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Final Fantasy IV

Final Fantasy IV, (ファイナルファンタジーIV) titled Final Fantasy II in its initial North American release, is a role-playing video game developed and published by Square (now Square Enix) for the Super Nintendo Entertainment System. Released in 1991, it is the fourth main installment of the Final Fantasy series. The game's story follows Cecil, a dark knight, as he tries to prevent the sorcerer Golbez from seizing powerful crystals and destroying the world. He is joined on this quest by a frequently changing group of allies. Final Fantasy IV introduced innovations that became staples of the Final Fantasy series and role-playing games in general. Its "Active Time Battle" system was used in five subsequent Final Fantasy games, and unlike prior games in the series, IV gave each character their own unchangeable character class — although at a few points in the story, a dark knight will choose the path of a paladin, or a summoner will evolve to a new tier of spellcasting.

Final Fantasy IV has been ported to several other platforms with varying differences. A remake, also called Final Fantasy IV, with 3D graphics was released for the Nintendo DS in 2007 and 2008. The game was re-titled Final Fantasy II during its initial release outside Japan as the original II and III had not been released outside Japan at the time. All later localizations of Final Fantasy IV, which began to appear after Final Fantasy VII (released worldwide under that title), used the original title.

The various incarnations of the game have sold more than four million copies worldwide. A sequel, Final Fantasy IV: The After Years, was released for Japanese mobile phones in 2008, and worldwide via the Wii Shop Channel on June 1, 2009. In 2011, both Final Fantasy IV and The After Years were released for the PlayStation Portable as part of the compilation Final Fantasy IV: The Complete Collection, which also included a new game, set between the two; Final Fantasy IV: Interlude. Ports of the Nintendo DS remake were released for iOS in 2012, for Android in 2013 and for Windows in 2014. Another enhanced port of FFIV was released as part of the Final Fantasy Pixel Remaster compilation series for iOS, Android and Windows in 2021, and for Nintendo Switch and PlayStation 4 in 2023.

Retrospectively, Final Fantasy IV is often regarded as one of the greatest video games of all time, noting that it pioneered many now common console role-playing game features, including the concept of dramatic storytelling in an RPG. It has been included in various lists of the best games of all time, by IGN (at #9 in 2003) as the highest-ranking RPG, as well as Famitsu in 2006 reader poll among the best games ever made. It also appeared in various rankings for Best Games of All Time for Electronic Gaming Monthly in 2001 and 2006, Game Informer in 2001 and 2009, GameSpot in 2005, and GameFAQs in 2005, 2009 and 2014.

Gameplay

In Final Fantasy IV, the player controls a large cast of characters and completes quests to advance the story. Characters move and interact with people and objects on a field map, which may represent a variety of settings, such as towers, caves, and forests. Travel between areas occurs on the overworld. The player can use towns to replenish strength, buy equipment, and discover clues about their next destination. Conversely, the player fights monsters at random intervals on the overworld and in dungeons. In battle, the player has the option to fight, use magic or an item, retreat, change character positions, parry, or pause. Certain characters have special abilities. The game was the first in the series to allow the player to control up to five characters in their party; previous games had limited the party to four.

Player characters and monsters have hit points (HP), with the characters' HP captioned below the main battle screen. Attacks reduce remaining HP until none are left, at which point the character faints or the monster dies. If all characters are defeated, the game must be restored from a saved game file. The player can restore the characters' hit points by having them sleep in an inn or use items in the party's inventory, such as potions, as well as using healing magic spells. Equipment (such as swords and armor) bought in towns or found in dungeons can be used to increase damage inflicted on monsters or minimize damage received. The player can choose whether characters appear on the front line of a battle or in the back. A character's placement impacts damage received and inflicted depending on the type of attack.

Final Fantasy IV introduced Square's Active Time Battle (ATB) system, which differed from the turn-based designs of previous RPGs. The ATB system centers on the player inputting orders for the characters in real time during battles. The system was used in many subsequent Square games.

Each character has certain strengths and weaknesses; for instance, a strong magic user may have low defense, while a physical fighter may have low agility. Like other Final Fantasy games, characters gain new, more powerful abilities with battle experience. Magic is classified as either "White" for healing and support; "Black" for offense; or "Summon" (or "call") for summoning monsters to attack or carry out specialized tasks. A fourth type, "Ninjutsu", consists of support and offensive magic and is available to only one character. Magic users, who account for eight of the twelve playable characters, gain magic spells at preprogrammed experience levels or fixed story events. The game includes balanced point gains, items, and rewards to eliminate long sessions of grinding. Due to the Super NES' greater processing power, Final Fantasy IV contains improved graphics when compared to previous Final Fantasy titles, all of which were released on the NES. The game employs the Super NES' Mode 7 technology to give enhanced magic spell visuals and to make airship travel more dramatic by scaling and tilting the ground for a bird's eye view.

Setting
Most of Final Fantasy IV takes place on Earth, also known as the Blue Planet, which consists of a surface world (or Overworld), inhabited by humans, and an underground world (or Underworld), inhabited by the Dwarves. An artificial moon orbits the planet, upon which the Lunarians live. The Lunarians are a race of beings originally from a world which was destroyed, becoming the asteroid belt surrounding the Blue Planet, and are identified by a moon-shape crest on their foreheads. They created the artificial moon, resting until a time when they believe their kind can co-exist with humans. A second, natural moon orbits the Blue Planet as well, although it is never visited in the game.

Characters
Final Fantasy IV offers twelve playable characters, each with a unique, unchangeable character class. During the game, the player can have a total of five, or fewer, characters in the party at any given time. The main character, Cecil Harvey, is a dark knight and the captain of the Red Wings, an elite air force unit of the kingdom of Baron. He serves the king alongside his childhood friend Kain Highwind, the commander of the Dragoons. Rosa Farrell is a white mage and archer, as well as Cecil's love interest. The Red Wings' airships were constructed by Cecil's friend, the engineer Cid Pollendina.

During his quest, Cecil is joined by others, including Rydia, a young summoner from the village of Mist; Tellah, a legendary sage; Edward Chris von Muir, the prince of Damcyan who is a bard as well as the husband of Tellah's daughter Anna; Yang Fang Leiden, the head of the monks of Fabul; Palom and Porom, a black mage and a white mage, twin apprentices from the magical village of Mysidia; Edward "Edge" Geraldine, the ninja prince of Eblan; and Fusoya, the guardian of the Lunarians during their long sleep.

Zemus is the main antagonist of the game. He is a Lunarian who wishes to destroy the human race so that his people can populate the earth. He uses Golbez to do this by controlling him and Kain with his psychic powers to activate the Giant of Babil, a huge machine created to carry out the genocide and take over the world.

Story
The Red Wings attack the city of Mysidia to steal their Water Crystal, and return to the Kingdom of Baron. Afterwards, when Cecil, Captain of the Red Wings, questions the king's motives, he is stripped of his rank and sent with Kain, his friend and Captain of the Dragoons, to deliver a ring to the Village of Mist. There, Kain and Cecil watch in horror as monsters burst forth from inside the ring and lay waste to the village. A young girl, Rydia, is the only survivor and summons a monster named Titan in anger. This monster causes an earthquake, separating Cecil and Kain. Cecil awakens afterward and takes the wounded Rydia to a nearby inn. Baron soldiers come for Rydia but Cecil defends her, and she joins him on his journey.

