Final Fantasy V
Square's 1992 role-playing game for the Super Famicom, the fifth in the series.
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
-
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. ↩
-
Damage: (A − D) × M; swords M = Lv × Str ÷ 128 + 222, at most 9,99922. ↩
-
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. ↩
-
Encounters: +$E0 per step; battle if rand < counter ÷ 25625 at the normal rate; other maps add $40, $180, or $200 per step25. ↩
Mechanics
| Mechanic | Kind | How |
|---|---|---|
| Turn order | Active time | each fighter waits on its own clock, and more agility shortens the wait |
| Active Time Battle | Countdown | heavier equipment makes a character wait longer between turns, and more agility less |
| Hit chance | Hit, then evade | an attack lands whole or misses: one roll to hit, then one for the target to dodge |
| Damage formula | Attack minus defense | attack less defense, multiplied, so a sword hits harder as its wielder's level and strength rise |
| Critical hit | From equipment | only fists, katanas, and one other attack type can land a critical, which ignores defense |
| Fleeing | once the party is running, every 20 ticks gives it a chance to get away | |
| Random encounter | Danger counter | every step makes a battle likelier until one comes |
Every claim about this game, by concept (35)
References
- ^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.
- ^ 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.
- ^ 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.
- ^ 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 ↗ The quote matches our archived copy.
Checked by a second AI model, 2026-10-27.
- ^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.
- ^ 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.
- ^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 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.
- ^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.
- ^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.
- ^ 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.
- ^ 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.
Checked by a second AI model, 2026-10-27.
- ^ 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 clichéd 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.
- ^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.
- ^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.
- ^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.
- ^ 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.
- ^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.
Checked by a second AI model, 2026-10-27.
- ^ abcdeA combatant's ATB timer is set to 120 + equipment weight ÷ 8 − agility, at least 1, adjusted for haste or slow, and
UpdateTimercounts 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 disassemblyHow 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.
- ^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.
- ^ 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 disassemblyHow 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.
- ^ 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.
- ^ 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.CheckCritmakes a critical when a roll of 0–99 is under that crit %, and a critical doubles Attack and sets Defense to 0.Codeeverything8215, FF5 disassemblyrevisedHow 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.
- ^While
FleeSuccessis nonzero,CheckFleecounts 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 aFleeSuccessof $80 (the Exit spell) escapes at once. The source doesn't show what setsFleeSuccessfor ordinary running; its RAM notes only guess that holding L and R does.Codeeverything8215, FF5 disassemblyrevisedHow 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 #$80 16018 sta FleeSuccess
src/battle/battle-main.asm lines 16011–16018 at 997c87d · upstream ↗ Checked against the evidence by its author, an AI model, 2026-10-21.
Revised after a check by a second AI model, 2026-10-21.
- ^ abcEach step on a normal map adds the map's rate to a random-battle counter ($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.
- ^ 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.
- ^ 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.
- ^ 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.
Checked by a second AI model, 2026-10-27.
- ^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.
Checked by a second AI model, 2026-10-27.
- ^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.
- ^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.
- ^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.
- ^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.
- ^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.
- ^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 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.
- ^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.
- ^ 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.
- ^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.
Sources
Code
- everything8215. 2026. “Final Fantasy V Disassembly.” Commit 997c87d. everything8215/ff5 @ 997c87d · licence, all uses
- everything8215. 2022. “Final Fantasy IV Disassembly.” Commit a360e2e. everything8215/ff4 @ a360e2e · licence, all uses
- everything8215. 2026. “Final Fantasy VI Disassembly.” Commit 8130132. everything8215/ff6 @ 8130132 · licence, all uses
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
- Famitsu.com. n.d. “Famitsu.com game page: Final Fantasy V (Super Famicom).” original · archived · licence, all uses
- Famicom Tsūshin editors. 1992. “Weekly Famicom Tsūshin, no. 208 (1992-12-11): Final Fantasy V cross review.” Weekly Famicom Tsūshin (週刊ファミコン通信), no. 208, p. 40. ASCII Corporation. original · archived · licence, all uses
- staff, Famicom Tsūshin. 1993. “Weekly Famicom Tsūshin, no. 211 (1993-01-01).” Weekly Famicom Tsūshin (週刊ファミコン通信), no. 211. ASCII Corporation. original · archived · licence, all uses
- Nintendo Game Zone editors. 1993. “Nintendo Game Zone, issue 4 (February 1993).” Dennis Publishing. original · archived · licence, all uses
- Vestal, Andrew. 1999. “Final Fantasy Anthology Review — GameSpot.” GameSpot (Ziff Davis). original · archived · licence, all uses
- Boulette, Bryan. 2007. “Square Enix's Finest — RPGamer editorial.” RPGamer. original · archived · licence, all uses
- Alfonso, Andrew. 2006. “Final Fantasy V Advance Hands-On — IGN.” IGN Entertainment. original · archived · licence, all uses