage and multiply by M
    ⋮
    22917.proc CalcBaseDamage
    ⋮
    22919_93F8:
    22920        longa
    22921        sec
    22922        lda Attack
    22923        sbc Defense
    22924        beq :+
    22925        bcs ApplyM
    22926:       tdc
    22927        sta BaseDamage
    ⋮
    22938        jsr Multiply_16bit 	;$2A*$2C into $2E
    ⋮
    
    src/battle/battle-main.asm lines 22910–22945 at 997c87d · upstream ↗
    19430;Swords damage formula
    ⋮
    19436.proc SwordDamage
    ⋮
    19440        tax
    19441        lda AttackInfo::AtkPower,X
    19442        tax
    19443        stx $0E			;Attack Power
    19444        jsr ShiftDivide_8
    19445        ldx #$0000
    19446        jsr Random_X_A
    19447        longa
    19448        clc
    19449        adc $0E    		;Attack + 0..Attack/8
    ⋮
    
    src/battle/battle-main.asm lines 19430–19467 at 997c87d · upstream ↗

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

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

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

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  23. ^ abcdThree attack types call CheckCrit: fists (type 30), katanas (type 37), and type 36, which the source comments as bows with an element and which uses the knife damage formula, after moving its crit % from its second parameter to the first. CheckCrit makes a critical when a roll of 0–99 is under that crit %, and a critical doubles Attack and sets Defense to 0.Codeeverything8215, FF5 disassemblyrevised
    How we know
    20794;Check for Critical Hit
    20795;Param1: Crit%
    ⋮
    20797.proc CheckCrit
    ⋮
    20799_87DF:
    20800        lda MagicSword	;no crits with magic sword,
    20801        bne Ret	;in vanilla FF5 no weapons support both anyway
    20802        jsr Random_0_99
    20803        cmp Param1
    20804        bcs Ret
    20805        lda #$01
    20806        sta Crit
    20807        longa
    ⋮
    
    src/battle/battle-main.asm lines 20794–20812 at 997c87d · upstream ↗
    16363;Attack Type 30 (Fists)
    16364;Param1: Crit%
    ⋮
    16381        jsr CheckCrit
    
    src/battle/battle-main.asm lines 16363–16382 at 997c87d · upstream ↗
    16574;Attack Type 37 (Katanas)
    16575;Param1: Crit%
    ⋮
    16591        jsr CheckCrit
    
    src/battle/battle-main.asm lines 16574–16592 at 997c87d · upstream ↗
    16542;Attack Type 36 (Bows with Element)
    16543;Param1: 	Hit%
    16544;Param2:  	Crit%
    ⋮
    16553        jsr KnifeDamage
    ⋮
    16562        lda Param2
    16563        sta Param1		;move Crit% to Param1
    16564        jsr CheckCrit		;because crit routine expects it there
    
    src/battle/battle-main.asm lines 16542–16564 at 997c87d · upstream ↗

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

    Revised after a check by a second AI model, 2026-10-21.

    In the claim ledger

  24. ^While FleeSuccess is nonzero, CheckFlee counts a flee ticker up each pass; on the 20th it rolls 0–99 and escapes when the roll is under the encounter's flee chance, and otherwise the ticker restarts. A flee chance with the high bit set shows the can't-run message instead, and a FleeSuccess of $80 (the Exit spell) escapes at once. The source doesn't show what sets FleeSuccess for ordinary running; its RAM notes only guess that holding L and R does.Codeeverything8215, FF5 disassemblyrevised
    How we know
    13368CheckFlee:
    13369        lda FleeTickerActive
    13370        beq ResetFleeTicker
    13371        lda FleeSuccess
    13372        bmi _FleeSuccess	;80h: exit cast
    13373        beq ResetFleeTicker
    13374        lda EncounterInfo::FleeChance
    13375        bpl AdvanceTicker
    ⋮
    13379        lda #$20   	;can't run message
    ⋮
    13383AdvanceTicker:
    13384        inc FleeTicker
    13385        lda FleeTicker
    ⋮
    
    src/battle/battle-main.asm lines 13368–13397 at 997c87d · upstream ↗
    1662FleeSuccess = $7BE8			;80h on Exit cast
    1663					;0 seems to reset FleeTicker for normal running, so might be another value while holding L+R?
    
    src/battle/battle_ram.inc lines 1662–1663 at 997c87d · upstream ↗
    16012        lda EncounterInfo::FleeChance
    16013        bmi Miss		;80h = can't run
    16014        jsr Random_0_99
    16015        cmp Param1
    16016        bcs Miss
    16017        lda #$80
    16018        sta FleeSuccess
    
    src/battle/battle-main.asm lines 16011–16018 at 997c87d · upstream ↗

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

    Revised after a check by a second AI model, 2026-10-21.