It is revealed that Rosa, Cecil's love interest, had followed him and is extremely ill with a fever. Soon after this, Cecil and Rydia meet Tellah, who is going to Damcyan Castle to retrieve his eloping daughter, Anna. However, Anna is killed when the Red Wings bomb the castle. Edward, Anna's lover and the prince of Damcyan, who is also a spoony bard, explains that the Red Wings' new commander, Golbez, did this to steal the Fire Crystal for Baron as they had stolen the Water Crystal from Mysidia. Tellah leaves the party to exact revenge on Golbez for Anna's death. After finding a cure for Rosa, the party decides to go to Fabul to protect the Wind Crystal. On the way there they meet Master Yang, a warrior monk serviced to the kingdom and the protection of the crystal. The Red Wings attack Fabul, and Kain reappears as one of Golbez's servants. He attacks and defeats Cecil; when Rosa intervenes, Golbez kidnaps her and Kain takes the crystal. On the way back to Baron, the party is attacked by Leviathan and separated.

Cecil awakes alone near Mysidia. When he enters the town, he finds that its residents deeply resent him for the prior attack on their town. Through the Elder of Mysidia, he learns that to defeat Golbez, he must climb Mt. Ordeals and become a Paladin. Before embarking on his journey, he is joined by the twin mages, Palom and Porom. On the mountain he encounters Tellah, who is searching for the forbidden spell Meteor to defeat Golbez. After defeating the fiend Scarmiglione and casting aside the darkness within himself, Cecil becomes a Paladin, while Tellah learns the secret of Meteor. Upon reaching Baron, the party discovers an amnesiac Yang and return him to his senses. The party then confronts the King, only to discover that he is an imposter and one of Golbez's minions, Cagnazzo. After defeating him, Cid arrives and takes them to one of his airships, the Enterprise. On the way, the party enters a room booby-trapped by Cagnazzo, where Palom and Porom sacrifice themselves to save Cecil, Tellah, Cid, and Yang.

On the airship, Kain appears and demands Cecil retrieve the final crystal in exchange for Rosa's life, which the party obtains with assistance from a bedridden Edward. Kain then leads the party to the Tower of Zot, where Rosa is imprisoned. At the tower's summit, Golbez takes the crystal and attempts to flee. Tellah casts Meteor to stop Golbez, sacrificing his own life in the process, but the spell only weakens Golbez, ending his mind control of Kain. Kain helps Cecil rescue Rosa, and defeat Barbariccia another fiend before Rosa teleports the party out of the collapsing tower to Baron.

In Baron, Kain reveals that Golbez must also obtain four subterranean "Dark Crystals" to achieve his goal of reaching the Moon. The party travels to the underworld and encounter the Dwarves, who are currently fighting the Red Wings. They defeat Golbez thanks to a sudden appearance by Rydia, now a young woman due to her time spent in the Feymarch, the home of the Eidolons. However, the party ultimately fails to prevent Golbez from stealing the Dwarves' crystal. With the help of the Dwarves, they enter the Tower of Babil in order to obtain the crystals Golbez has stored there, only to find that they have been moved to a surface portion of the tower. Yang later sacrifices himself in order to stop the tower's cannons from firing on the Dwarves (though he's later revealed to have survived). After escaping a trap set by Golbez, the party flees the underworld aboard the Enterprise, with Cid sacrificing himself to reseal the passage between the two worlds and to prevent the Red Wings from continuing their pursuit. The party, now joined by Edge, the prince of Eblan, travels back to the Tower of Babil in order to take back the stolen crystals and revenge himself upon Rubicante the last of the fiends. Upon reaching the crystal room, however, the party falls through a trap door to the underworld. Meeting with the Dwarves once again and finding Cid to be alive, the party sets out to retrieve the eighth crystal before Golbez can. When the crystal is obtained, Golbez appears and reveals he still has control over Kain, while taking the crystal for himself. After learning of the Lunar Whale, a ship designed to take travelers to and from the moon, the party return to Mysidia where the town's Elder and mages summon the ship.

Arriving on the Moon, the party meets the sage Fusoya, who explains that Cecil's father was a Lunarian. Fusoya also explains that a Lunarian named Zemus plans to destroy life on the Blue Planet so that the Lunarians can take over, using Golbez to summon the Giant of Babil, a colossal robot. The party returns to Earth and the forces of the two worlds attack the Giant, including Palom and Porom, who have been revived. After the party breaks the robot, Golbez and Kain confront them, only to have Fusoya break Zemus' control over Golbez, in turn releasing Kain. Cecil learns that Golbez is his older brother. Golbez and Fusoya head to the core of the Moon to defeat Zemus, and Cecil's party follows. In the Moon's core, the party witnesses Golbez and Fusoya kill Zemus, but then quickly fall to an evil spirit named Zeromus, the embodiment of all of Zemus' hatred and rage. Back on Earth, the Elder of Mysidia entreats all of Cecil's allies and friends to pray for the party, which gives Cecil and his allies the strength to fight and destroy Zeromus. Following the battle, Fusoya and Golbez opt to leave Earth with the moon. Cecil, at last accepting the truth, acknowledges Golbez as his brother, and bids him farewell.

During the epilogue, most of the cast reunites to celebrate Cecil and Rosa's wedding and their coronation as Baron's new king and queen, while Kain is seen atop Mount Ordeals, having vowed to atone for his misdeeds.

Development
After completing Final Fantasy III in 1990, Square planned to develop two Final Fantasy games—one for the Famicom and the other for the forthcoming Super Famicom, to be known as Final Fantasy IV and V respectively. Due to financial and scheduling constraints, Square dropped plans for the Famicom game and continued development of the Super Famicom version, retitled Final Fantasy IV. A mock-up screenshot of the cancelled title was produced for a Japanese magazine, but little other information exists about it. Series creator and director Hironobu Sakaguchi has stated that the Famicom version was approximately 80% complete and certain ideas were reused for the Super Famicom version.

Final Fantasy IV was lead designer Takashi Tokita's first project at Square as a full-time employee. Before this, Tokita wanted a career as a theater actor, but working on the game made him decide to become a "great creator" of video games. Initially Hiromichi Tanaka, the main designer of Final Fantasy III, was also involved in the development of the game. However, Tanaka wanted to create a seamless battle system that had no separate battle screen and was not menu-driven, and since Final Fantasy IV was not going in that direction, he changed development teams to work on the action RPG Secret of Mana instead. According to Tanaka, he originally wanted the title to have a "more action-based, dynamic overworld" but it "wound up not being" Final Fantasy IV anymore, instead becoming a separate project that eventually became Seiken Densetsu 2 (Secret of Mana), which was codenamed "Chrono Trigger" during development. The development team of Final Fantasy IV contained 14 people in total, and the game was completed in roughly one year.

Initial ideas were contributed by Sakaguchi, including the entire story and the name of Baron's royal air force, the "Red Wings". The Active Time Battle (ATB) system was conceived and designed by Hiroyuki Ito when he was inspired while watching a Formula One race and seeing racers pass each other at different speeds. This gave him the idea of different speed values for the individual characters. The system was developed by Kazuhiko Aoki, Ito and Akihiko Matsui. As the game's lead designer, Tokita wrote the scenario and contributed pixel art. He said that there was a lot of pressure and that the project would not have been completed if he did not work diligently on it. According to Tokita, Final Fantasy IV was designed with the best parts of the previous three installments in mind: the job system of Final Fantasy III, the focus on story of the second game, and the four elemental bosses acting as "symbols for the game" as in the first installment. Other influences include Dragon Quest II. The themes of the game were to go "from darkness to light" with Cecil, a focus on family and friendship among the large and diverse cast, and the idea that "brute strength alone isn't power". Tokita feels that Final Fantasy IV is the first game in the series to really pick up on drama, and the first Japanese RPG to feature deep characters and plot.

