Final Fantasy III
Final Fantasy III launched on the 27th of April, 1990, and within its first week sold 500,000 copies in Japan. By March 2003, that figure had reached 1.4 million, making it the highest-selling domestic release among the first three games in the series. Yet for more than three decades, no player outside Japan could experience the original Famicom version. What kept this particular game locked away while its sequels traveled the world? And how did a project described by its own lead designer as "a struggle" become the game that quietly planted ideas still flowering in role-playing games today?
Hironobu Sakaguchi, returning as director after helming the first two Final Fantasy games, proposed the character class-based job system that sits at the heart of Final Fantasy III. He wanted players to freely customize their four party members, and early in production the team dubbed the concept the "Crystal" system. Each job was differentiated by a unique action within the game's limited combat options: Dragoons could jump, Ninjas could steal, and Summoners could call powerful monsters into battle. Progression was handled through "capacity points" awarded after fights, which players spent both on changing jobs and on unlocking job-specific abilities.
The Summoners' monsters were a direct inheritance from concepts originally planned for Final Fantasy II but never implemented there. So too were the Moogle creatures, which had been designed for that earlier title before being carried forward. The technical side of animating summons drew from the team's prior work on Rad Racer, released in 1987. When Famitsu polled its Japanese readers in 2006, they voted the original Final Fantasy III the eighth best video game of all time, a ranking that places it above Dragon Quest IV, and the job system received specific praise from the original 1990 Famicom Tsushin reviewers as the game's standout feature.
Hiromichi Tanaka, one of the game's designers, later described development as "a struggle" rooted in the challenge of managing data on the Famicom's constrained hardware. The final cartridge required 512 kilobytes, which was the second-highest capacity available for the console, and the game was reportedly one of the largest ever released on the platform. The team had to develop a dedicated script engine for managing character movement within environments; they named it "Ether," and it carried forward into future titles.
Nasir Gebelli, the Iranian-American programmer who had worked on Final Fantasy since the first game, was forced to leave Japan midway through production after his work visa expired. Rather than continue without him, the rest of the development staff traveled with necessary materials and equipment to Sacramento, California, where Gebelli was required to remain, and finished the game there. It was his final contribution to the series. Meanwhile, writer Kenji Terada, who had written the previous two Final Fantasy scripts, completed the scenario for this game before departing as well. He later reflected that his work on Final Fantasy III had disproportionately shaped his public image, more than he felt was warranted.
Tanaka acknowledged that the story of Final Fantasy III received less attention than it might have, partly because Akitoshi Kawazu was absent from the project. Sakaguchi himself had not previously considered narrative important to the series; he described the plots of earlier titles as sequences of connected events without strong characters. That changed during production of Final Fantasy III when his mother, Aki, died in an accident. The loss reoriented his thinking about storytelling in games.
As a direct expression of his feelings during that period, Sakaguchi incorporated multiple character death scenes into the game. The final dungeon notoriously lacks save points, a condition that came about when Sakaguchi removed them in annoyance after a play tester complained that the final area was too easy. Two of the four original Famicom Tsushin reviewers criticized that design decision in their 1990 coverage.
Yoshitaka Amano designed the monsters and summons, working under what he described as a "tight" schedule. For Final Fantasy III he shifted from the black and white line art used on earlier games to drawing in color first. Sprite artist Kazuko Shibuya, who worked alongside character and job designer Koichi Ishii, remembered that the design team expanded for the first time on this project. Shibuya had to make practical compromises to fit Amano's designs into the Famicom's limited color palette; the Cloud of Darkness, for instance, was rotated from an upright pose to a horizontal one to fit the battle arena. The in-game airship Invincible was the largest single asset in the game, occupying sixteen blocks of sprite art.
Composer Nobuo Uematsu worked with a new sound programmer named Hiroshi Nakamura, whose input made the composition process feel different from the previous two titles. It was during Final Fantasy III that Uematsu decided to establish the "Prelude" and "Main Theme" as recurring pieces across the series, and began writing dedicated music for comedic moments. Nakamura discovered a little-used fifth sound track on the Famicom hardware, one that normally triggered during software bugs, and repurposed its sound to create the rolling drum beat that opens the battle theme. Final Fantasy III was the last game Uematsu made using the PSG sound chip, which he remembered as "inconvenient, but strangely charming."
