From the Library: covers, censuses, and editions, documented. Browse the Library →
SOJ Final Fantasy III · The History
← Back to the Library

The History of Final Fantasy III

The largest game on the Famicom, and the West's longest wait.

Final Fantasy III reached the Famicom on April 27, 1990, sold 1.4 million copies in Japan, and then vanished from the West's map for sixteen years. It is the game that gave the series its job system, its summoned monsters, and the moogle, and it squeezed all of that onto one of the biggest cartridges the Famicom ever carried.

THE MAKING

A struggle with data, finished in Sacramento

The veterans returned: Sakaguchi directing, Hiromichi Tanaka and Kazuhiko Aoki designing, Terada writing, Uematsu composing, and Gebelli programming for the last time in the series. Tanaka called development a struggle, a fight to use the game's limited data properly. The result needed a 512 KB cartridge, the Famicom's second highest capacity, and was described on completion as one of the largest games on the system. Midway through, Gebelli's visa expired again, and the staff again followed him to Sacramento to finish.

Two human notes belong in the record. Sakaguchi had previously not seen narrative as important; during production his mother Aki died in an accident, and his outlook changed, which he connected to the number of character death scenes he wrote into this game. And the final dungeon has no save points because, by the team's own account, a play tester complained the final area was too easy and Sakaguchi removed them in annoyance.

THE DESIGN

Jobs, capacity points, and the first summons

After the second game's experiment divided players, the battle system reverted to the traditional design of the first, and the invention moved elsewhere: to a job system, suggested by Sakaguchi to give players freedom to customize the party. The four orphans of Ur begin as Onion Knights and unlock jobs as the crystals bless them: warriors, monks, mages, dragoons with their jump, ninjas who can steal, and summoners, who call monsters into battle for the first time in the series. Changing jobs costs capacity points earned in battle, so experimentation is a resource, not a free habit.

Several arrivals here were refugees from the second game's cutting floor: summoned monsters and the moogles were both originally designed for Final Fantasy II and implemented here instead. Uematsu, working with new sound programmer Hiroshi Nakamura, used a little used fifth sound channel, one that normally triggered on bugs, to put a rolling drum beat under the battle theme, and settled the Prelude and the Main Theme as the series' recurring musical signatures.

THE EDITIONS

The versions, documented
Japan · 1990
Famicom, April 27, 1990. The last Final Fantasy made for the Famicom.
The missing West · 1990 to 2006
No NES version, and no release of any kind outside Japan for sixteen years. A WonderSwan Color remake was planned and cancelled.
Nintendo DS · 2006
A full 3D remake became the game's first international release, giving the four orphans names, Luneth, Arc, Refia, and Ingus, that the Famicom original never had.
Pixel Remaster · 2021
The original Famicom version itself was not released outside Japan until the Pixel Remaster of July 28, 2021, thirty one years after it shipped.

THE RECEPTION

Scores, sales, and the dissent
Japan · 1.4 million
The Famicom original's Japanese sales, earned entirely at home.
Praise · The job system
Reviews on release were generally positive, with most of the praise going to the job system.
Dissent · The final dungeon
The closing Crystal Tower run, with no save points by design, remains the game's standing complaint, and its difficulty is a designer anecdote, not an accident.
Standing · A foundation
Time Extension included it in its Best JRPGs of All Time list in 2023, and its systems, jobs, summons, moogles, are now load bearing parts of the series.

Japan's verdict was warm and immediate. The West's verdict had to wait for a remake to exist, which is why this game is simultaneously a classic and, for many Western players, the series' missing chapter.

THE LEGACY

What it left behind

The job system prototyped here became the series' most reused inheritance, reaching its famous form in Final Fantasy V and Tactics. The moogle became a mascot, summons became spectacle, and the Onion Knight became the series' emblem for its own beginnings. Terada also adapted the game into a manga, his last work for the series he had written from the start.

THE GAME ON THE SHELF

Final Fantasy III · Famicom
Final Fantasy III Japanese Famicom box art
Japanese Famicom box art · 1990
The job system, on the largest cartridge on the Famicom, and a sixteen year wait for the West.
The GalleryThe Final Fantasy Gallery
MORE FROM THE FINAL FANTASY ARCHIVE →
One shelf of eighty-two in the Library. Browse them all →

THE FIRST WORD

New pages and new pieces, first.