The game's script had to be reduced to one fourth of its original length due to cartridge storage limits, but Tokita made sure only "unnecessary dialogue" was cut, rather than actual story elements. As the graphical capacities of the Super Famicom allowed regular series character designer Yoshitaka Amano to make more elaborate character designs than in the previous installments, with the characters' personalities already evident from the images, Tokita felt the reduced script length improved the pacing of the game. Still, he acknowledges that some parts of the story were "unclear" or were not "looked at in depth" until later ports and remakes. One of the ideas not included, due to time and space constraints, was a dungeon near the end of the game where each character would have to progress on their own—this dungeon would only be included in the Game Boy Advance version of the game, as the Lunar Ruins.

Music
The score of Final Fantasy IV was written by longtime series composer Nobuo Uematsu. Uematsu has noted that the process of composing was excruciating, involving trial and error and requiring the sound staff to spend several nights in sleeping bags at Square's headquarters. His liner notes were humorously signed as being written at 1:30 AM "in the office, naturally". The score was well received; reviewers have praised the quality of the composition despite the limited medium. The track "Theme of Love" has even been taught to Japanese school children as part of the music curriculum. Uematsu continues to perform certain pieces in his Final Fantasy concert series.

Three albums of music from Final Fantasy IV have been released in Japan. The first album, Final Fantasy IV: Original Sound Version, was released on June 14, 1991, and contains 44 tracks from the game. The second album, Final Fantasy IV: Celtic Moon, was released on October 24 the same year, and contains a selection of tracks from the game, arranged and performed by Celtic musician Máire Breatnach. Lastly, Final Fantasy IV Piano Collections, an arrangement of tracks for solo piano performed by Toshiyuki Mori, was released on April 21, 1992, and began the Piano Collections trend for each successive Final Fantasy game. Several tracks have appeared on Final Fantasy compilation albums produced by Square, including The Black Mages and Final Fantasy: Pray. Independent but officially licensed releases of Final Fantasy IV music have been orchestrated by such groups as Project Majestic Mix, which focuses on arranging video game music. Selections also appear on Japanese remix albums, called dōjin music, and on English remixing websites such as OverClocked ReMix.

North American localization
Because the previous two installments of the Final Fantasy series had not been localized and released in North America at the time, Final Fantasy IV was distributed as Final Fantasy II to maintain naming continuity. This remained the norm until the release of Final Fantasy VII in North America (after the release of Final Fantasy VI under the title of Final Fantasy III) and subsequent releases of the original Final Fantasy II and III on various platforms. The game has since gone under the title Final Fantasy IV in all subsequent ports.

The English localization of Final Fantasy IV retains the storyline, graphics, and sound of the original, but the developers significantly reduced the difficulty for beginning gamers. Square was worried that western fans would find it difficult to adjust to the game's complexity due to not having played the previous two entries, so decreased the overall depth considerably. Other changes include the removal of overt Judeo-Christian religious references and certain potentially objectionable graphics. For example, the magic spell "Holy" was renamed "White", and all references to prayer were eliminated; the Tower of Prayers in Mysidia was renamed the Tower of Wishes. Direct references to death were also omitted, although several characters clearly die during the course of the game. The translation was changed in accordance with Nintendo of America's censorship policies (at a time before the formation of the ESRB and its rating system).

Re-releases
In addition to its original release, Final Fantasy IV has been remade into many different versions. The first of these was Final Fantasy IV Easy Type, a modified version of the game which was released for the Super Famicom in Japan. In this version, the attack powers of weapons have been enhanced, while the protective abilities of certain spells and pieces of armor are amplified. The American release is partially based on Easy Type.

A PlayStation port debuted in Japan on March 21, 1997. Ported by Tose and published by Square, it was designed and directed by Kazuhiko Aoki, supervised by Fumiaki Fukaya, and produced by Akihiro Imai. This version is identical to the original game, although minor tweaks introduced in the Easy Type are present. The most notable changes in the PlayStation release are the inclusion of a full motion video opening and ending sequence, the ability to move quickly in dungeons and towns by holding the Cancel button, and the option of performing a "memo" save anywhere on the world map. This version was released a second time in Japan in March 1999 as part of the Final Fantasy Collection package, which also included the PlayStation versions of Final Fantasy V and VI. Fifty-thousand limited edition copies of the collection were also released and included a Final Fantasy-themed alarm clock.

The PlayStation port was later released with Chrono Trigger in North America as part of Final Fantasy Chronicles in 2001 and with Final Fantasy V in Europe and Australia as part of Final Fantasy Anthology in 2002. The English localizations feature a new translation, although certain translated lines from the previous localization by Kaoru Moriyama, such as "You spoony bard!", were kept, as they had become fan favorites. A remake for the WonderSwan Color, with few changes from the PlayStation version, was released in Japan on March 28, 2002. Character sprites and backgrounds were graphically enhanced through heightened details and color shading.

Final Fantasy IV was ported again by Tose for the Game Boy Advance and published as Final Fantasy IV Advance (ファイナルファンタジーIVアドバンス). It was released in North America by Nintendo of America on December 12, 2005; in Japan by Square Enix on December 15; in Australia on February 23, 2006; and in Europe on June 2. In Japan, a special version was available which included a limited edition Game Boy Micro with a themed face plate featuring artwork of Cecil and Kain. The enhanced graphics from the WonderSwan Color port were further improved, and minor changes were made to the music. The localization team revised the English translation, improving the flow of the story, and restoring plot details absent from the original. The abilities that were removed from the original North American release were re-added, while spells were renamed to follow the naming conventions of the Japanese version, changing "Bolt2" to "Thundara" for example. A new cave at Mt. Ordeals was added featuring powerful armor and stronger weapons for five additional characters, as was the Lunar Ruins, a dungeon accessible only at the end of the game.

The game was remade with 3D graphics for the Nintendo DS as part of the Final Fantasy series' 20th anniversary, and was released as Final Fantasy IV in Japan on December 20, 2007, in North America on July 22, 2008, and in Europe on September 5. The remake adds a number of features not present in the original, such as voice acting, minigames, and some changes to the basic gameplay. The game was developed by Matrix Software, the same team responsible for the Final Fantasy III DS remake, and was supervised by members of the original development team: Takashi Tokita served as executive producer and director, Tomoya Asano as producer and Hiroyuki Ito as battle designer. Animator Yoshinori Kanada storyboarded the new cutscenes.

The original version of the game was released on the Wii Virtual Console in Japan on August 4, 2009, and in PAL regions on June 11, 2010. An enhanced port for i-mode compatible phones was released in Japan on October 5, 2009. It retains features introduced in the Wonderswan Color and Game Boy Advance ports, while incorporating enhanced character graphics on par with those found in The After Years, as well as an exclusive "extra dungeon" available after completing the game.