    In the claim ledger

  25. ^ abcEach step on a normal map adds the map's rate to a random-battle counter ($E0 at the normal rate; $40, $180, or $200 at the others), and a battle starts when a byte from the random table, plus an offset that grows by $11 each time its pointer wraps, is under the counter's high byte.Codeeverything8215, FF5 disassembly
    How we know
    21620; [ check random battles (normal map) ]
    ⋮
    21646        lda     $06
    21647        shorta
    21648        lda     f:SubBattleRate,x
    ⋮
    21658        lda     $16a8       ; random battle counter
    21659        clc
    21660        adc     f:_c0cb09,x   ; add probability value
    21661        bcc     @cabf
    21662        lda     #$ff00      ; max $ff00
    21663@cabf:  sta     $16a8
    21664        lda     $06
    21665        shorta
    ⋮
    
    src/field/field-main.asm lines 21620–21670 at 997c87d · upstream ↗
    21700_c0cb09:
    21701        .word   $00e0, $0040, $0180, $0200
    
    src/field/field-main.asm lines 21700–21701 at 997c87d · upstream ↗
    21861_c0cc52:
    21862@cc52:  phx
    21863        inc     $4f
    21864        bne     @cc60
    21865        lda     $0b60
    21866        clc
    21867        adc     #$11
    21868        sta     $0b60
    21869@cc60:  lda     $4f
    21870        tax
    21871        lda     f:RNGTbl,x
    21872        clc
    ⋮
    
    src/field/field-main.asm lines 21861–21873 at 997c87d · 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

  26. ^ abIn shmuplations' English translation of a 1992 interview, Uematsu called the music its own thing, separate from Final Fantasy IV's, though as part of a series it includes certain melodies, always arranged differently. He said there are about 50 main songs, 60 to 70 with the shorter themes, and that a 150-page planning document outlined the story and script. Minoru Akao said the map music now continues from where it left off after a battle.Interviewshmuplations, FFV 1992 interview
    How we know
    FFV’s music is its own thing. They’re separate. Of course, being a part of a series, there are certain songs and melodies I’ve got to include, but in Final Fantasy, even if I re-use melodies from past games I always try to arrange them differently
    Uematsu, answer on connecting the soundtrack to FFIV · archived copy ↗
    There was a 150-page planning document that outlined FFV’s story and script … There are about 50 “main” songs for FFV, and if you add in the shorter themes, it’s about 60-70 total.
    Uematsu, answer on the writing process · archived copy ↗
    One nice detail we added, is that the map music now continues playing from where it left off after a battle.
    Akao, answer on new additions · archived copy ↗

    The quote matches our archived copy.

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

    In the claim ledger

  27. ^ abIn shmuplations' English translation of a 1992 interview, Sakaguchi said the team made the new job and ability system to carry on and develop good ideas from Final Fantasy IV, but that the aim was to give players fun they hadn't had yet, not to sum up the series. He said many people would dislike a mere continuation of Final Fantasy IV, so the team was "putting FFIV down for awhile".Interviewshmuplations, FFV 1992 interview
    How we know
    We created this new job ability system in order to carry forth and further iterate on the good ideas we had in FFIV. In that sense it was a distillation. But rather than some summing up all of what Final Fantasy has been, it’s more that we simply wanted to give players a kind of fun they haven’t experienced yet.
    Sakaguchi, answer to the opening question · archived copy ↗
    Even if FFIV was well-received, there’s many people out there who would dislike it if we just made a continuation of that game, so we’re always trying to do something new. We’re putting FFIV down for awhile.
    Sakaguchi, answer on FFIV's linear story · archived copy ↗

    The quote matches our archived copy.