While plans for an international localization existed, Tanaka said the idea was abandoned so the team could concentrate on developing for the upcoming Super Famicom. The game remained a Japan-exclusive for decades. When Bandai launched the WonderSwan Color in 2000, the company negotiated with Square to release enhanced remakes of the first three Final Fantasy titles on the handheld. Final Fantasy and Final Fantasy II both appeared within a year of the announcement, but Final Fantasy III was delayed past its late 2001 target date and never appeared. The official website went dark when WonderSwan Color production ceased in 2002. In 2007, Tanaka explained the failure: the original Famicom code was too large and structurally complex to recreate on the WonderSwan Color hardware.
After Square merged with Enix in 2003, the newly formed Square Enix commissioned a complete 3D remake for the Nintendo DS. Tanaka returned as director and executive producer. The characters and jobs were redesigned by Akihiko Yoshida. That remake released in 2006 and brought Final Fantasy III to international audiences for the first time. The original Famicom version finally reached players outside Japan on the 28th of July, 2021, as part of the Final Fantasy Pixel Remaster series, initially on Windows and mobile platforms. The Pixel Remaster's reworked score met with general praise, and the Windows release scored 79 points out of 100 on Metacritic.
Kenji Terada, who wrote the scenario for Final Fantasy III, also adapted it into a manga titled Legend of the Eternal Wind, from Final Fantasy III, illustrated by Yu Kinutani. The series ran in Kadokawa Shoten's Maru Katsu Famicom magazine between 1990 and 1992, then was collected into three tankōbon volumes under Kadokawa Shoten's Dragon Comics imprint. A novelization by Takashi Umemura, covering the events of the first three Final Fantasy games, was published in Japan by Square Enix in 2019 and released worldwide by Yen Press in 2020.
The Onion Knight and the Cloud of Darkness became the representative hero and villain of Final Fantasy III in the fighting game Dissidia Final Fantasy, released in 2009, and its sequels. Final Fantasy XIV, released in 2013, folded several elements from Final Fantasy III directly into its world and lore, including the Cloud of Darkness and the Crystal Tower. The job system that Sakaguchi suggested to give players freedom, and that the team once called the "Crystal" system, remains the feature most associated with the third entry, the one that readers of Famitsu placed above Dragon Quest IV when ranking the best games ever made.
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Common questions
When was Final Fantasy III originally released?
Final Fantasy III was published by Square for the Famicom on the 27th of April, 1990. It sold 500,000 copies within its first week in Japan and reached 1.4 million shipped copies as of March 2003.
Why was Final Fantasy III not released outside Japan for so long?
The original Famicom version was not released internationally until the 28th of July, 2021, as part of the Final Fantasy Pixel Remaster series. An early localization plan was abandoned so Square could focus on developing for the Super Famicom, and a later WonderSwan Color remake was never completed because the original code was too large and complex to port.
What is the job system in Final Fantasy III?
The job system allows players to switch their four characters between different character classes, each with unique abilities and equipment options. Progression is handled through capacity points earned in battle, and jobs range from Onion Knight and Dragoon to Summoner and Ninja. The system was proposed by director Hironobu Sakaguchi, who initially called it the "Crystal" system.
Who composed the music for Final Fantasy III?
Nobuo Uematsu composed the soundtrack for Final Fantasy III. Working with new sound programmer Hiroshi Nakamura, Uematsu established the series-recurring "Prelude" and "Main Theme" during this game's production. The Final Fantasy III Original Sound Version album was released by Square/NTT Publishing in 1991.
Was a WonderSwan Color remake of Final Fantasy III ever released?
No. Bandai and Square announced remakes of the first three Final Fantasy titles for the WonderSwan Color in 2000, and both Final Fantasy and Final Fantasy II appeared within a year, but Final Fantasy III was never completed. Hiromichi Tanaka explained in 2007 that the original Famicom code was too large and structurally complex to recreate on the WonderSwan Color.
How did Final Fantasy III influence later games in the series?
Final Fantasy III introduced the job system, summoned monsters, and the Moogle, all of which became recurring series elements. The script engine the team built for the game, called Ether, carried forward into future titles. Characters and locations from Final Fantasy III, including the Cloud of Darkness and the Crystal Tower, were later incorporated into Final Fantasy XIV (2013).
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