Along with Final Fantasy IV: The After Years, the game was released for the PlayStation Portable as part of the compilation Final Fantasy IV: The Complete Collection. This version used updated 2D graphics, as opposed to the 3D graphics seen in the DS remake. The collection also includes a new episode called Final Fantasy IV: Interlude, which takes place between the original game and The After Years. Masashi Hamauzu arranged the main theme for the game. It was released worldwide in April 2011, with the exception of Japan in March. The PlayStation port was re-released as part of the Final Fantasy 25th Anniversary Ultimate Box Japanese package in December 2012.

In December 2012, the Nintendo DS version of Final Fantasy IV was released for the iOS and Android (June 2013) mobile platforms, introducing an optional easier difficulty level. Final Fantasy IV was also released for Windows in September 2014, with no prior advertisement.

The PlayStation version was released as a PSOne Classic in Japan on June 27, 2012, compatible with PlayStation 3, PlayStation Vita and PlayStation Portable.

The Super Famicom version was released on the Wii U Virtual Console in Japan on February 19, 2014, while the Game Boy Advance version was released on April 13, 2016.

Reception
The game received positive reviews upon release. Famitsu's panel of four reviewers gave it ratings of 9, 9, 10, and 8, adding up to an overall score of 36 out of 40, one of the highest scores it awarded to any game in 1991, second only to The Legend of Zelda: A Link to the Past. In its November 1991 issue, Nintendo Power proclaimed it set a "new standard of excellence" for role-playing games. They praised the battles as being "more interesting than in previous RPGs" because the player "must make snap decisions" and the "enemies don't wait for you to make up your mind" and concluded that the "story, graphics, play and sound will keep fans riveted". Electronic Gaming Monthly' panel of four reviewers gave it ratings of 8, 9, 7, and 8, out of 10, adding up to 32 out of 40 overall. In its December 1991 issue, Ed Semrad, who gave it a 9, wrote that "Square has just redefined what the ultimate RPG should be like", noting the "spectacular Mode 7 effects, outstanding graphics and a quest unequalled in a video game", concluding that it "makes use of all the Super NES has to offer" and is "the best made to date!" Ken Williams (as Sushi-X), who gave it an 8, said that it is "a totally awesome RPG", the "storyline is actually coherent and the plot moves along with a combination of speaking sequences and battles". On the other hand, Martin Alessi, who disliked role-playing games, gave it a 7. They gave the game an award for 1991's Best RPG Video Game, stating that the "Mode 7 is great here and Square does a spectacular job in using it to zoom in and away from the planet" and that the "quest is huge and also one of the most difficult ever attempted in a video game".

GamePro rated it a perfect 5.0 out of 5 in all five categories (graphics, sound, control, fun factor, and challenge) in its March 1992 issue. The reviewer Monty Haul stated that it "truly redefines the standards for fantasy adventure games", proclaiming that "one-dimensional characters, needless hack 'em combat, and linear gameplay will be things of the past if other RPGs learn a lesson or two from this cart", concluding that it "is one small step for Square Soft, and one giant leap for SNES role-playing games". In the November 1993 issue of Dragon, Sandy Petersen gave it an "Excellent" rating. He criticized the "stylized" combat system and the graphics as "inferior" to Zelda, but praised how every "spell has a different on-screen effect" and the difficulty for being "just about right" where bosses "nearly beat you every time" unlike other RPGs such as Ultima where enough "adventuring" makes it possible to "trash" enemies "with ease". He praised the "great" music, preferring it over Zelda, stating what it "lacks in graphics, it more than makes up for in sound". He praised the story in particular, noting that, in a departure from other RPGs where the party always "sticks together through thick and thin", the characters have their own motives for joining and leaving the group, with one that "even betrays" them. He said that it is like "following the storyline of a fantasy novel", comparing it to The Lord of the Rings and Man in the Iron Mask, concluding that, because "the characters often spoke up for themselves", he "got much more attached" to the party "than in any other computer game".

Retrospectively, major reviewers have called Final Fantasy IV one of the greatest video games of all time, noting that it pioneered many now common console role-playing game features, including the concept of dramatic storytelling in an RPG. In a 1997 retrospective, GamePro credited it as "the first game where a turn-based combat system allowed you to change weapons, cast spells, and use items during a battle, and it featured some of the most exciting villains to date". Reviewers have praised the game for its graphics, gameplay and score, and have noted that Final Fantasy IV was one of the first role-playing games to feature a complex, involving plot. However, some retrospective reviews have criticized the game's original English-language translation.

It has been included in various lists of the best games of all time. Nintendo Power included it in the "100 Greatest Nintendo Games" lists, placing it ninth in 1997's issue 100, and twenty-eighth in 2005's issue 200. IGN included it in its top 100 lists of the greatest games of all time, ranking it #9 in 2003, as the highest-ranking RPG, and at #26 in 2005, as the highest rated Final Fantasy title on the list. In 2007, it was ranked at #55, behind Final Fantasy VI and Final Fantasy Tactics. Famitsu released a reader poll in 2006 ranking it as the sixth best game ever made. It was also listed among the best games of all time by Electronic Gaming Monthly in 2001 and 2006, Game Informer in 2001 and 2009, GameSpot in 2005, and GameFAQs in 2005, 2009 and 2014.

Weekly Famitsu gave Final Fantasy Collection a score of 54 out of 60 points, scored by a panel of six reviewers. The Game Boy Advance version, Final Fantasy IV Advance, was met with praise from reviewers, although a few noted the game's graphics do not hold up well to current games, especially when compared to Final Fantasy VI. Reviewers noted that some fans may still nitpick certain errors in the new translation. The Nintendo DS version of the game was praised for its visuals, gameplay changes and new cutscenes. It was a nominee for Best RPG on the Nintendo DS in IGN's 2008 video game awards.

Sales
Upon release in Japan, Final Fantasy IV sold about 0 cartridges on its first day, about 4.5 times less than what Final Fantasy V sold on its first day a year later, no doubt because audiences were hoping for more of the same. The Super Famicom version of Final Fantasy IV went on to sell 1.44 million copies in Japan.

The PlayStation version sold an additional 261,000 copies in Japan in 1997. By March 2003, the game, including the PlayStation and WonderSwan Color remakes, had shipped 2.16 million copies worldwide, with 1.82 million of those copies being shipped in Japan and 340,000 abroad. The Game Boy Advance version of the game sold over 219,000 copies in Japan by the end of 2006. As of 2007, just before the release of the Nintendo DS version, nearly 3 million copies of the game had been sold around the world. By May 2009, the DS version of the game had sold 1.1 million copies worldwide. According to Steam Spy, another 190,000 copies of the PC version were sold by April 2018.

In addition, Final Fantasy Collection, which includes Final Fantasy IV, sold over 400,000 copies in 1999. This makes it the 31st best selling release of that year in Japan.

Legacy
Final Fantasy IV: The After Years, the sequel to Final Fantasy IV, is set seventeen years after the events of the original. The first two chapters of the game were released in Japan in February 2008 for NTT DoCoMo FOMA 903i series phones, and for au WIN BREW series phones in spring. The game revolves around Ceodore, the son of Cecil and Rosa, with most of the original cast members returning, some of whom are featured in more prominent roles than before, among other new characters. After the mobile release, The After Years was released outside Japan, for Wii's WiiWare service. The first two chapters were released in June 2009, in North America and PAL territories, with the additional chapters being released in the following months.