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

    In the claim ledger

  28. ^ abIn shmuplations' English translation of a 1992 interview, Keizou Kokubo said Final Fantasy IV had drawn criticism as too linear and boring, which the team tried to take into account. He said Final Fantasy IV had 8 Mb of memory and Final Fantasy V 16 Mb, yet the team still struggled with the limit and pushed map compression as far as it could. Katsuhisa Higuchi said the game was at first planned at 8 or 12.Interviewshmuplations, FFV 1992 interview
    How we know
    We got some critcism about FFIV, that it was too linear and thus boring, so we’ve tried our best to take that into account when making FFV. We only had 8Mb of memory for FFIV, and we stuffed it to the brim. This time we’ve got 16Mb
    Kokubo, answer on pressure after FFIV · archived copy ↗
    But of course, once we got down to it, we were still struggling with the memory limitations. We pushed the map compression as far as we could
    Kokubo, same answer · archived copy ↗
    At first, we were planning to make it with 8 or 12.
    Higuchi, answer on the game's size · archived copy ↗

    The quote matches our archived copy.

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    In the claim ledger

  29. ^In shmuplations' English translation of a 1992 interview, Kokubo said the game has four times as many event scenes as Final Fantasy IV, and Tetsuya Nomura said almost 30 minutes of ending follow the last battle.Interviewshmuplations, FFV 1992 interview
    How we know
    But there are 4x as many event scenes as FFIV. … After the last battle there’s almost 30 minutes of ending content to watch.
    Kokubo and Nomura, answers on tearjerking scenes · archived copy ↗

    The quote matches our archived copy.

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    In the claim ledger

  30. ^In shmuplations' English translation of a 1992 interview, Sakaguchi said the Blue Mage came from a designer of Final Fantasy IV's monster data who thought it would be fun to let players use the monsters' abilities. He said a Diver job, planned to equip harpoons and fight better in the ocean, was rejected, and Narita said a planned Beastman became the Berserker.Interviewshmuplations, FFV 1992 interview
    How we know
    One of our designers who created the monster data and stats for FFIV, he had an idea that it would be cool to let players use those monster abilities too.
    Sakaguchi, on the Blue Mage · archived copy ↗
    There was a rejected job too, the “Diver”. … In our planning documents, we wrote that they could equip harpoons, and they were stronger when fighting in the ocean.
    Sakaguchi, on rejected ideas · archived copy ↗
    That ended up becoming the Berserker.
    Narita, on rejected ideas · archived copy ↗

    The quote matches our archived copy.

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

    In the claim ledger

  31. ^An RPGamer editorial of 2007 by Bryan Boulette credits Hiroyuki Ito with creating Active Time Battle and says he was one of Final Fantasy V's lead game designers, designing its job system.WebRPGamer, Square Enix's Finest
    How we know
    It was Hiroyuki Ito that created the Active Time Battle system … Ito then went on to serve as one of the lead game designers for Final Fantasy V, which meant designing the most successful implementation to that point of the series' legendary Job System
    paragraph on Ito · archived copy ↗

    The quote matches our archived copy.

    In the claim ledger

  32. ^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 ↗

    The quote matches our archived copy.

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

    In the claim ledger

  33. ^Final Fantasy IV and V both give each combatant a timer that counts down to its turn. Final Fantasy IV sets its length from a ratio, 50 times a reference party member's agility over 10 times the combatant's; Final Fantasy V sets it to 120 plus equipment weight ÷ 8 minus agility.Codeeverything8215, FF4 disassembly · everything8215, FF5 disassembly
    How we know
    521        ldx     #$0032
    ⋮
    535        lda     #$0a
    ⋮
    542        jsr     Div16
    ⋮
    548        sta     $2060,x
    
    battle/init.asm lines 518–550 at a360e2e · upstream ↗
    1477@96d6:  inx3                ; next timer
    1478        lda     #6          ; loop through 6 timers
    ⋮
    1504        dec     $2a04,x     ; decrement counter
    
    battle/battle.asm lines 1476–1504 at a360e2e · upstream ↗
    5407        jsr ShiftDivide_8	;weight/8
    5408        clc
    5409        adc #$78     		;+120
    5410        sec
    5411        sbc Agility    	;-agi
    
    src/battle/battle-main.asm lines 5405–5416 at 997c87d · 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

