Cite as
shmuplations, FFV 1992 interview
Original
https://shmuplations.com/ffv/
sha256
9d3ca6d93cdf6581f1cb2c267e2849b57ba3a4b87f75677919f7564b5cc4ca11
Archived
https://web.archive.org/web/20261016065201id_/https://shmuplations.com/ffv/
Accessed
2026-10-23
Licence
© shmuplations; the quoted words are the interviewees'.
Credit
Translation by shmuplations, published 25 December 2021, of a 1992 interview with Square's Final Fantasy V team. The introduction says it was mainly taken from Famicon Tsuushin, with portions collated from brief interviews in Dengeki SFC and the GSLA.
Notes
English translation. The interviewees named at the top are Hironobu Sakaguchi (director), Akihiko Matsui, Ikuya Dobashi, Katsuhisa Higuchi, Keizou Kokubo, Hiroshi Takai, Tetsuya Nomura and Nobuo Uematsu; the caption also labels Sakaguchi (Director), Uematsu (Composer), Dobashi (Maps / Dungeons), Matsui (Battle System), Takai (Battle Graphics / Animation), Nomura (Monsters), Higuchi (Battle), Kokubo (Visual Scenes) and Hideo Minaba (Map Graphics). Kitase, Akao, Narita, and Itou also answer in the text.

Cited on

Claims (6)

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".Sakaguchi, answer to the opening questionSakaguchi, answer on FFIV's linear storyInterview
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.Kokubo, answer on pressure after FFIVKokubo, same answerHiguchi, answer on the game's sizeInterview
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.Kokubo and Nomura, answers on tearjerking scenesKokubo and Nomura, answers on tearjerking scenesInterview
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.Higuchi, answer on whether the game endsMatsui, on the jobsMatsui, on the jobsNarita and Sakaguchi, on unintended combinationsNarita and Sakaguchi, on unintended combinationsInterview
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.Sakaguchi, on the Blue MageSakaguchi, on rejected ideasSakaguchi, on rejected ideasNarita, on rejected ideasInterview
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.Uematsu, answer on connecting the soundtrack to FFIVUematsu, answer on the writing processUematsu, answer on the writing processAkao, answer on new additionsInterview