A two-volume novelization of Final Fantasy IV was released in Japan on December 25, 2008.

title: Final Fantasy IV


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Final Fantasy VI

Final Fantasy VI, (ファイナルファンタジーVI) also known as Final Fantasy III from its initial North American release, is a 1994 role-playing video game developed and published by Square for the Super Nintendo Entertainment System. It is the sixth main entry in the Final Fantasy series, the final to feature 2D sprite based graphics, and the first to be directed by someone other than series creator Hironobu Sakaguchi; the role was instead filled by Yoshinori Kitase and Hiroyuki Ito. Long-time collaborator Yoshitaka Amano returned as character designer and concept artist, while composer Nobuo Uematsu returned to compose the game's score, which has been released on several soundtrack albums.

Set in a world with technology resembling the Second Industrial Revolution, the game's story follows an expanding cast that includes fourteen permanent playable characters. The narrative deals with the themes of a rebellion against an immoral military dictatorship, pursuit of a magical arms race, use of chemical weapons in warfare, depictions of violent and apocalyptic confrontations, several personal redemption arcs, teenage pregnancy, and the renewal of hope and life itself.

Final Fantasy VI received widespread critical acclaim, particularly for its graphics, soundtrack, story, characters, setting, and mature themes, and won numerous awards. It is widely considered to be one of the greatest video games of all time, and is often cited as a watershed title for the role-playing genre. The game was a commercial success, with the Super NES and PlayStation versions selling over 3.48 million copies worldwide by 2003, as well as over 750,000 copies as part of the Japanese Final Fantasy Collection and the North American Final Fantasy Anthology.

It was ported by Tose with minor differences to the PlayStation in 1999, and the Game Boy Advance in 2006. The Super NES version was rereleased for the Wii's Virtual Console in 2011, and by Nintendo as part of the company's Super NES Classic Edition in 2017. The game was known as Final Fantasy III when it was first released in North America, as the original Final Fantasy II, III, and V had not been released outside Japan at the time (leaving IV as the second title released outside Japan and VI as the third). However, all later versions of the game, other than re-releases of the original version, use the original title.

Gameplay
Like previous installments, Final Fantasy VI consists of four basic modes of gameplay: an overworld map, town and dungeon field maps, a battle screen, and a menu screen. The overworld map is a scaled-down version of the game's world, which the player uses to direct characters to various locations. As with most games in the series, the three primary means of travel across the overworld are by foot, chocobo, and airship. With a few plot-driven exceptions, enemies are randomly encountered on field maps and on the overworld when traveling by foot. The menu screen is where the player makes such decisions as which characters will be in the traveling party, which equipment they wield, the magic they learn, and the configuration of the gameplay. It is also used to track experience points and levels.

The game's plot develops as the player progresses through towns and dungeons. Town citizens will offer helpful information, and some residents own item or equipment shops. Later in the game, visiting certain towns will activate side-quests. Dungeons appear as a variety of areas, including caves, forests, and buildings. These dungeons often have treasure chests containing rare items that are not available in most stores. Dungeons may feature puzzles and mazes, with some dungeons requiring the player to divide the characters into multiple parties which must work together to advance through the dungeon.

Combat

Combat in Final Fantasy VI is menu-based, in which the player selects an action from a list of such options as Fight, Magic, and Item. A maximum of four characters may be used in battles, which are based on the series' traditional Active Time Battle (ATB) system, first featured in Final Fantasy IV. Under this system, each character has an action bar that replenishes itself at a rate dependent on their speed statistic. When a character's action bar is filled, the player may assign an action. In addition to standard battle techniques, each character possesses a unique special ability. For example, Locke possesses the ability to steal items from enemies, while Celes' Runic ability allows her to absorb most magical attacks cast until her next turn.

Another element is the Desperation Attack, a powerful attack substitution that occasionally appears when a character's health is low. Similar features appear in later Final Fantasy titles under a variety of different names, including Limit Breaks, Trances, and Overdrives. Characters are rewarded for victorious battles with experience points and money, called gil (Gold Piece (GP) in the original North American localization). When characters attain a certain number of experience points, they gain a level, which increases their statistics. An additional player may play during battle scenarios, with control of individual characters assigned from the configuration menu.

Customization
Characters in Final Fantasy VI can be equipped with a variety of weapons, armor and, particular to this entry, powerful accessories known as "Relics". Weapons and armor increase combat capability, mostly by increasing statistics and adding beneficial effects to attacks. By comparison, Relics have a variety of uses and effects, are almost entirely interchangeable among party members, and are extended in sophistication to alter basic battle commands and exceed normal limitations of the game's systems.

Although in VI only two playable characters start the game with the ability to use magic, magic may later be taught to almost all other playable characters through the game's introduction of magicite and the Espers that magicite shards contain. "Espers" are the game's incarnation of the series' trope of "summons", powerful monstrous beings, many of which are recurring throughout the series, such as Ifrit, Shiva, Bahamut and Odin. Besides those returning from previous entries, VI features approximately two dozen of them in total, with more added to later versions of the game.

The setting and plot of the game revolve heavily around Espers and their remains when deceased, which are referred to as "magicite". Each piece of magicite has a specific set of magic spells that a character can learn when they are equipped with it in the menu. If used often enough, these abilities become permanently accessible, even if the magicite is removed. Additionally, some pieces of magicite grant a statistical bonus to a character when they gain a level. Finally, when a character equips a piece of magicite, they may summon the corresponding Esper during battle.

Setting
Instead of the strictly medieval fantasy settings featured in previous Final Fantasy titles, Final Fantasy VI is set in a world that also has prominent steampunk influences. The structure of society is similar to that of the latter half of the 19th century, with opera and the fine arts serving as recurring motifs throughout the game, and a level of technology comparable to that of the Second Industrial Revolution. During the first half of the game, the planet is referred to as the World of Balance, and is divided into three lush continents. The northern continent is punctuated by a series of mountain ranges, the southern continent has been mostly subjugated by the cruel Gestahl Empire, and the eastern continent is home to the Veldt, a massive wilderness inhabited by monsters from all over the world. An apocalyptic event mid-game transforms the planet into the World of Ruin; its withering landmasses are fractured into numerous islands surrounding a larger continent.

The game alludes to a conflict known as the "War of the Magi", which occurred one thousand years prior to the beginning of the game. In this conflict, three quarreling entities known as the "Warring Triad" used innocent humans as soldiers by transforming them into enslaved magical beings called Espers. The Triad realized their wrongdoings; they freed the espers and sealed their own powers inside three stone statues. As a precaution, the espers sealed off both the statues and themselves from the realm of humans. The concept of magic gradually faded to myth as mankind built a society extolling science and technology. At the game's opening, the Empire has taken advantage of the weakening barrier between the human and esper domains, capturing several espers in the process. Using these espers as a power source, the Empire has created "Magitek", a craft that combines magic with machinery (including mechanical infantry) and infuses humans with magical powers. The Empire is opposed by the Returners, a rebel organization seeking to free the subjugated lands.