  34. ^Final Fantasy IV counts a weapon attack's hits from a loop of percentage rolls, one per point of the attack multiplier, less the target's evade rolls; Final Fantasy V's physical check makes one hit roll and one evade roll, and the attack either lands or misses.Codeeverything8215, FF4 disassembly · everything8215, FF5 disassembly
    How we know
    16CalcHits:
    ⋮
    21@c990:  jsr     Rand99
    22        cmp     $38fa       ; check vs. hit rate
    23        bcs     @c99b
    24        inc     $38fd       ; increment number of hits
    25@c99b:  dey
    26        bne     @c990
    
    battle/damage.asm lines 16–27 at a360e2e · upstream ↗
    19092.proc CheckPHit
    ⋮
    19095        jsr Random_0_99
    19096        cmp HitPercent
    19097        bcs Miss
    ⋮
    19106        jsr Random_0_99
    19107        cmp EvadePercent
    ⋮
    19118Miss:
    19119        inc AtkMissed
    
    src/battle/battle-main.asm lines 19092–19122 at 997c87d · 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

  35. ^Final Fantasy V counts each combatant's ATB timer down by one per tick from 120 + weight ÷ 8 − agility; Final Fantasy VI instead adds a constant built from speed to a gauge every 2 frames and gives the turn when the gauge overflows.Codeeverything8215, FF5 disassembly · everything8215, FF6 disassembly
    How we know
    5409        adc #$78     		;+120
    5410        sec
    5411        sbc Agility    	;-agi
    
    src/battle/battle-main.asm lines 5405–5416 at 997c87d · upstream ↗
    4740        lda CurrentTimer,X
    ⋮
    4742        dec CurrentTimer,X
    4743        lda CurrentTimer,X
    4744        bne TimerActive
    4745FlagTimer:        	;flag EnableTimer when CurrentTimer hits 0
    
    src/battle/battle-main.asm lines 4740–4745 at 997c87d · upstream ↗
    91; [ increment atb gauge counter ]
    ⋮
    98        adc     near wTargetProp2::w7e3ac8,x     ; add atb constant
    99        sta     near wTargetProp1::w7e3218,x
    100        shorta
    101        bcc     _11ba       ; return if it didn't overflow
    
    src/battle/atb.asm lines 91–104 at 8130132 · 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

  36. ^In Final Fantasy V only three weapon attack types roll for a critical (fists, katanas, and type 36), at the crit % the attack type carries; in Final Fantasy VI an attack that can crit does so on a random byte under 8, 1 in 32, whatever the weapon.Codeeverything8215, FF5 disassembly · everything8215, FF6 disassemblyrevised
    How we know
    20794;Check for Critical Hit
    20795;Param1: Crit%
    ⋮
    20802        jsr Random_0_99
    20803        cmp Param1
    
    src/battle/battle-main.asm lines 20794–20803 at 997c87d · upstream ↗
    16363;Attack Type 30 (Fists)
    ⋮
    16381        jsr CheckCrit
    
    src/battle/battle-main.asm lines 16363–16382 at 997c87d · upstream ↗
    16574;Attack Type 37 (Katanas)
    ⋮
    16591        jsr CheckCrit
    
    src/battle/battle-main.asm lines 16574–16592 at 997c87d · upstream ↗
    16542;Attack Type 36 (Bows with Element)
    ⋮
    16564        jsr CheckCrit		;because crit routine expects it there
    
    src/battle/battle-main.asm lines 16542–16564 at 997c87d · upstream ↗
    340        jsr     Rand
    341        cmp     #$08
    342        bcs     @3414       ; 31/32 chance to branch
    
    src/battle/attack.asm lines 339–342 at 8130132 · upstream ↗

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

    Revised after a check by a second AI model, 2026-10-21.

    In the claim ledger

  37. ^Final Fantasy VI keeps Final Fantasy V's random-battle counter, which each step raises by the map's rate and which a byte from the random table, offset each time its pointer wraps, is tested against; it halves the normal rate from $E0 to $70 per step and changes the high one from $180 to $160.Codeeverything8215, FF5 disassembly · everything8215, FF6 disassembly
    How we know
    21700_c0cb09:
    21701        .word   $00e0, $0040, $0180, $0200
    
    src/field/field-main.asm lines 21700–21701 at 997c87d · upstream ↗
    21658        lda     $16a8       ; random battle counter
    21659        clc
    21660        adc     f:_c0cb09,x   ; add probability value
    ⋮
    21666        jsr     _c0cc52       ; update random number for random battles
    21667        cmp     $16a9
    