Characters
Final Fantasy VI features fourteen permanent playable characters, the most of any game in the main series, as well as several secondary characters who are only briefly controlled by the player. The starting character, Terra Branford, is a reserved half-human, half-esper girl who spent most of her life as a slave to the Empire, thanks to a mind-controlling device, and is unfamiliar with love. Other primary characters include Locke Cole, a treasure hunter and rebel sympathizer with a powerful impulse to protect women; Celes Chere, a former general of the Empire, who joined the Returners after being jailed for questioning imperial practices; Edgar Roni Figaro, a consummate womanizer and the king of Figaro, who claims allegiance to the Empire while secretly supplying aid to the Returners; Sabin Rene Figaro, Edgar's independent brother, who fled the royal court to hone his martial arts skills; Cyan Garamonde, a loyal knight to the kingdom of Doma who lost his family and friends when Kefka poisoned the kingdom's water supply; Setzer Gabbiani, a habitual gambler, thrill seeker, and owner of the world's only known airship; Shadow, a ninja mercenary who offers his services to both the Empire and the Returners; Relm Arrowny, a young but tough artistic girl with magical powers; Strago Magus, Relm's elderly grandfather and a Blue Mage; Gau, a feral child surviving since infancy on the Veldt; Mog, a pike-toting Moogle from the mines of Narshe; Umaro, a savage but loyal yeti also from Narshe, talked into joining the Returners through Mog's persuasion; and Gogo, a mysterious, fully shrouded master of the art of mimicry.

Most of the main characters in the game hold a significant grudge against the Empire and, in particular, Kefka Palazzo, who is one of the game's main antagonists along with Emperor Gestahl. The clownish Kefka became the first experimental prototype of a line of magically empowered soldiers called Magitek Knights, rendering him insane; his actions throughout the game reflect his demented nature. The supporting character Ultros is a recurring villain and comic relief. A handful of characters have reappeared in later games. Final Fantasy SGI, a short tech demo produced for the Silicon Graphics Onyx workstation, featured polygon-based 3D renderings of Locke, Terra, and Shadow.

Story
In the town of Narshe, Terra participates in an Imperial mission to seize a powerful Esper encased in ice. Upon locating it, a magical reaction occurs between Terra and the Esper; as a result, the soldiers accompanying Terra are killed and Terra is knocked unconscious. Upon awakening, Terra is informed that the Empire had been using a device called a "slave crown" to control her actions. With the crown now removed, Terra cannot remember anything more than her name and her rare ability to use magic unaided. Terra is then introduced to an organization known as the "Returners", who she agrees to help in their revolution against the Empire. The Returners learn that Imperial soldiers, led by Kefka, are planning another attempt to seize the frozen Esper. After repelling Kefka's attack, Terra experiences another magical reaction with the frozen Esper; she transforms into a creature resembling an Esper and flies to another continent. Upon locating Terra, the party is confronted by an Esper named Ramuh, who informs the group that Terra may require the assistance of another Esper imprisoned in the Imperial capital city of Vector.

At Vector, the party attempts to rescue several Espers; however, the Espers are already dying from Magitek experiments and choose instead to offer their lives to the party by transforming into magicite. The group returns to Terra and observes a reaction between her and the magicite "Maduin". The reaction calms Terra and restores her memory; she reveals that she is the half-human, half-Esper child of Maduin and a human woman. With this revelation, the Returners ask Terra to convince the Espers to join their cause. To do this, she travels to the sealed gate between the human and Esper worlds. However, unbeknownst to the party, the Empire also uses Terra to gain access to the Esper world. There, Emperor Gestahl and Kefka retrieve the statues of the Warring Triad, raising a landmass called the Floating Continent. The group confronts Emperor Gestahl and Kefka at the Floating Continent, whereupon Kefka, whose mental state has progressively deteriorated over the course of the story, usurps and murders Gestahl. Kefka then tampers with the alignment of the statues, which upsets the balance of magic and destroys most of the surface of the world.

One year later, Celes awakens on a deserted island. She learns that Kefka is using the Warring Triad to rule the world in a tyrannical god-like manner, destroying whole villages who oppose him and causing all life to slowly wither away. After Celes escapes the island, she searches for her lost comrades, who are found scattered throughout the ruined world. They come to terms with their situation and resolve to confront Kefka and end his reign, with Terra additionally accepting her half-Esper heritage and finding a new purpose in life in fighting for a better future. The group infiltrates Kefka's tower and destroys the Warring Triad before confronting Kefka himself, who has descended into nihilism as a result of his madness and plans to destroy all of existence as a means of self-validation. However, the group successfully destroys Kefka in battle, at which point magic and Espers disappear from the world; despite this, Terra is able to survive by hanging onto the human half of her existence. The group escapes from Kefka's tower as it collapses and flies away while watching as the world rejuvenates itself.

Creation
Final Fantasy VI entered development after the release of its predecessor V in December 1992. The development of the game took just one year to complete. Series creator and director Hironobu Sakaguchi could not be as intimately involved as in previous installments due to his other projects and his promotion to Executive Vice President of the company in 1991. For that reason, he became the producer and split director responsibilities for VI up between Yoshinori Kitase and Hiroyuki Ito: Kitase was in charge of event production and the scenario, while Ito handled all battle aspects. Sakaguchi supervised Kitase's cutscene direction and ensured that the project would coalesce as a whole. The idea behind the story of VI was that every character is the protagonist. All members of the development team contributed ideas for characters and their "episodes" for the overall plot in what Kitase described as a "hybrid process". Consequently, Terra and Locke were conceived by Sakaguchi; Celes and Gau by Kitase; Shadow and Setzer by graphic director Tetsuya Nomura; and Edgar and Sabin by field graphic designer Kaori Tanaka.

It was Kitase's task to unite the story premise provided by Sakaguchi with all the individual ideas for character episodes to create a cohesive narrative. The scenario of Final Fantasy VI was written by a group of four or five people, among them Kitase who provided key elements of the story, such as the opera scene and Celes' suicide attempt, as well as all of Kefka's appearances. The team decided to split the game into two halves, commonly termed the World of Balance and World of Ruin, because they were tired of the common game scenario of the hero narrowly saving the world. When writing the post-apocalypse second half of the story, the developers decided to let the player choose their favorite characters to emphasize that every character is the protagonist.

Regular series character designer Yoshitaka Amano's concept art became the basis for the models in the full motion videos produced for the game's PlayStation re-release. Tetsuya Takahashi, one of the graphic directors, drew the imperial Magitek Armors seen in the opening scene. By doing so, he disregarded Sakaguchi's intention to reuse the regular designs from elsewhere in the game. The sprite art for the characters' in-game appearance was drawn by Kazuko Shibuya. While in the earlier installments, the sprites were less detailed on the map than in battle, Final Fantasy VI had an equally high resolution regardless of the screen. This enabled the use of animations depicting a variety of movements and facial expressions. Though it was not the first game to utilize the Super NES' Mode 7 graphics, Final Fantasy VI made more extensive use of them than its predecessors. For instance, unlike both IV and V, the world map is rendered in Mode 7, which lends a somewhat three-dimensional perspective to an otherwise two-dimensional game.

Localization

The original North American localization and release of Final Fantasy VI by Square for the Super NES featured several changes from the original Japanese version. The most obvious of these is the change of the game's title from Final Fantasy VI to Final Fantasy III; because only two games of the series had been localized in North America at the time, VI was distributed as Final Fantasy III to maintain naming continuity. Unlike Final Fantasy IV (which was first released in North America as Final Fantasy II), there are no major changes to gameplay, though several changes of contents and editorial adjustments exist in the English script. In a January 1995 interview with Super Play magazine, translator Ted Woolsey explained that "there's a certain level of playfulness and ... sexuality in Japanese games that just doesn't exist here [in the USA], basically because of Nintendo of America's rules and guidelines". Consequently, objectionable graphics (e.g. nudity) were censored and building signs in towns were changed (such as Bar being changed to Café), as well as religious allusions (e.g. the spell Holy was renamed Pearl).