    src/field/field-main.asm lines 21658–21670 at 997c87d · upstream ↗
    264; normal map random battle rates
    265; 8 bytes each (normal, low, high, very high)
    266SubBattleRateTbl:
    267        .word   $0070,$0040,$0160,$0200  ; normal
    
    src/field/battle.asm lines 264–267 at 8130132 · upstream ↗
    386        lda     $1f6e                   ; random battle counter
    387        adc     f:SubBattleRateTbl,x    ; add random battle rate (max #$ff00)
    ⋮
    392        jsr     UpdateBattleRng
    393        cmp     $1f6f
    
    src/field/battle.asm lines 386–393 at 8130132 · 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. ^ abSquare Enix's Japanese site lists the game's later versions, among them a full PlayStation port on 19 March 1998, which added CG movies to the opening and ending; downloads for the Wii Virtual Console in 2011 and other consoles after; smartphone versions from 2013; and the Pixel Remaster for Windows and smartphones on 11 November 2021, later for PlayStation 4 and Switch on 20 April 2023.PublisherSquare Enix, FFV official page
    How we know
    1998/03/19
    game.json, game_model entry for プレイステーション · archived copy ↗
    『ファイナルファンタジーV』をプレイステーションに完全移植。 … 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。
    game.json, detail_content, PlayStation section · archived copy ↗
    2011/01/18
    game.json, game_model entry for Wii · archived copy ↗
    2013/03/28
    game.json, game_model entry for iOS · archived copy ↗
    2021/11/11
    game.json, game_model entries for Windows, iOS, and Android (Pixel Remaster) · archived copy ↗
    2023/04/20
    game.json, game_model entries for プレイステーション4 and Nintendo Switch · archived copy ↗

    The quote matches our archived copy.

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

    In the claim ledger

  39. ^IGN's Andrew Alfonso, writing on 17 October 2006 about the Japanese import of the Game Boy Advance version, Final Fantasy V Advance, said Square Enix had started the port from the ground up, with much better results than the Game Boy Advance Final Fantasy IV. IGN's game details list its release dates as 12 October 2006 in Japan, 6 November 2006 in the United States, and 20 April 2007 in the UK.WebIGN, FFV Advance hands-on
    How we know
    With the recently released Final Fantasy V, Square-Enix had to start from the ground up with the port, and the results are much, much better.
    opening paragraph · archived copy ↗
    A look into the final import version
    subtitle · archived copy ↗
    Release Date: United States: November 6, 2006 UK: April 20, 2007 Japan: October 12, 2006
    Game Details box · archived copy ↗

    The quote matches our archived copy.

    In the claim ledger

Sources

Code

Primary

  • Nintendo. 2011. “Nintendo: Virtual Console — Final Fantasy V.” Nintendo Co., Ltd. original · archived · licence, all uses
  • Co., Square Enix and Ltd. 2025. “ファイナルファンタジーV (Square Enix official game page, game.json).” SQUARE ENIX official game detail page for Final Fantasy V, data file game.json. Square Enix Co., Ltd. original · archived · licence, all uses
  • Square Enix team. 2021. “FINAL FANTASY V pixel remaster press release (27 October 2021).” Square Enix, Inc. original · archived · licence, all uses
  • Square. 1992. “Final Fantasy V (Super Famicom, Japan) instruction manual.” Square Co., Ltd. original · archived · licence, all uses
  • Square Electronic Arts team. 1999. “Final Fantasy Anthology instruction manual (North America).” Square Electronic Arts L.L.C. original · archived · licence, all uses
  • Kitase, Yoshinori. n.d. “Final Fantasy: Kitase's Inside Story — 1UP.” 1UP.com (Ziff Davis). 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
  • Square Electronic Arts team. n.d. “FINAL FANTASY ANTHOLOGY — Square Enix (US) product page.” Square Electronic Arts L.L.C. original · archived · licence, all uses
  • shmuplations, Hironobu Sakaguchi, Akihiko Matsui, Ikuya Dobashi, Katsuhisa Higuchi, Keizou Kokubo, Hiroshi Takai, Tetsuya Nomura, Nobuo Uematsu, Yoshinori Kitase, Minoru Akao, Ken Narita, Hiroyuki Itou, and Hideo Minaba. 2021. “Final Fantasy V – 1992 Developer Interview.” 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
  • 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

Secondary