Also, some direct allusions to death, killing actions, and violent expressions, as well as offensive words have been replaced by softer expressions. For example, after Edgar, Locke and Terra flee on chocobos from Figaro Castle, Kefka orders two Magitek Armored soldiers to chase them by shouting "Go! KILL THEM!", in the Japanese version. It was translated as "Go! Get them!" Also, when Imperial Troopers burn Figaro Castle, and Edgar claims Terra is not hidden inside the castle, Kefka replies "then you can burn to death" in the Japanese version, which was replaced in the English version by "Then welcome to my barbecue!". Similarly, as Magitek soldiers watch Edgar and his guests escape on Chocobos, Kefka swears in Japanese, which was translated by Ted Woolsey as "Son of a submariner!". The localization also featured changes to several names, such as "Tina" being changed to "Terra". Finally, dialogue text files had to be shortened due to the limited data storage space available on the game cartridge's read-only memory. As a result, additional changes were rendered to dialogue in order to compress it into the available space.

The PlayStation re-release featured only minor changes to the English localization. The title of the game was reverted to Final Fantasy VI from Final Fantasy III, to unify the numbering scheme of the series in North America and Japan with the earlier release of VII. A few item and character names were adjusted, as in the expansion of "Fenix Down" to "Phoenix Down". Unlike the PlayStation re-release of Final Fantasy IV included in the later Final Fantasy Chronicles compilation, the script was left essentially unchanged. The Game Boy Advance re-release featured a new translation by a different translator, Tom Slattery. This translation preserved most of the character names, location names, and terminology from the Woolsey translation, but changed item and spell names to match the conventions used in more recent titles in the series. The revised script preserved certain quirky lines from the original while changing or editing others, and it cleared up certain points of confusion in the original translation. The Wii Virtual Console release used the Final Fantasy III name of the Super NES game.

Music
The soundtrack for Final Fantasy VI was composed by long-time series contributor Nobuo Uematsu. The score consists of themes for each major character and location, as well as music for standard battles, fights with boss enemies and for special cutscenes. The extensive use of leitmotif is one of the defining points of the audio tracks. The "Aria di Mezzo Carattere" is one of the latter tracks, played during a cutscene involving an opera performance. This track features an unintelligible synthesized "voice" that harmonizes with the melody, as technical limitations for the SPC700 sound format chip prevented the use of an actual vocal track (although some developers eventually figured out how to overcome the limitation a few years later, and in the Pixel Remaster, it is voiced by opera singers ). The orchestral album Final Fantasy VI Grand Finale features an arranged version of the aria, using Italian lyrics performed by Svetla Krasteva with an orchestral accompaniment. This version is also found in the ending full motion video of the game's Sony PlayStation re-release, with the same lyrics but a different musical arrangement. In addition, the album Orchestral Game Concert 4 includes an extended version of the opera arranged and conducted by Kōsuke Onozaki and performed by the Tokyo Symphony Orchestra, featuring Wakako Aokimi, Tetsuya Ōno, and Hiroshi Kuroda on vocals. It was also performed at the "More Friends" concert at the Gibson Amphitheatre in 2005 using a new English translation of the lyrics, an album of which is now available. "Dancing Mad", accompanying the game's final battle with Kefka, is 17 minutes long and contains an organ cadenza, with variations on Kefka's theme. The "Ending Theme" combines every playable character theme into one composition lasting over 21 minutes.

The original score was released on three compact discs in Japan as Final Fantasy VI: Original Sound Version. A version of this album was later released in North America as Final Fantasy III: Kefka's Domain. This version of the album is the same as its Japanese counterpart, except for different packaging and small differences in the translation of some track names between the album and newer releases. Additionally, Final Fantasy VI: Grand Finale features eleven tracks from the game, arranged by Shirō Sagisu and Tsuneyoshi Saito and performed by the Ensemble Archi Della Scala and Orchestra Sinfonica di Milano (Milan Symphony Orchestra). Piano Collections: Final Fantasy VI, a second arranged album, features thirteen tracks from the game, performed for piano by Reiko Nomura. More recently, "Dancing Mad", the final boss theme from Final Fantasy VI, has been performed at Play! A Video Game Symphony in Stockholm, Sweden on June 2, 2007, by the group Machinae Supremacy.

Nobuo Uematsu's former rock band, The Black Mages, released a progressive metal version of Dancing Mad on their eponymous first album in 2003. Their third album, subtitled Darkness and Starlight, is so named after its premiere track: a rock opera version of the entire opera from FFVI, including the Aria di Mezzo Carattere performed by Etsuyo Ota.

In 2012, a Kickstarter campaign for OverClocked ReMix was funded at $153,633 for the creation of a multiple CD album of remixes of the music from VI. Andrew Aversa directed the creation of the album, Balance and Ruin, which contains 74 tracks from 74 artists, each with its own unique style. The album is free and available at the OverClocked ReMix website. Video Games Live composer Jillian Aversa, Andrew Aversa's wife, created a music video tribute to Aria di Mezzo Carattere, together with cellist Tina Guo, expanding on the arrangement from Balance and Ruin.

PlayStation
Final Fantasy VI was ported to the PlayStation by Tose and re-released in Japan and North America in 1999. In Japan, it was available in both a standalone release and as part of Final Fantasy Collection, while in North America it was available only as part of Final Fantasy Anthology. In Europe it was sold only as a standalone release. Fifty thousand limited-edition copies were also released in Japan and included a Final Fantasy-themed alarm clock.

Final Fantasy VI's PlayStation port is very similar to the original Japanese Super Famicom release. With the exception of the addition of two full motion video opening and ending sequences and new screen-transition effects used for the start and end of battles, the graphics, music and sound are left unchanged from the original version. The only notable changes to gameplay (in addition to loading times not present in the cartridge versions) involve the correction of a few software bugs from the original and the addition of a new "memo save" feature, allowing players to quickly save their progress to the PlayStation's RAM. The re-release included other special features, such as a bestiary and an artwork gallery. The port was re-released in December 2012 as part of the Final Fantasy 25th Anniversary Ultimate Box package in Japan.

Final Fantasy VI was re-released as a PSone Classic in 2011: in Japan on April 20, in PAL territories on June 2 and in North America on December 6.

The "Pixel Remaster" series version of Final Fantasy VI was released for PlayStation 4 in April 2023.

Nintendo consoles
After the PlayStation, Tose then ported the game to the Game Boy Advance, on which it was released as Final Fantasy VI Advance. It was released in Japan by Square Enix on November 30, 2006, with Nintendo handling publishing in North America on February 5, 2007, and in Europe on July 6. It was the last game to be released on the Game Boy Advance in Asia, as well as the last one to be published by Nintendo on the system. It includes additional gameplay features, slightly improved visuals, and a new translation that follows Japanese naming conventions for the spells and monsters. It does not, however, have the full-motion videos from the PlayStation version of the game. Four new espers appear in Advance: Leviathan, Gilgamesh, Cactuar, and Diabolos. Two new areas include the Dragons' Den dungeon, which includes the Kaiser Dragon, a monster coded, but not included, in the original, and a "Soul Shrine", a place where the player can fight monsters continuously. Three new spells also appear, and several bugs from the original are fixed. In addition, similarly to the other handheld Final Fantasy re-releases, a bestiary and a music player are included. Even in the Japanese version, the music player is in English and uses the American names, e.g. Strago over Stragus. The package features new artwork by series veteran and original character and image designer Yoshitaka Amano.

The original Super Famicom version was released for the Wii Virtual Console in Japan on March 15, 2011, in PAL territories (Europe and Australia) on March 18, and in North America on June 30. The game was released in the West with its original North American title of Final Fantasy III. The Super Famicom version was later released on the Wii U Virtual Console in Japan. Square Enix released the Game Boy Advance version on the Wii U Virtual Console in Japan in December 2015.

Nintendo re-released Final Fantasy VI worldwide in September 2017 as part of the company's Super NES/Super Famicom Classic Edition.

The "Pixel Remaster" series version of Final Fantasy VI was released worldwide for Nintendo Switch in April 2023.

Mobile platforms and PC
Ports of Final Fantasy VI for Android and iOS mobile operating systems were also published in 2014, for Android on January 15, and for iOS on February 6, with features such as new high-resolution graphics with sprites designed by Kazuko Shibuya, who did the original game's artwork, movement in eight directions, and auto-battle.

A Windows PC port, itself a port of the Android version, was released for Windows PC via Steam on December 16, 2015. Another port from the "Pixel Remaster" line was released on Steam on February 23, 2022. The "Pixel Remaster" series features new 16-bit sprites, new soundtracks, and a return to the game's originally released content. No added content from any of the ported versions appears in any of the "Pixel Remasters".

Contemporary
Final Fantasy VI received critical acclaim and was commercially successful in Japan upon release. In mid-1994, Square's publicity department reported that the game had sold 2.55 million copies in Japan, where it became the best-selling video game of 1994. In the United States, where it went on sale in the last quarter of 1994, it was the top-selling Super NES game in October and became the year's eighth best-selling Super NES cartridge. Despite this, it was not a commercial success in that region, according to Sakaguchi. As of March 2003, the game had shipped 3.48 million copies worldwide, with 2.62 million of those copies being shipped in Japan and 860,000 abroad. Final Fantasy Collection sold over 400,000 copies in 1999, making it the 31st-best-selling release of that year in Japan. Final Fantasy Anthology has sold approximately 364,000 copies in North America. Final Fantasy VI Advance sold over 223,000 copies in Japan by the end of 2006, one month after release.

GamePro rated it 4.5 out of 5 in graphics and a perfect 5.0 in sound, control, and fun factor, stating that "characters, plotlines, and multiple-choice scenarios all combine to form one fantastic game!" The four reviewers of Electronic Gaming Monthly each granted it a unanimous score of 9 out of 10 (36 out of 40) and their "Game of the Month" award, commenting that it had set the new standard for excellence in RPGs. They particularly praised the graphics, music, and the strong emotional involvement of the story. It won several awards from Electronic Gaming Monthly in their 1994 video game awards, including Best Role-Playing Game, Best Japanese Role-Playing Game, and Best Music for a Cartridge-Based Game. Additionally, they ranked the game ninth in their 1997 list of the 100 greatest console games of all time. Famitsu scored it 37 out of 40, making it one of their two highest-rated games of 1994 (along with Ridge Racer). For their part, Nintendo Power declared the game "the RPG hit of the decade", noting its improved sound and graphics over its predecessors, and the game's broadened thematic scope. Moreover, they suggested that "with so much story and variation of play ... fans may become lost in the world for months at a time". Nintendo Power also opined that the game plot was "not particularly inventive" and the "story is often sappy–not written for an American audience".

In 1997, Nintendo Power ranked it as the eighth greatest Nintendo game, saying it "had everything you could want—heroes, world-shattering events, magic, mindless evil—plus Interceptor the wonder dog!" The same year, GamePro said it "still remains one of the most fun, innovative, and challenging RPGs to date". In 1996, Next Generation said the scene in which Terra cares for a village of orphaned children "can perhaps be safely named as the series' finest hour... no other game series has tackled such big issues, or reached such a level of emotional depth and complexity".

Retrospective
Final Fantasy Collection received 54 out of 60 points from Weekly Famitsu, scored by a panel of six reviewers. IGN described the graphics of the PlayStation re-release as "beautiful and stunning", reflecting that, at the time of its release, "Final Fantasy III... represented everything an RPG should be", inspiring statistic growth systems that would later influence titles like Wild Arms and Suikoden. Moreover, they praised its gameplay and storyline, claiming that these aspects took "all... preceding RPG concepts and either came up with something completely new or refined them enough to make them its own", creating an atmosphere in which "[players] won't find it difficult to get past the simplistic graphics or seemingly out-dated gameplay conventions and become involved". RPGamer gave a perfect rating to both the original game and its PlayStation re-release, citing its gameplay as "self-explanatory enough that most any player could pick up the game and customize their characters' equipment", while praising its music as "a 16-bit masterpiece". Joe Juba of Game Informer called the split between the World of Balance and World of Ruin one of the game's distinguishing features, citing its non-linear, freeform nature, a contrast to the standard linear gameplay of the first half. Calling it a "pioneering approach" to wander the land reassembling your former team, he noted that it made the narrative "largely player-driven", calling it part of the basic structure that would later be used by open world games.

The game's release for the Game Boy Advance also garnered praise. the Game Boy Advance re-release was named eighth best Game Boy Advance game of all time in IGN's feature reflecting on the Game Boy Advance's long lifespan. Official Nintendo Magazine ranked the GBA version of the game 32nd on a list of greatest Nintendo games in 2009. Final Fantasy VI is often regarded as one of the best titles in the series and one of the best role-playing video games ever created according to multiple websites. Readers of the Japanese magazine Famitsu voted it as the 25th best game of all time. In an updated version of the "Top 100" list in 2007, IGN ranked Final Fantasy VI as the ninth top game of all time, above all other Final Fantasy games in the series. They continued to cite the game's character development, and especially noted Kefka as one of the most memorable villains in RPG history. Nintendo Power listed the ending to Final Fantasy VI as one of the best finales, citing the narrative and cast variety. Time Extension included the game on their "Best JRPGs of All Time" list.

Legacy
Following Final Fantasy VI, Square began testing for its next entry Final Fantasy VII on the Nintendo 64, but technical issues, escalating cartridge costs and the higher storage capacity of CD technology persuaded Square to move VII and all their subsequent titles onto the PlayStation. During early testing on 3D development software, the team rendered a battle involving Final Fantasy VI characters Terra, Locke and Shadow. The decision to move to PlayStation soured the relations between Square and Nintendo. Due to this, Final Fantasy VI was the last series title to release on a Nintendo platform until Final Fantasy Crystal Chronicles came out on the Nintendo GameCube in 2003. It was also the last new mainline Final Fantasy game to come to a Nintendo platform until 2018 when the abridged Final Fantasy XV: Pocket Edition was released on Nintendo Switch, followed by the subsequent releases of Final Fantasy VII, VIII, IX, X, X-2 and XII the following year. Final Fantasy VI was included in the Super NES Classic Edition under its original titling as Final Fantasy III for the North American and European release in September 2017.

In 2010, Square Enix producer Shinji Hashimoto said that the development of a remake of Final Fantasy VI for the Nintendo DS was "undecided" due to "technical issues". Later, however, Square discussed remaking VI as well as V for the Nintendo 3DS. Tetsuya Nomura, then directing Final Fantasy VII Remake, expressed interest in remaking V and VI.

Final Fantasy VI has made multiple appearances in the Final Fantasy Trading Card Game.

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/

title: Final Fantasy VI